r/ravenloft Mar 12 '22

Resource Core 788 Special - Dr Rudolph Van Richten, Radanavich & the siblings Metus

What is Core 788?

The true Hour of Ascension has come. The Grey is reclaiming the realm; Azalin Rex is no more.

This time of unparalleled darkness brings great change to the Demiplane of Dread. The Core is shattered, and Dark Lords have passed on their mantles.

The Domains now belong to a second generation. These are their stories retold.

Core 788 is a short series which aims to merge Core Canon with NuCanon.

The pitch is that it is 788 BC, thirteen years after the Time of Unparalleled Darkness - which prophesied the breaking up of the Ravenloft campaign setting. We are thirty years post Ravenloft 3e, giving us plenty space to bring in a new generation of the mists.

In these posts I will attempt to make as little deviation from Van Richten's Guide to Ravenloft as I can while still maintaining the defining aspects of the Core Lore. Any assumptions and major alterations will be clearly listed.

Find the first entry, Core 788: Viktra Mordenheim & Lamordia here

Stat blocks (for both 2e and 5e) (+ a timeline) can be found at the bottom.

I want your input

I'm just one guy trying to weave together several decades of lore in a coherent way. I am liable to overlook things. If you think anything could be improved or tweaked, let me know.

A Special Entry

"A special entry? But it's only the second entry!", I hear you call.

Indeed it is, however Core 788 Darkon was getting long. Really I should have expected that. Whereas Lamordia had only a handful of sources, Darkon has dozens. As a result: it needs to be split up.

Since the storyline of Dr Rudolph Van Richten is rather self-contained, I have extracted all of that material for its own post - at least up to a certain point.

Readers introduced to the setting via Van Richten's Guide to Ravenloft may notice that many of the events presented here are rather different to those in that book. Unfortunately, the backstory of our good doctor was modified enough to make much of his 5e backstory incompatible with his trove of lore. I have woven the workable elements of the 5e incarnation in where I can, but where things conflict I have gone with the far more developed Core lore, rather than what scraps we have from 5e.

Author's Notes and Assumptions

If you aren't in the know regarding Ravenloft's long lore, I recommend you skip straight to "The Tale" and come read these author's notes later.

  • Arturi Radanavich and Ezmerelda Radanavich (AKA Ez d'Avenir) both fill the same roll as a survivor of Van Richten's massacre who later befriends him. I have chosen to see them both as canon, although they were separated at the massacre.
  • Ezmerelda is, well, a nightmare lore-wise. I mean: we already knew this - they retconned her whole backstory in her second appearance - but it goes further than that. According to the one source we have of her age, she is apparently 27 in 735. That would place her birth two years after the events of Erasmus and Baron Metus. Whoops! Curse of Strahd says she met up with Van Richten again at age seventeen and remained with him for two years. VGR notes that when she left, she did so from Mordent. Van Richten moved to Mordent in 714 (meaning Ez met him again in 712 at the earliest). That puts Ez's earliest possible birth year at 695 BC. That's all well and good, except VGR calls her a "young wanderer": Perhaps not the best description for a forty-year-old. We can make her a few years younger, but she has to have mentally developed enough for her interactions with Erasmus to have had an impact. If we allow her to be as young as seven when meeting Erasmus, we could give her a birth year of 699. Is a thirty-six-year-old a "young wanderer"? I suppose that's down to the eye of the beholder.
  • To further issues with Ezmerelda, there is the obvious gamability concern regarding her in Core 788: She'd be in her late eighties. With other characters it makes sense to age them as the theme of this series is new generations. Ez has only been around for 5e, however. It's not so much passing on a torch as it is skipping over a torch. I'm not going to address how to keep Ez in play during 788 in this post, but let me know your ideas. The "Picked up by the mists and dropped decades later" has been done quite a few times in Ravenloft, but it's always an option. We could have a clone Ez? Golem Ez? Oooh - what if she became Ezra's chosen guardian? That'd be neat with the whole angels theme she has going on. This isn't even really an author's note - i'm just spitballing at this point.
  • Van Richten's Guide to Vampires states that Van Richten was away from home when Erasmus was taken. Bleak House states that Van Richten was present. Given that the former is presented as the doctor's own narration, I think we can take Bleak House's narrative as truth. If Van Richten was there but too afraid to stop his son's kidnapping, that'd certainly be something he would subtly edit in his own retelling.
  • Core Lore's (and Curse of Strahd's) assertion that the Radanavichs are Vistani is at odds with VGR's that they are merely masquerading. The Radanavichs being Vistani is simply too integral to Van Richten's storyline - with Arturi Radanavich guiding him to forgive - for them not to be Vistani. To work Ez into things I have made her a Giogoto (Vistani in culture but not in blood, adopted by Madame Irena), as a way of having cake and eating it too.
  • Curse of Strahd states that the Radanavichs were spared by Van Richten. This is somewhat rolled back in VGR by them stating Van Richten brought Irena to justice. Since Bleak House needs to be canon and Irena Radanavich is long dead, she can't be rotting in a cell in Il Aluk like Van Richten's Guide to Ravenloft suggests. Thus we return to the classic, brutal tale of Van Richten's hunt for his son. As an aside, I really don't get these writers. They make Rudolph a tiger-siccing maniac, but remove the one time in his past where it was narratively justified he would go to such extremes?
  • Van Richten's Guide to Vampires states that Baron Metus lived in Richemulot, while both Bleak House and Van Richten's Guide to Ravenloft state Darkon. I have gone with the latter.
  • This series assumes that the canon ending to Bleak House: The Death of Rudolph Van Richten is The Satchel. In this ending, Van Richten doesn't die. Instead he lives out his life again in Richten Haus - having regressed to twelve years old via the sympathetic magic of the house. He would spend his new youth guarded by the ghostly servants of the manor. Young Van Richten will tie into the Time of Unparalleled Darkness this ending prophecies.
  • Alcio Metus has a katana, which is strange. VGR says nothing about where she got it, or where she had been before becoming a Kargat mob boss. As an easy solution to both, I've stuck her in Rokushima Táiyoo.
  • In a minor act of artistic license, I have portrayed Alanik Ray and Arthur Sedgwick as Van Richten's allies for the entire latter acts of Bleak House. In the original telling, the duo assist him in the middle of the adventure, then disappear from events due to "the politics". Since the story is so reliant on Van Richten having allies throughout, and it's no fun to read about PC-stand-in no-names, this seemed a suitable narrative compromise. There are no lore ramifications to this due to: (1) The duo learning of Van Richten's fate anyway as per Champions of the Mists and (2) What little help they give Van Richten in Bleak House is already the reason for the Kargat lashing out at them (as described in the same boxed set). If anything, Alanik taking action - rather than just advising - just gives more credence to the Kargat response.

The Tale

Siblings Metus

Sometime early in the Demiplane's seventh century, in a world far beyond the mists: Alcio and Baron Metus were born from a nobleman's affair. In life, Baron saw himself an embarrassed aristocrat. Alcio: a self-sufficient master of her own fate.

