Hereâs an illustration of Ankhtepot I had the pleasure of creating for Ravenloft: The Horrors Within. Art Director: AJ Hanneld
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Hereâs an illustration of Ankhtepot I had the pleasure of creating for Ravenloft: The Horrors Within. Art Director: AJ Hanneld

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Rulers of the Dark:
5 Darklords from Ravenloft: The Horrors Within
Ravenloft's Domains of Dread are some of the most terrifying locales in the entire multiverse, but they're not simply pocket planes full of jump scares and disfigured monstrosities. Each Domain of Dread exists to imprison a Darklordâa villain whose crimes were so profound that they drew the attention of the Dark Powers and were bound within a pocket dimension that twists and torments their darkest desires.
In this article, we explore 5 infamous Darklords from the 17 included in
Ravenloft: The Horrors Within
, examining their pasts, the nature of their domains, and the powers that make them deadly and unique threats.
â Strahd von Zarovich
â Cthulhu
â Viktra Mordenheim
â Ankhtepot
â Ebonbane
Homebrew D&D One Shot #14
[PDF]
This is a big one! I always liked the setting of Har'akir in Van Richten's Guide to Ravenloft but was struggling with distilling a singular adventure out of it. Some research eventually brought me to the original 2e module which I have now revamped to 5e above! While all that's written is probably 2-3 sessions worth of material at least, I have already run an abridged version rather successfully and plan to run many more!
Lord Soth Reviews: The Stone Prophet, Pt. Two
The spellcasting system in the game was surprisingly robust, with a large number of utility, defensive, and offensive spells for the priest and wizard classes. Available spells for both classes capped at 6th level, though by the end of the game you would almost certainly be at or near 20th level. The issue Strahd's Possession had with level-draining undead and the lack of any effective means of restoring lost levels was resolved by simply not including any level-draining monsters in the game. In addition, unlike Strahd's Possession and more in line with Menzoberranzan, there were no monster spawns in Stone Prophet. Instead, dungeons included a large number of traps and a greater number of roaming monsters. During dungeon instances, these roaming monsters would travel up and down the corridors and attack your party if they happened upon you. This, combined with the large number of floor plate traps had a humorous interaction where in many dungeons the roaming monsters would repeatedly set off traps that would then proceed to kill them. This meant that as you navigated these dungeons you would get messages about a monster being slain - and you would get the experience for killing that monster, since the game's engine gives you the XP when a monster dies whether they died thanks to you or at the hands of a dungeon hazard. I'm sure the playtesters who ran through the game once upon a time said "lol" at this phenomenon and left it in. Unlike in Strahd's Possession, a cleric's Turn Undead power now caused undead to flee from the party if it didn't destroy them outright, instead of making them spin in circles. Less funny, more correct.
The game's unique mechanic is a thirst meter; this meter is drained slowly as you travel (I believe the rate is dependent on a character's Constitution score) and replenished by consumption of water skins, or by use of the cleric spell "Create Water". This makes Thirst a largely ignorable mechanic if you have a Cleric in your party and something you need to seriously keep an eye on if you don't, because if your thirst meter runs out... you die pretty quick.
The character options in the game were a slightly simplified version of the Player's Handbook standard; Human, Dwarf, Elf, Halfling and Gnome, with character class choices of Fighter, Mage (Wizard), Cleric, and Thief. I believe Gnomes could be Illusionists, which in 2E were a wizard with more potent illusion spells and the ability to spot illusions (in this case, illusionary walls) - however they also had some restrictions, in this case being shut out from most of the game's damaging wizard spells. They were, in essence, a more challenging choice.
You also have the option of taking multi-class characters. For you young'ns, if not playing a human in AD&D 2E you had the option of playing a character that advanced in two or more classes at once, with the caveat that XP earned was split between your classes, so overall you advanced slower. But you could for instance play an Elf who was a Fighter/Mage or a Dwarf who was a Fighter/Cleric.
You can also import characters from Strahd's Possession, thus rewarding you for completing the first game in part or in full with more powerful characters with a significantly higher level, and many of their magic items retained (not all, but most).
Otherwise, your characters begin around 5th level, give or take. Character generation in the Stone Prophet may be the most stylish of any D&D computer game ever - like Strahd's Posession, character gen takes the form of a Vistani seeress casting Tarokka cards, but is more atmospheric with the seeress making comments at the selection of each card. Menzoberranzan replaced this with Matron Malice getting a vision of her enemies from Lolth, but it was clumsy with a lot of primitive CGI, which Stone Prophet chose to use in a more sparing manner.
The game introduces you as Hellriders of Elturel (much as you were in the Stone Prophet). When the city is confronted with yet another weird reality flux, the city's lord sends you to investigate. Unfortunately you are once more caught and pulled into another realm; the sandy wastes of Har'Akir, as walls of searing heat well up, trapping you within the domain.
...Then you come face-to-face with the Vistani seeress who guided you through character generation lying in the sand, about to expire from a horrible plague. She directs you to the village of Muhar, before dying horribly. This is a very effective, very horrific way to start the game.
Since this is a review and not a walkthrough, I will wrap up this portion of things by summing up thus - the character generation? Stylish and fun. The beginning of the game, atmospheric and horrifying.
What you'll quickly realize? While you're pointed in a specific direction, you can wander off in whatever direction you want. Stone Prophet is a proto open-world game, less linear and more open than Elder Scrolls: Arena, which came out a year before it. Daggerfall would come out the same year as stone Prophet, in 1995.
