1 in stock

Okay, first what isn’t there:

  • the box.
  • The Tarroka deck.
  • The poster.

What is there:

  • Realm of Terror Book
  • Domains and Denizens Book
  • Two fold out maps

Priced accordingly.


The books definitely have some shelf wear on the covers. Nothing is bent, but there are scratches and just… well, wear. Spines are great, insides are great.


More info on the different versions of the Box Set below.


Terror in the Land of Mists

In the year 351 of the Barovian calendar, Strahd von Zarovich made a pact with Death – a pact that sealed his fate and created a land of nightmares known as Ravenloft. Other lords of darkness have embraced the Demiplane of Dread as their own, and woe to heroes who wander there. Creatures of the night prey freely upon the living in this land, and day is but a prelude to another night of horror.

This new edition of the RAVENLOFT game combines the original Realm of Terror boxed set with elements of Forbidden Lore and updated rules from other accessories. Domains destroyed in the infamous Grand Conjunction have been deleted, new domains added, and key personalities detailed.

This boxes set includes:

  • Realm of Terror – a 160-page book of rules concerning the reshaping of character classes; fear, horror, madness, and powers checks; curses; spells and magical items,both new and old; psionics; techniques of terror; and more.
  • Domains and Denizens – a 128-page book describing the dark lands of the Core, the islands of terror, and many nefarious personages.
  • Two maps depicting the reshaped Core domains and the islands of terror.
  • A poster featuring a painting by artist Robh Ruppel.
  • A tarokka deck of beautifully illustrated cards for role-playing fortunetelling.
  • A DM screen specifically designed to be used with a RAVENLOFT campaign

Product History

Ravenloft Campaign Setting, by Bruce Nesmith, Andria Hayday and William W. Connors, is the revised core set for the Ravenloft campaign setting. It was published in May 1994.

Continuing the AD&D 2e Worlds. When TSR produced Spelljammer (1989) shortly after the release of AD&D 2e (1989), it seemed like a wonderful one-off — a new campaign world to complement the classic settings of Greyhawk, Dragonlance, and the Forgotten Realms. But when Ravenloft: Realm of Terror (1990) followed, it suddenly became apparent that TSR was pushing hard on settings for their new edition — and that their appearance might just be a yearly event. In fact, yearly releases of new settings is exactly what happened, and it’d cause TSR big problems down the line as setting piled atop setting. But, for now, Ravenloft was just the fifth major world for AD&D.

TSR’s AD&D 1e campaign worlds all walked the line between high fantasy and sword & sorcery, but that was changing with their 2e release. Spelljammer had started the trend by moving into a very different genre: science fantasy. Ravenloft similarly focused on something new: gothic horror. The idea of new settings featuring new genres was one that would continue through most of TSR’s campaign settings of the ’90s.

Revamping the Ravenloft Line. Ravenloft became a campaign setting in 1990, with the release of Ravenloft: Realm of Terror (1990), which fans call the black box. Almost exactly four years later, TSR released a revamped version of the box called simply Ravenloft Campaign Setting (1994). It’s widely said to be a simple revision, not a full new edition. Some people call it the 1.5 edition, but most people just call it the red box.

While the original Ravenloft only contained one 144-page book (plus maps and cardstock sheets), the second Ravenloft instead includes two books, coming in at 160 pages and 128 pages (plus maps, a Tarokka deck, a poster, and a 4-panel DM screen). The box’s increase in size is a pretty good indication of its increase in content; it contains almost everything that was in the original Ravenloft: Realm of Terror (1990) box, plus most of what was in Ravenloft’s second boxed set, Forbidden Lore (1992).

To be precise, Ravenloft Campaign Setting incorporated the following from Forbidden Lore: its updated rules on curses and power checks; its alterations to PHBR5: The Complete Psionics Handbook (1991) and Tome of Magic (1991); its new systems for madness and Tarokka card-based fortune telling; and its new spells and magic items. Not brought over from Forbidden Lore are its Dark Sun integration, its new secret societies, or its Dikesha dice-based fortune telling.

Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.