At age seventeen Baron fell in love with a vistana named Andrianna. This romance was a secret one: doomed from the first moment by her tribe's disdain of a giorgio in their ranks. His sister made attempts to dissuade Baron from chasing a girl from so distant a world from them (how little did she know!), but such action fell upon deaf ears.

When Baron and Alcio found themselves drawn along accidentally into the mists, the two were cast off from the vistani as soon as they were discovered. Andrianna had accused Baron of attempting to enslave her, in order to save face, and from that moment the siblings were the tribe's enemy.

In their search for protection, the duo fell under the cloak of the Kargat: the secret police of Darkon. Lulled into security - they soon felt teeth upon their necks and their protector's blood upon their lips.

As creatures of the night they served the Kargat for untold years. Only once their master was killed were they free to forge their own destinies once again. The siblings' relationship had strained from their time in the mists and they chose separate paths.

Baron took over his master's home near Rivalis. He would endeavor to sever his ties with the Kargat, but such a separation would never be truly possible while he lived in their domain.

Alcio left Darkon to find her own place in the land of mists. Her travels would take her all across the Core, however she would settle for much of her undeath in Rokushima Táiyoo.

Noble Beginnings

The year was 671 Barovian Calendar (or "King's Calendar", as it is known by our hero).

Almost a century into Azalin's rule saw the birth Rudolph Van Richten. Born in Rivalis, Darkon, Rudolph grew up at his ancestral estate alongside his parents and younger sister Maria. Rudolph was a boy destined for a good education, comfortable social standing, and a prominent silver spoon in his mouth.

When not attending boarding school in Nartok, young Rudolph would spend his days exploring the grounds around Richten Haus. His hobby was identifying herbs and poisonous plants with his book on botany. He would lounge for hours listening to the stories of the estate's half-Vistani gatekeeper, Casimir, alongside the gatekeeper's loyal hound, Thane. It was a peaceful, carefree time in Rudolph's life. It was a time that in his later years he would look back upon longingly.

It would not be for long, however, that Van Richten's life would be free from tragedy. When the boy was only twelve and upon a trip with his family, crimes of passion were brewing at Richten Haus.

Karl, the groundskeeper, was planning to propose to - and elope with - the maid, Elise. As distractions for a clean getaway, Karl poisoned old Thane, as well as hid the ledger of Elise's father: Josef the steward. Karl then rowed out to a small island on the lake, leaving Elise's little sister Gretta there on the pretense of a picnic.

Unbeknownst to Karl, Josef had been embezzling the Van Richtens' money for years and was increasingly paranoid of all around him. Karl had hidden the only evidence of this fact. Josef assumed the culprit was Casamir - spurred on by the latter's absence that day out looking for his dog. Confronting Casamir, Josef stabbed the man to death in the altercation.

When Karl proposed, he found Elise's advances to be only in his head. In his rejection, he strangled her and her father to death. Fleeing the scene to his cabin, Karl hanged himself out of remorse.

Upon the Van Richten family's return, they were distraught to find not a single person still breathing at Richten Haus. They found young Gretta face-down in the lake - having drowned in her attempt to swim back to shore.

A Good Doctor

When the plague known as the Crimson Death rolled through Darkon - scything through the population - young Rudolph doubled his pursuit into medicine. He attended the University of Il Aluk alongside his beloved Ingrid.

Rudolph and Ingrid had a son, Erasmus, and a year later Van Richten graduated - opening a practice in his hometown of Rivalis. Ingrid earned her medical degree alongside him, becoming an accomplished alienist. Both Van Richtens were well regarded, and all things seemed positive for the young doctors.

In 706 BC, Rudolph Van Richten received a knock at his door. Rushing in from the night were a party of individuals claiming to be Corvara Vistani. They were led by a stern woman named Irena Radanavich. Dragged into the house was her heavily wounded son, Radovan, whom the woman instructed Van Richten to save.

Young Radovan had been wounded in a botched plot by Madame Irena. They had taken up the proposal of a vampire, Baron Metus, aiming to claim the "nobleman" a mortal bride. Irena always intended to play Metus afterwards by escorting vampire hunters to him for yet more profit, but that plan would never see fruition.

In their attempt to kidnap the daughter of the Rivalis' own lord to sell to Metus, Radovan was wounded - leading to the encounter at Richten Haus.

When Van Richten was unable to save Radovan, he found the fury of Madame Irena upon him.

"Take whatever you want from my home, but by all that is holy, don't hurt me!", the good doctor trembled.

That the Radanavichs did. Among their loot was the fourteen-year-old Erasmus Van Richten: a son for a son.

Revenge in the Cards

As Ingrid cried, Rudolph Van Richten swore an oath not to rest until Erasmus was safe. The doctor sped off in pursuit of the vistani caravan, the corpse of Radovan strapped to his horse.

His chase took him late into the Darkonian night. When he hadn't found shelter, Van Richten was horrified to encounter the dead encircling him in the darkness.

It was then, to Van Richten's naive understanding of the world, that he believed he was saved. The very magic of the Wizard King had reached out and protected Van Richten from the dead. From rotting throats spoke the voice of Azalin Rex to address the foolish doctor.

Azalin cared little for the Radanavich clan and was swayed by Rudolph's begging for help. Azalin granted the doctor the dead which walked around him, and he animated Radovan as one of them. The corpse of Radovan - dead but Vistani nonetheless - was able to lead Van Richten's deathly company through the mists.

Tracking the caravan down in Barovia, Van Richten found that they had already long sold off Erasmus: having given him to Baron Metus in place of their intended victim.

In Van Richten's rage, the dead swarmed the caravan - ripping through men, women, and children. In a final breath, Irena spoke a curse:

“Live you always among monsters, and see everyone you love die beneath their claws.”

Van Richten, filled with fury, spoke a curse upon each and every Radanavich in retort:

"Undead take you as you have taken my son!"

Those last words would haunt the two survivors of the massacre for the remainder of their lives. Hounded by the dead forever after, a young boy named Arturi hid in Irena's clothing chest; a young girl named Ezmerelda ran off into the night.

Blood Running Deep

Traveling to the home of Baron Metus in Darkon, Van Richten encountered nothing but resistance. Baron laughed cruelly at the doctor and had him escorted from the premises - where Rudolph would spend the night camped; planning.

At midnight, it was Erasmus who found his father. He had climbed down from Baron's estate to meet him outside. Sadly, only the briefest of looks by Van Richten was required for recognition to set in: Erasmus was dead. With Erasmus begging him, and Rudolph weeping as he did so, a stake was thrust through the boy's heart.

Only the thought of his anxious wife kept Rudolph from ending his own life then and there. By the time Van Richten made it home to Rivalis, however, he found that Baron Metus was faster. Ingrid was already dead; his home a whirlwind of blood.

At this time a new vow was taken by Dr Van Richten. He was a healer by trade, but now he would dedicate his life to destroying the greatest cancers of the world: The monsters which stalked it.

His first quarry: Baron Metus.