Next time: Sand, sand, SAAAAAND! *musical flourish*
Azalin Reviews: Ankhtepot 5e version
Domain: HarâAkir Domain Formation: Unknown; 551 BC (old lore) Power Level: đđđâŤâŤ(3/5 Skulls) Sources: Van Richtenâs Guide to Ravenloft (5e) With van Richtenâs latest guide, Ankhtepotâs Domain morphed into a realm at least three times the size it once was. Though, HarâAkir is still an ancient, scorched land perfectly suited for its ancient, scorched Pharaoh. Ankhtepotâs beginnings, however, have changed. Most importantly , he appears to have learned that touching everyone and everything after being cursed isnât the best of ideas. Ankhtepot was a high priest of an unknown deity who served under three generations of Pharaohâs in the âLand of Reeds and Lotuseâ. In the Material Plane, Upper Egypt was often referred to as tęŁ ĹĄmęŁw, which translates to âThe Land of Reedsâ, so one may speculate that Ankhtepot was originally from Gothic Earth. The third Pharaoh was vastly unfavored and unpopular with the people and particularly with Ankhtepotâs priests. Ankhtepot, always having a high opinion of himself and believing his opinions mattered more than the tradition of royal succession, decided he was meant to rule in place of this new Pharaoh. So, on the day the Pharaoh was to bind his will to the gods, Ankhtepot led his priests to rise up against their ruler and murdered him before countless witnesses. The peasantry is often an unpredictable lot and often they do not care for who sits upon a throne as long as there is stability in the realm. Slaughtering their Pharaoh, unfavorable or not, and potentially causing their peaceful land to descend into chaos did not lead the people to rally behind Ankhtepot as he had thought. So, instead of bowing and thanking Ankhtepot and his followers, the people captured them and had them executed. Ankhtepotâs deities acted in kind. He was denied death, stripped him of his Ka, and suffered through the entire mummification process fully aware of what was happening to his own corpse. And I thought drinking that lich potion had been bad⌠He laid entombed in his crypt, covered in filthy rags for decades or centuriesâŚas with most things in Ankhtepotâs unlife, time has no meaning. He was given another chance by his deities when they asked if he still thought he was fit to rule. Naturally, this was not any of his so called gods, but the workings of our Tormentors. When Ankhtepot ensured these unknown voices that he was meant to be a Pharaoh, the Mists took him and gave him the land of HarâAkir. Upon awakening, Ankhtepot slaughtered any trace of the gods he once served and replaced them with those of his own creation - the Child of Ankhtepot. He has the rule he once longed for, but without his Ka he lacks the desire to do anything beyond gathering dust in his temple while priests act as his voice and actually rule the land Ankhtepot mostly ignores.

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Azalin Reviews: Ankhtepot
Domain: HarâAkir Domain Formation: 551 BC Final Score: đđđ đ âŤ(4/5 Skulls) Sources: Ravenloft Source book (3e), Domains of Dread (2e), Darklords (2e), Touch of Death (2e Adventure; part of the Grand Conjunction series - a personal favorite of mine.)
The domain of HarâAkir is shadowed by former glories with one small village with barely more than 300 souls making up its entire living population. It is a small patch of burning desert with rolling dunes and a few oasis. Itâs hot, dry, and tedious just like Ankhtepot.
Ankhtepot, a priest of Ra in life, became a Darklord because of his obsession with immortality. Not for any noble purpose, such as continuing ones just rule of the land like my own, but for fear of death. He conducted countless experiments on living subjects in attempts to extend his own life, but he lacked the intelligence and patience required for such arcane studies. I find very few talented enough in this regard.
Being lazy and impatient, Ankhtepot turned to his âGodâ. I use the term âGodâ loosely, for whoâs to say what powerful entity chose to answer his call. I suspect the Dark Powers, myself, but folktales from HarâAkir insist it was their sun deity punishing Ankhtepot for his many crimes in life.
Granted immortality at last, but failing to understand what he was, Ankhtepot ended up killing his family and servants simply through touch. You would think he would learn after the first or second time this happened, but the fool kept on touching people.
When his wife returned to him as a shuffling corpse, he began to finally realize what he had become.The Domain of HarâAkir is shadowed by former glories with a single village barely containing more than 300 souls accounting for its entire living population. It is a small patch of burning desert of rolling dunes and a scattering of oasis. It is a hot, dry, and tedious place, the perfect reflection of itâs Darklord: Ankhtepot.
In life, Ankhtepot was a Priest of Ra. He developed an obsession with obtaining immortality for he feared death above all else. He conducted countless experiments on living subjects in an attempt to expend his own life. You know, I actually invented a spell that does just this...The benefits of the arcane over the divine is one can rely upon their own creativity instead of the whims of a unseen deity.
After his inevitable failure, Ankhtepot turned to his God. Folktales of HarâAkir tell how their sun deity punished Ankhtepot for his pride and narcissism in his quest for immortality, but it far more likely that our tormentors answered his desires and granted him the immortality he asked for, but not the immortality he desired.
Not understanding what he became, Ankhtepot killed every single member of his family and his servants by simply touching them. One would think he would have learned after the first or perhaps the second time this happened that his touch had become deadly, but the fool kept on touching people only to be continually shocked by the results.
When his wife came shuffling back to him as a corpse, he finally realized what he had become. I admire the fact that he began to raise undead servants quickly, though he needlessly killed many to do so when there were already plenty of fresh corpses for him to utilize. Wasteful.
Ankhtepot wasnât exactly discreet about his new found abilities and was eventually slaughtered by an uprising led by his once loyal priests. Ankhtepot is considered to be a âGreaterâ Mummy and has vast control over life and death. He still maintains many of his priestly abilities he had in life. He is a somewhat powerful undead cleric that can control lesser undead at will. A prideful man who desired eternal youth and a vast empire to rule has been reduced to a bandaged corpse with a small hamlet to lord over. Next week I shall examine the ârebootedâ version of Ankhtepot if the mummified fowl leave me in peace along enough to allow for a post.Â