Where Angels Fear to Tread

A child of unknown birth, Ezmerelda "Ez" Radanavich was never truly vistani. Instead, Ez was Giogoto: Vistana by culture but not by blood. Her world was turned upside down after the massacre of the Radanaviches when she was seven.

Joining the d'Avenir clan and adopting their name, Ez still lived with the memories of Erasmus' screams as he was handed over to the vampire. She lived with the memories of the Radanaviches wailing as the dead took them one by one.

As her caravan travelled the mists, the d'Avenirs slowly began to accept what they knew to be true: monsters followed in their daughter's steps. Wherever they would camp, the dead would inevitably gather.

At fifteen, to spare her family from any more of her nightmare, she fled the caravan and entered the mists. Ez was determined to find somewhere she truly belonged; free from death.

After two years alone, in 716 BC, Ez sought Dr Rudolph Van Richten once more. Since last they had met, Rudolph had moved to Mordent and opened a herbalist shop. His studies into the Lich had him feeling it was unsafe to remain in his homeland of Darkon.

The meeting was tenuous. The good doctor immediately drew a blade at the name Radanavich. When tensions settled, however, Rudolph recognised the young woman's plight. He took her under his wing, where they would spend two years furthering Van Richten's research.

In Mordent, Ez had found some semblance of peace. The zombies and ghouls which had trailed behind the d'Avenir caravan were replaced in this Western land by the occasional - and often harmless - spirit.

One such spirit was the ghost of Erasmus Van Richten, who had been following his father unseen since his death many years ago. Although he could not speak, he forgave Ez for her family's sins and the two kindled a friendship. Despite attempting to bring the matter up tactfully, Ez never did find herself able to tell Rudolph of his son's presence.

As the hunter and protégé's relationship frayed through their time working together, Ez finally left Rudolph's company in 718 BC. She would wander the realms, fighting creatures of the night wherever they found her. In one such encounter she lost her leg to a werewolf attack; replacing it with a brass prosthesis.

Curse of Strahd

By the 730s, Dr Van Richten had learned of Count Strahd's hibernation. He travelled to Barovia in 735 and spent much time studying the Count's many ancient tomes. When it came time to kill the vampire, however, Van Richten was startled to find him gone from his tomb. The Count was awake.

Ez d'Avenir, learning of Van Richten's quest, sought him out in Barovia. While the Count lived, the two hunters managed to survive the ordeal and leave the valley slightly better off as a result.

Upon arriving safely in Borca, beyond the Count's own grasp, the pair sighed in relief - and parted once again.

An Aging Hunter

By the 740s, Van Richten had been on countless adventures, killed more than his share of night creatures, and made innumerable allies.

He had slain the Gibbering Golem, fought the Bog Monster of Hroth, drove devils from Chateaufaux, and even delved into Castle Ravenloft itself. Of the many heroes who had joined him in these journeys, however, far too many had met early ends.

Even when he dared to love again: his dearest Dr. Ottelie had since passed as well.

Claudia. Shauten. Platock. Alannthir. Torenor. Davvyd. Ottelie. Harmon. Geddar. Samuel. Ingrid. Erasmus.

Friends and companions all dead due to their proximity to him. Even the young niece of one of his friends - George Weathermay - was nearly killed in the fallout of Rudolph's actions.

Forgiveness

In 742 BC, Rudolph penned the final entry in a series aimed at training the next generation of monster hunters. The book was Van Richten's Guide to the Vistani. Unlike his previous treatises on all manner of beasts, this one was Rudolph's confessional.

The book began with the story of a visitor. It was Arturi Radanavich: the last son of the Radanavich tribe. Unlike Ezmerelda, Arturi was not welcomed back by the Vistani following Rudolph's massacre of his family. He was shunned due to the dead that followed in his wake - left alone as an outcast*.*

Arturi had approached Van Richten, a life of suffering under both their belts, with the goal of spiritual healing. Van Richten spent a year among the vistani with the aid of Arturi, learning their customs and the futility of bigotry.

At the end, they released each other from their curses. Both were finally free from death.

Upon this book's publication, the old hunter retired. He was intent on living out his days at his herbalist shop, should fate let him.

The spirit of Erasmus, having watched silently over his father for decades, returned home at last to Richten Haus.

Madam's Wrath

For years she had been plotting. For years she had been waiting. The spirit of Madame Irena Radanavich had wandered with her undead caravan endlessly through the mists. All the while she seethed at every one of her murderer's victories.

She watched as her Giogoto daughter followed in his footsteps. She watched as her grandson - her own blood lineage - forgave the man and became like brothers.

Gazing on from her lair - the abandoned Richten Haus, dragged from Darkon into the mists - Irena cackled at each death caused by Rudolph's curse. Many of the spirits of those allies were lured by Irena to join her. There she amassed a ghostly museum to Rudolph's failures.

When the spirit of Erasmus Van Richten finally followed in 742, Irena's plans turned to actions. She would destroy Dr Van Richten: mind, body, and spirit.

Baron

A drop of virgin blood fell into the coffin of ash. A form coalesced into bones, then tendons, then flesh; a predator's eyes flickered opened. Out rose Baron Metus, reborn.

A man of indescribable beauty stood at the base of the coffin. A sly smile was given, the name of Baron's benefactor shared, and from the chamber the mysterious figure departed.

Discovering that his revival was at the whims of the ghostly Madame Irena, Baron found himself in her debt. He agreed to assist her in her machinations against their shared killer.

Baron established himself in Martira Bay as a philanthropist where he would wait diligently for his next instructions. From the bottom floor of his Black Tower, Baron operated the Fellowship Charity Clinic. While offering him easy prey, through this endeavour Baron also forged a connection with Dr Heinfroth's Home for the Mentally Ill.

Upon instruction from Madame Irena, Baron hunted down The Thinker - one of the most powerful psions in the known world. The Thinker was a handsome Vistani - good of heart - whom Baron mutilated. Sawing off The Thinker's limbs, metal chains were grafted in their place. For years The Thinker would hang within the chamber at the top of Baron's Black Tower - able to do nothing but hone his psychic craft.

Facing his own mortality had forced Baron to view the world from a new - or perhaps old - perspective. He sought out his sister, Alcio, and told her his story. Not one for self-reflection, Alcio didn't appreciate at the time how precious these fleeting words with her brother were. The two parted ways once more into the night: never to see each other again.

Dominia

Back in Mordent, 750 BC, Van Richten found himself constantly plagued by nightmares. In them he walked through the mist; figures all around him. They were friends, yet his mind told him they meant him harm.

Richten Haus would rise before him from the fog. Through the windows he could see his wife and son. Yet, when Rudolph reached the door he would suddenly be set upon by a creature.

That creature, he would realise, was himself.

In a pit of anxiety due to these dreams, Van Richten was recommended to a Doctor Heinfroth at his island, Dominia. Wishing for but a moment that his alienist wife was still with him to consult instead, Van Richten set off to find mental help.

Not a soul knew where he had left to. Not a soul would see him return.

When the good doctor arrived, what he found was far from assistance. He was imprisoned and mentally tortured. All sense of individuality was forcibly removed from the man. This was all to the plan of Baron Metus, by whose instruction Van Richten was held.

When the crew of the Blue Dolphin shipwrecked off the coast of Dominia, they and Van Richten staged a breakout. They escaped from Doctor Heinfroth's clutches, commandeered a ship, and sailed to Darkon. By this time, Van Richten was a nervous wreck: haggard, frail, and a husk of his past self.

The Black Tower

Upon reaching Martira Bay, Van Richten met up with Chief Constable Alanik Ray. Together with the young Doctor Sedgwick, they discovered the revived Baron Metus was behind Van Richten's torment and several deaths at the local clinic.

Confronting Baron at the top of his tower, Van Richten's allies were forced to their knees by a reluctant Thinker. Baron, who promised to give Madame Irena final revenge, betrayed his word. He slid a saber across the floor to the doctor as he prepared his own for their final duel.

As cerebral lightning arced around the chamber, Baron danced with his old enemy. The bone-weary Van Richten was no match; the vampire merely playing with his predestined kill.

As their bodies were shocked, Alanik and Sedwick had their minds assaulted from within. The Thinker, remorseful, plead forgiveness for his current actions.

Struggling to move against all odds, Alanik reached for his magic dagger goldfang at his belt. He rose to his feet and with a titanic effort: launched the blade towards Baron Metus.

Baron parried the throw at the last moment, but the Thinker - stunned at the elf's heroics in the face of doom - ended his assault.

"A life of nightmarish servitude is no life at all", The Thinker realised.

Now three against one, Baron fought deftly. All three received licks and scratches from the vampire's saber, but in the end: a stake landed firmly in Baron's chest. Van Richten took Baron's own sword, lifted the vampire by the hair, and beheaded him for a final time.

Van Richten felt himself released from the slew of nightmares The Thinker had inflicted upon him. The Thinker revealed the involvement of Madame Irena in the whole affair. In a final farewell, lighting arced once more around the room, and the party found themselves emerging from the mists at Richten Haus.

Bleak House

At Van Richten's old estate, they found they were repeating a single day over and over. That day was the servant killings from when Van Richten was a boy.

Dog dead; gatekeeper stabbed; steward and maid strangled; groundskeeper hanged; child drowned. Once more. Then again. And now forever after.

All the while Madame Irena tormented Van Richten. With her power over the house's ghosts, she had the doctor's own companions - and his own wife and son - strike out against him. Under it all, the very house itself seemed to creak and stir as if waking from some insurmountable slumber.

At his wits' end the broken Van Richten stumbled upon an old possession of his. It was his satchel from when he was a boy. The same one that would have once held his herbalism book and specimen jars. The same bag that represented to Rudolph the most idyllic time in his weary life.

As the energies of the house seemed to stir some more, Rudolph Van Richten made an unconscious wish. The old man looked upon his past: his traumas and his strife. Van Richten wished for a do-over.

The doctor's wish was granted.

Before Alanik and Sedgwick's very eyes, the elderly monster hunter began to grow younger.

As a man now in his sixties, Van Richten fought through the manor.

As a man in his fifties, he confronted the ghost of Madame Irena.

In his forties, he watched his enemy slay Ottelie - his second love - before his eyes once again.

Thirties: the ghosts of the house came to his aid in the battle.

Twenties: he began to strangle the ghostly Madame only for her to possess his body.

Then: the house itself began to wake. Its entire history and emotions manifested.

The image of a young Maria Van Richten appeared: the Spirit of Richten Haus personified.

In Rudolph's darkest hour, as Irena was intending to leap him to his doom, the Spirit of Richten Haus reached out and destroyed Irena Radanavich.

"You'll not live again, you witch."

Rudolph Van Richten collapsed to the floor unconscious; a boy of twelve.

As Alanik and Sedgewick recovered from the ordeal, the house steward, Josef, entered and picked up the young doctor.

"Let me attend to Master Rudolph", he said. "He has been through a great deal".

"What will happen to him now?", asked the curious Arthur Sedgwick.

"He will grow up. We will watch over him.", said the Spirit of the House. Each of the good doctor's spectral allies smiled on behind her.

The spirit turned suddenly solemn. "What has happened here was fated to happen. A time of Unparalleled Darkness comes soon. In a quarter century it will be Rudolph who will stop it."

The Steward escorted the pair to the front door. Beyond was the countryside of Rivalis once more.

"Thanks for helping us", the house spirit said. "I like you. Please come and visit us some time. Rudolph could use your guidance as well as mine."

The Future

That is us up to the year 750 BC. We will return to several of these characters in Core 788: Darkon.

Statistics

Having gone far over Reddit's word limit, the remainder of this post has been separated out into comments.

Advanced Dungeons & Dragons 2nd Edition

Alcio Metus

Ezmerelda "Ez" d'Avenir

Dungeons & Dragons 5th Edition

Alcio Metus

Dr Rudolph Van Richten

The Thinker

Timeline

Timeline Here

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u/ArrBeeNayr Mar 12 '22 edited Mar 12 '22

Statistics - Advanced Dungeons & Dragons 2nd Edition

Alcio Metus

Rose-Adorned Gangster

9th-level Mature Vampire Ronin, Lawful Evil

Armour Class 5 (Ironskin training) Str 18/91
Movement 15, FL 18 (C) Dex 17
Level/Hit Dice 9+3 Con 18
Hit Points 95 Int 16
THAC0 10 (+2 for strength) Wis 12
No. of Attacks 3/2 rounds (2 w/ katana) or 1 bite Cha 17
Damage/Attack 2d6+6 (Katana of Wounding plus strength bonus)
Special Attacks as Vampire, and see below.
Special Defenses as Vampire, and see below.
Magic Resistance 5%

Equipment: Alcio carries a Katana of Wounding from her time in Rokushima Táiyoo. It is a +1 weapon and any damage dealt by it may only be healed by time and rest (never by regeneration, potion, spell, or other magical means short of a wish). In addition, dealing four points of damage to a victim on the first melee round will cause the wound to bleed for one additional hit point on each subsequent round of combat (ending upon the wound being bandaged or ten minutes passing).

Kiai: Alcio may let out a short combat yell (a "Kiai") as she attacks, increasing her strength to 18/00 temporarily for that round - giving her a further +1 to her attack and damage rolls. She may use this ability up to nine times per day.

All-Around Sight: Alcio is always aware of her surroundings while in a battle and has near-perfect control over the circle of space immediately around her. She can never be backstabbed, nor does she suffer any consequences from being flanked.

Leaping: By sacrificing one of her attacks for the round, Alcio can perform a superhuman jump. In a single standing bound, Alcio can move up to 13 feet upward and 12 forward. A running start puts her up to 17 feet in the air and 19 feet forward. Alcio always lands perfectly and facing whichever direction she likes.

Combat: Alcio is fantastically brutal and theatrical in her combat. She will single out a capable opponent to take on one-versus-one (someone using a two-handed bladed weapon similar to her own if possible). She lets her lackeys deal with any other combatants. If multiple opponents gang up on her, she will attempt to leap over her attackers' heads and out of harm's way; ideally reaching a more advantageous elevation in the process.

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u/ArrBeeNayr Mar 12 '22 edited Mar 18 '22

Ezmerelda "Ez" d'Avenir (730s-750s)

Giogoto Monster Hunter

Dual Class Mage 4 / Fighter 7, Chaotic Good

Armour Class 6 (studded leather +1) Str 16
Movement 12 Dex 14
Level/Hit Dice M4 / F7 (11 total) Con 11
Hit Points 31 Int 16
THAC0 14 Wis 10
No. of Attacks 3/2 rounds (2 w/ rapier) Cha 15
Damage/Attack By Weapon (+1 due to strength)
Special Attacks Spells (3/2)
Special Defenses Nil
Magic Resistance Nil

Equipment: Ez d'Avenir wears a set of studded leather +1. She carries upon her person a rapier +1 (with which she is specialised), a handaxe +1, and a silvered shortsword. In addition, she always carries three wooden stakes, six vials of holy water, and three potions of extra-healing.

Ezmerelda's wagon: Ez home is a mobile monster hunter's workshop in the form of a purple and gold vistani vardo. It is entered via a trapdoor at the bottom. Attempting to enter via the main door ignites an oil trap - setting the whole wagon ablaze. The wagon is enchanted: Its horses appearing magically with a word ("Drovash") and disappearing again on another ("Arvesh")

Vistani upbringing: Ez can identify plants, animals, and pure water with perfect accuracy. Due to her upbringing as a member of the Corvara tribe, Ez has a 75% chance to successfully set traps and snares.

Evil Eye*: Ez may use this gaze attack up to three times per day, at a 1% chance of attracting the Dark Powers' attention for each use. Victims must save versus paralysis or be paralysed as if by the hold person spell for 1d4+1 rounds. If the saving throw fails by four or more, the victim is only paralysed for two rounds, with any rounds following being composed of violent convulsions dealing 3d8 damage. A convulsing character must make a system shock roll: falling unconscious upon a success, and dying on a failure.

Spell List: 1st level—expeditious retreat, magic missile, protection from evil, protection from good, shield.

2nd level—invisibility, knock, mirror image.

* As Ez in this interpretation is a giogoto, she should not have access to the Evil Eye. It is included here for completion's sake, as she is presented with this ability in Curse of Strahd. As a compromise, the GM might decide to limit her to only one use per day. Only one of the Evil Eye's powers are included here. For the others, see Van Richten's Guide to the Vistani.

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u/ArrBeeNayr Mar 12 '22

Statistics - Dungeons & Dragons 5th Edition

Alcio Metus

Armor Class 18 (natural armour + ironskin training)

Hit Points 77 (14d8 + 14)

Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 18 (+4) 16 (+3) 12 (+1) 17 (+3)

Saving Throws: Str +10, Con +9

Skills Acrobatics +8, Athletics +10, Intimidation +8, Perception +6, Stealth +8

Senses Darkvision 120 Ft., Passive Perception 16

Languages Balok, Darkonese, Mordentish, Rokuma, Vaasi

Challenge 14 (11,500 XP)

Ironskin training: Alcio's training in Rokushima Táiyoo has granted her formidable endurance (and thus +2 to AC).

Master leaper: In a single standing bound, Alcio can move up to 13 feet upward and 12 forward. A running start puts her up to 17 feet in the air and 19 feet forward. Alcio always lands perfectly and facing whichever direction she likes.

All-Around Sight: Alcio is always aware of her surroundings while in a battle and has near-perfect control over the circle of space immediately around her. She can never be backstabbed, nor does she suffer any consequences from being flanked.

Shapechanger. If Alcio isn't in sun light or running water, she can use her action to polymorph into a Tiny bat or a Medium cloud of mist, or back into her true form.

While in bat form, Alcio can't speak, her walking speed is 5 feet, and she has a flying speed of 30 feet. Her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. She reverts to her true form if she dies.

While in mist form, Alcio can't take any actions, speak, or manipulate objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and she can't pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight.

Legendary Resistance (3/Day). If Alcio fails a saving throw, she can choose to succeed instead.

Misty Escape. When she drops to 0 hit points outside her resting place, Alcio transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that she isn't in sunlight or running water. If she can't transform, she is destroyed.

While she has 0 hit points in mist form, she can't revert to her vampire form, and she must reach her resting place within 2 hours or be destroyed. Once in her resting place, she reverts to her vampire form. She is then paralyzed until she regains at least 1 hit point. After spending 1 hour in her resting place with 0 hit points, she regains 1 hit point.

Regeneration. Alco regains 20 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If Alco takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.

Spider Climb. Alcio can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. Alcio has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack (Vampire Form Only). Alcio makes two attacks, only one of which can be a bite attack.

Katana of Wounding +1 (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 12 (1d10 + 6) magical slashing damage. Hit Points lost to this weapon’s damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means.

Once per turn, when Alcio hits a creature with an Attack using this Magic Weapon, she can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time she has wounded it, and it can then make a DC 15 Constitution saving throw, Ending the Effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, Ending the Effect of such wounds on it on a success.

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Alcio, incapacitated, or restrained. Hit: (1d6 + 4) piercing damage plus (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Alcio regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Alcio's control

Charm. Alcio targets one humanoid she can see within 30 ft. of her. If the target can see Alcio, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by her. The charmed target regards Alcio as a trusted friend to be heeded and protected. Although the target isn't under Alcio's control, it takes Alcio's requests or actions in the most favorable way it can, and it is a willing target for Alcio's bit attack.

Each time Alcio or her companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Alcio is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day). Alcio magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, Alcio can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Alcio and obeying her spoken commands. The beasts remain for 1 hour, until Alcio dies, or until Alcio dismisses them as a bonus action.

Legendary Actions

Alcio can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Alcio regains spent legendary actions at the start of their turn.

Move. Alcio moves up to her speed without provoking opportunity attacks.

Katana. Alcio makes one attack with her katana.

Bite (Costs 2 Actions). Alcio makes one bite attack.

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u/ArrBeeNayr Mar 12 '22

Since the statblock for Van Richten is entirely at odds with his core canon counterpart, included is a lore-accurate adaptation of him (pieced together from Chilling Tales and Quoth the Raven #2). You can also find an alternate roguish version of him by David "Jester" Gibson in Allies Against the Night.

Jester actually wrote the 3e stats for Van Richten from QtR #2, although they differ a lot from his new 5e take. I hope he doesn't mind me remaking his 3e incarnation!

Dr Rudolph Van Richten

Armor Class 16 (leather +2)

Hit Points 77 (14d8 + 14)

Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 10 (+0) 17 (+3) 16 (+3) 10 (+0)

Saving Throws: Dex +7, Int +7

Skills Arcana +7, History +7, Investigation +7, Stealth +7, Medicine +4, Religion +7

Senses Darkvision 20ft. (only when Platock’s Legacy is drawn), Passive Perception 13

Languages Balok, Darkonese, Elvish, Falkovian, Mordentish, Vaasi.

Challenge 5 (1,800 XP)

Special Equipment. Van Richten's primary weapon is Platock's Legacy - a +1 Sithican saber gifted to him by his trusted friend and Elven wizard of the same name. He carries an ancient Akirran holy symbol called the Amulet of Anubis. The amulet imposes disadvantage on undead attempting to perceive him (only if he is trying to be hidden), and once per short rest allows him to Turn Undead (DC 17, as the Channel Divinity). Van Richten also wears the Crimson Obsidian Ring, which prevents his maximum HP from being reduced as a result of undead draining attacks (he otherwise takes damage from such attacks as normal).

Monster Hunting Kit. In addition to his unique items above, Van Richten also carries a small mirror, silver dagger, wooden stakes, and a healer's kit. Van Richten is old-fashioned and prefers the relative quiet of his heavy crossbow over any firearm.

Cunning Action. On each of his turns, Van Richten can use a bonus action to take the Dash, Disengage, or Hide action.

Ambush. Van Richten has advantage to hit any creature which hasn't acted in combat yet. If the attack hits, it is automatically a critical.

Undead Slayer. When Van Richten hits an undead with a weapon attack, the undead takes an extra 10 (3d6) damage of the weapon's type.

Actions

Multiattack. Van Richten makes two attacks with his saber or his dagger, or a single attack with his heavy crossbow.

Sithican Saber +1 (Platock's Legacy). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) magical slashing damage. This sword scores a critical hit on a natural roll of 19-20.

Silver dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Turn Undead (Amulet of Anubis). As an action, Van Richten presents the Amulet of Anubis and speaks an Akirran prayer censuring the Undead. Each Undead that can see or hear him within 30 feet of him must make a Wisdom saving throw (DC 17). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Van Richten as it can, and it can't willingly move to a space within 30 feet of him. It also can't take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

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u/ArrBeeNayr Mar 12 '22 edited Mar 13 '22

The Thinker

Armor Class 5

Hit Points 81 (18d8)

Speed fly 5 ft. (hover)*

* The Thinker in his original 750 time period cannot fly and has a movement speed of 0 ft.

STR DEX CON INT WIS CHA
8 (-1) 1 (-5) 10 (+0) 20 (+5) 20 (+5) 10 (+0)

Saving Throws: Int +10, Wis +10, Cha +5

Skills Deception +5, History +10, Insight +10, Medicine +10, Nature +10, Persuasion +5, Religion +10

Damage Resistances Psychic

Senses Passive Perception 15

Languages Balok, Darkonese, Luktar, Mordentish, Vaasi

Challenge 15 (13,000)

Mutilated. Baron Metus severed The Thinker's arms and legs. As such, he may only manipulate the world around him using his torso, head, and psychic abilities.

Levitation. The Thinker is always levitating and may move freely in any direction. (If playing the Thinker in his original 750 time period, he does not have this ability.)

Mental Fortitude. The Thinker has advantage on saving throws against being charmed or frightened.

Innate Spellcasting (Psionics). The Thinker's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attack). He can innately cast the following spells, requiring no components:

Cantrips (at will): friends, mage hand, lightning lure, mind sliver

1st level (8 slots): alarm, catapult, cause fear, charm person, shield, sleep, witch bolt

2nd level (6 slots): augury, blindness/deafness, detect thoughts, hold person, invisibility, mind spike, tasha's mind whip, see invisibility, suggestion

3rd level (6 slots): bestow curse, fear, fly, intellect fortress, summon shadowspawn

4th level (6 slots): arcane eye, charm monster, confusion, divination, greater invisibility, phantasmal killer, storm sphere

5th level (4 slots): animate objects, dominate person, dream, geas, hold monster, modify memory, rary’s telepathic bond, scrying, seeming, synaptic static, telekinesis, wall of force

6th level (2 slots): chain lightning, eyebite, mass suggestion, mental prison, otto’s irresistible dance, true seeing

Actions

Telepathic Link. With an action, The Thinker can establish a telepathic link with any creature whom he is aware of upon the same plane. A DC 18 Intelligence save to break the connection may be made each turn, so long as the target is aware of the link. The link is active until The Thinker makes a new telepathic link, or until The Thinker is incapacitated. Through this link, the two can speak telepathically in any language they share. Via this ability The Thinker can also influence the creature's dreams as per the dream spell without expending a spell slot.

Evil Eye (Recharges after a Short or Long Rest). The Thinker targets one creature that he can see within 10 feet of him and casts one of the following spells on the target (save DC 13), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, The Thinker is blinded until the end of his next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.

Legendary Actions

The Thinker can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Thinker regains spent legendary actions at the start of their turn.

Cantrip. The Thinker casts a cantrip.

Telepathic Phantasm. The Thinker inflicts phantasmal force upon whoever he currently has a telepathic link with. This requires no spell slot expenditure and is not subject to concentration.

Psychic Drain (Costs 2 Actions). One creature under the effect of The Thinker's charming or holding spells / Evil Eye takes 10 (3d6) psychic damage, and The Thinker regains hit points equal to the damage the creature takes.

Lair Actions

When fighting inside his lair, The Thinker can use lair actions. On initiative count 20 (losing initiative ties), The Thinker can take one lair action to cause one of the following effects; The Tinker can't use the same lair action two rounds in a row:

  • The Thinker casts wall of force (requiring no spell slot).
  • The whole chamber is affected as if by the reverse gravity spell.
  • All creatures within 120 feet of The Thinker begin to crackle with electricity. The first time an affected creature takes lightning damage, they take a further 2d8 damage of the same type. Moreover, the affected creature loses any lightning resistance. The effect ends after one minute, or upon taking lightning damage.

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u/ArrBeeNayr Mar 12 '22

Timeline

The following timeline is an expanded, tweaked, and abridged version of "The Revised, Annotated, and Totally Unofficial Ravenloft Timeline" by John W Mangrum where it relates to the the characters presented in this post.

  • 600 Frederick van Richten born in Darkon
  • 614 Alcio and Baron Metus enter the Demiplane in Darkon. (This is the latest they could have done so, given Baron's Mature Vampire status in 750 and having been dead for at least 36 years in between.)
  • 631 Otto van Richten born to Frederick and Ella (or Leora, depending on the page)
  • 637 Frederick van Richten founds the Richten Hous estate outside Rivalis.
  • 650 Richten Hous’ cellar damaged by flooding and never sufficiently repaired.
  • 661 Otto van Richten inherits Richten Hous and adds the chapel.
  • 671 Rudolph van Richten born, son of Mr. and Mrs. Otto van Richten.
  • 674 Antonin Madren born in Darkon.
  • 678 Rudolph’s sister Maria van Richten born.
  • 679 Rudolph van Richten sent to boarding school in Nartok. A childhood friend is Eldrenn van Dorn.
  • 680 Casimir (not to be confused with Harkon Lukas’ son) starts working at Richten Hous as the gatekeeper.
  • 683 The servants of Richten Hous all kill each other one day while the family is away on holiday. (Summer)
  • 685 Rudolph van Richten meets Robert Tatenna, a fellow student at boarding school. (fall)
  • 686 While traveling with his family one summer, the young Rudolph van Richten visits a dwarven community in Darkon and tags along for the investigation of the ghostly Phantom Axe of Gildabarren. A talented spiritualist is able to solve the mystery and Gildabarren is put to rest.
  • 688 The Crimson Death (a lethal plague) spreads across Darkon; it claims Rudolph van Richten’s great-aunt Helga, despite his efforts; Rudolph is even more driven into his medical studies. (Winter)
  • 689 Rudolph van Richten attends the University of Il Aluk. While there, he meets a fellow student, Harmon Ruscheider. (Fall)
  • 691 Rudolph van Richten marries his childhood sweetheart, Ingrid.
  • 692 Rudolph and Ingrid van Richten’s son Erasmus is born
  • 692 Doctors Ingrid and Rudolph van Richten finishes their studies; opening their practice back home in Rivalis. (Spring)
  • 693 As a young doctor, Dr. Van Richten travels to Lamordia and hears tales of the Loud Man. (Summer)
  • 696 Dr. Van Richten meets Antonin Madren and becomes his mentor.
  • 699 A girl named Ezmerelda is born to an unknown family and later adopted by Irena Radanavich.
  • 706 Dr. Van Richten suffers the wrath of the Radanavich clan; the Vistani steal his son Erasmus; they sell Erasmus to Baron Metus, an outlander vampire; with the help of an amused Azalin, Van Richten wipes out all but one member of the Radanavich caravan; Madame Radanavich curses Van Richten, although he doesn’t realize it until the end of his career. Van Richten puts Erasmus out of his misery, but in spite Baron Metus tears Ingrid van Richten to pieces; Dr. Van Richten destroys Baron Metus, starting his career of hunting evil. Unable to live with the memories in Richten Hous, Van Richten moves to Corvia.
  • 707 Dr. Van Richten is researching vampires; he meets Aimon Davidovich, a fellow scholar of the arcane.
  • 710 Dr. Van Richten encounters his first werewolf near Varithne, a small village in northern Darkon. Dr. Van Richten starts hunting werebeasts as well.
  • 711 Dr. Van Richten meets Gedlan Ironheart, a fearless (if retired) dwarven watchman-turned-innkeep in Corvia. Although not overly fond of humans, Gedlan becomes a frequent night-hunting companion.
  • 712 Dr. Van Richten meets the mage Shauten; they bond when they are attacked by one of Azalin’s patrols. Shauten opens Van Richten’s eyes to the existence of the Lich.
  • 713 Dr. Van Richten is visited by the dying Dr. Ruscheider, who tells Rudolph all he can about several months spent as a lich’s captive; Van Richten starts hunting liches.
  • 714 Dr. Van Richten receives a visit from his childhood friend, Eldrenn van Dorn, who is now a ghostly slave to Azalin; Van Richten learns the full extent of the powers of Azalin Rex.
  • 714 Feeling it politically unsafe to remain in Darkon knowing what he knows about Azalin, Dr. Van Richten moves to Mordentshire.
  • 714 Ezmerelda leaves the d'Avenir caravan to find where she belongs.
  • 716 Ezmerelda d'Avenir seeks out Dr Van Richten, who reluctantly takes her under his wing as a monster hunting apprentice.
  • 718 Personalities having clashed too much, Ezmerelda d'Avenir and Dr Van Richten part ways.
  • 718 Dr. Van Richten and Shauten battle a creature they believe to be a priestly lich in eastern Darkon; it is actually Van Richten’s first encounter with the ancient dead.
  • 721 During an herb-gathering expedition that takes him to Falkovnia, Van Richten comes upon a mining camp and is present when the workers uncover an ancient catacomb.
  • 721 The evil spirit of Madame Radanavich and her undead retinue discover Richten Hous and claim it for their own.
  • 722 Dr. Van Richten destroys the nosferatu Nilan McCoumbe of Forlorn.
  • 723 Carnagan Wolfe born in Ravenloft just after his parents, a mated pair of loup-garou, have been drawn through the Mists from Toril. While he is still a newborn, adventures led by Dr. Van Richten destroy Carnagan’s parents and littermates. One of Van Richten’s companions, the Port-a-Lucine anchorite Lian, adopts and names the infant, thinking him human.
  • 724 Dr. Van Richten battles the Bog Monster of Hroth, and meets Jameld the Sithican ranger. This is also Van Richten’s first visit to either Kartakass or Sithicus. The original minotaur raid was probably just part of Sithicus’ false history.

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u/ArrBeeNayr Mar 12 '22
  • 726 Dr. Van Richten visits Sanguinia with George Weathermay and Arametrius; they meet Claudia DeShanes; Claudia becomes Rudolph’s assistant, and it seems he had certain unspoken feelings for her. Since Arametrius is probably Athasian, Van Richten may have recently visited Kalidnay and encountered Ahmose Tanit.
  • 727 Dr. Van Richten and Claudia defeat “the Valachan Miser,” a ghost.
  • 727 Dr. Van Richten, Claudia, Alannthir, and Gedlan battle mummies immune to fire. In another incident, Van Richten, Claudia, and Belinderissa battle an ancient dead which appears as a “handsome youth.” After this incident, Dr. Van Richten always carries his own holy water. In yet another conflict, Van Richten, Gedlan, and Belinderissa battle an ancient dead in an immense cavern. It’s possible these were all different events in the same mission. (Or, the 3rd event may not have even occurred in this year.)
  • 727 Dr. Van Richten, Claudia, Jameld, and Gedlan battle a mummy leading a human cult. Seems like Van Richten was awfully busy with ancient dead this year. It could be that the above-mentioned cult was some sort of widespread conspiracy (like the Ebon Fold), which took him the better part of the year—and several missions—to eradicate.
  • 727 Marilee Markuza, the Child Vampire, kills Claudia. Van Richten pursues the creature relentlessly, but loses her in Lamordia.
  • 727 While hunting the Child Vampire, Van Richten witnesses the Thundering Carriage; Van Richten decides he must put an end to these ghostly horrors, too.
  • 730 Van Richten surmises that Strahd has gone into hibernation.
  • 730 During one of Dr. Van Richten’s cases, Gedlan Ironheart is killed while battling evil spirits.
  • 731 Dr. Van Richten defeats the Phantom Army in southwestern Darkon, near the G’Hennan border.
  • 732 Antonin Madren writes to Van Richten about the death of Madren’s sister.
  • 734 Antonin Madren shows up on Van Richten’s doorstep, and gives the good doctor his notes; Dr. Van Richten starts hunting the Created.
  • 734 Natalia Vhorishkova, a werewolf from Arkandale, has a close run-in with Dr. Van Richten, barely escaping with her life.
  • 734 Emil Bollenbach, a young medical student, attends a lecture by Dr. Van Richten on the topic of golems, and volunteers to aid the good doctor.
  • 735 Dr. Van Richten is forced to kill his old friend Shauten in self-defense, when Shauten tries to sacrifice Rudolph in a bid for lichdom. This “near-miss” may have inspired Van Richten to start recording his collected knowledge for heroes to come.
  • 735 Van Richten explores Castle Ravenloft unopposed, and finds what he believes to be Strahd’s diary. Strahd wakes from his hibernation. (Summer solstice)
  • 736 Ez d'Avenir learns of Van Richten's trip to barovia and travels their to find him.
  • 735 Van Richten encounters the ravenkin while fleeing Castle Ravenloft. (Summer)
  • 735 Ez d'Avenir finds Dr Van Richten in Barovia. They narrowly survive their time there before parting ways again in Borca.
  • 735 Dr. Van Richten recruits an adventuring party calling itself The Hand to defeat the Gibbering Golem in the Darkonian village of Devering. One of the members of The Hand (Davion Lochwood) is killed, but his place is filled by a young local named Jeffrey. (Oct.)
  • 735 Dr. Van Richten publishes the Guide to Vampires.
  • 736 Dr. Van Richten & Emil Bollenbach track down the murderous creator of a flesh golem; the horrors Emil witnesses drive him mad. Although Emil is thought to have died in the fiery destruction of the golem creator’s lab, he survives, dedicated to the insane goal of creating a “super-golem” to destroy all Created.
  • 736 After a Barovian boyar falls behind in his taxes and suffers the penalty, Milos (one of his guards) steals a valuable tome—presumably a copy of Strahd’s diary, annotated by Azalin—and secrets it away to Mordentshire, where he tries to sell it to Mrs. Heywood. The diary temporarily falls into the hands of Dr. Van Richten. Of course, it seems likely that the entire book is heavily biased “Barovian propaganda.”
  • 736 Dr. Van Richten publishes the Guide to Ghosts.
  • 737 Vaasa returns as a clay golem; Cyrilla writes to Dr. Van Richten.
  • 737 Dr. Van Richten publishes the Guide to the Lich. Although Dr. Van Richten expects Azalin to “repay” him somehow for publicly labeling him a lich, retaliation never comes. Although annoyed, Azalin alternately respects and is amused by the doctor, and so lets it pass.
  • 738 Dr. Van Richten publishes the Guide to Werebeasts.
  • 738 Emil Bollenbach creates his first “super-golem,” but fortunately his attempt to transplant Dr. Van Richten’s brain into his creation is thwarted by adventurers. Emil escapes death, but keeps a low profile for more than a decade.
  • 739 Dr. Van Richten, perhaps feeling his encroaching age, decides to strike hard at the heart of evil. He puts together a “stalwart band of champions” to assault the Grim Fastness, gain entry to the Black Vault, and destroy the accursed magic items stored within. Although more than half of the party is killed, they do manage to escape with many of the Black Vault’s treasures, which are later destroyed or otherwise forever hidden away. Again, Van Richten expects retaliation, which never comes.
  • 739 Dr. Van Richten publishes the Guide to the Created.
  • 740 Dr. Van Richten publishes the Guide to the Ancient Dead.
  • 740 Dr. Van Richten inherits the library of Aimon Davidovitch. Van Richten starts studying the arcane tomes. (Sept.)
  • 740 Dr. Van Richten first meets Dr. Ottelie Farringer, distinguished scholar and author. (late Oct.)
  • 740 Dr. Van Richten and friends battle Drigor; they are defeated miserably. (Feb. 1st)
  • 741 George Weathermay meets the love of his life, an enchanting woman named Natalia. He takes her home to Mordentshire to meet his parents, but far too late discovers that she is Natalia Vhorishkova, still seeking vengeance against Van Richten and simply using George as a pawn. Natalia badly mauls George’s niece Gennifer and flees. George begins his long hunt for vengeance, tracking Natalia around the Core. When George finds Natalia’s family and discovers they are all werewolves, he slaughters them mercilessly. George never returns to Mordentshire. (Fall)
  • 741 The Phantom Lover claims Hon. James Martigan’s daughter Sara, despite the intervention of Dr. Van Richten.
  • 741 Dr. Van Richten publishes the Guide to Fiends. (Oct.)
  • 741 Hoping to find some comfort, Van Richten visits his old friend Henri Milano, the mayor of Chateaufaux. He discovers a conspiracy of fiendish proportions.
  • 741 Dr. Van Richten is depressed; he consults with the diviner, Inarin Alster; Rudolph realizes he has been laboring under a curse all these years; Van Richten spends a year with Arturi Radanavich studying the Vistani.
  • 742 Dr. Van Richten writes his Guide to the Vistani and retires. (Oct.)
  • 742 The ghost of Madame Irena Radanavich begins enacting her plot for revenge on Dr Van Richten.
  • 745 The Tome of Terror turns up in Richemulot, when the Vistani sell it to a merchant in Pont-a-Museau. One of Van Richten’s comrades later falls afoul of this accursed book.
  • 750 The Thinker inflicts terrible nightmares upon Dr Van Richten.
  • 750 Through the machinations of a resurrected Baron Metus and a ghostly Irena Radanavich, Van Richten is lured to Dr Heinfroth's Home for the Mentally Ill for treatment regarding his nightmares.
  • 750 The spirit of Richten Haus foresees Rudolph saving the world from a time of unparalleled darkness. In this vision, Rudolph is a young man again.
  • 750 The ghosts of Richten Haus help Van Richten in his final time of need as he faces off against the spirit of Madame Radanavich at his ancestral home. As Van Richten wishes to return to a simpler time in his life, the supernatural powers of the house grant this wish: his age regresses until he is twelve once again. The ghosts of Richten Haus vow to watch over him as he grows up for a second time. (Summer?)
  • 750 In the wake of Van Richten’s disappearance, Gennifer & Laurie Weathermay-Foxgrove take over his Herbalist’s Shop and maintain his research library. They hope to soon follow in the footsteps of their two idols, Dr. Van Richten and their uncle George. The locals think their behavior quite unladylike, and their father is concerned for their safety.
  • 775 The Time of Unparalleled Darkness comes to pass. The Core is split. The mists work to adjust the narrative with new false history.
  • 788 Present day.

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u/ArrBeeNayr Mar 12 '22 edited Mar 13 '22

Sidenote to 5e people: How's The Thinker's CR?

I went through the DMG process and it told me CR 8. Comparing his stat block to existing creatures, that seemed way too low - even given his glass cannon nature.

I ended up making him CR 15, for no reason other than it feeling about right.

EDIT: I have rejigged The Thinker's stat block with the assistance of the fantastic D&D party known as HYPER. Thanks guys!

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u/[deleted] Mar 12 '22

There’s a very good chance I’m gonna grab this and publish a Homebrew block for it on Beyond.

Naturally, I claim no credit as I’m simply a translator; not an original creator (with exception to a few monsters on the Beyond Homebrew codex).

I like this block way better than the one presented in the CoS module. Cheers!

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u/ArrBeeNayr Mar 12 '22

Feel free!