Journey to the Domains of Dread and face the fearsome Count Strahd von Zarovich in this upcoming official Dungeons & Dragons novel!
A group of adventurers must fight their way through a dark and twisted realm known as the Domains of Dread, where powerful darklords rule over worlds filled with supernatural horrors.
Delilah S. Dawson is the New York Times-bestselling author of Star Wars: Phasma, Black Spire: Galaxy's Edge, and The Perfect Weapon. With Kevin Hearne, she writes the Tales of Pell. As Lila Bowen, she writes the Shadow series, beginning with Wake of Vultures. Her other books include the Blud series, the Hit series, and Servants of the Storm.
She's written comics in the worlds of Marvel Action: Spider-Man, Lore's Wellington, Star Wars Adventures, Star Wars Forces of Destiny, The X-Files Case Files, Adventure Time, Rick and Morty, and her creator-owned comics include Star Pig, Ladycastle, and Sparrowhawk.
If I've learned one thing from this, it's that the newer D&D novels are definitely not for me to say the least. But who are they for?
These books are aimed at a younger (teenage, not little children) audience, but there's a huge tonal mismatch where they want to be fun and lighthearted while also having these weirdly gruesome details that would've better fit in a more serious story.
The whole "this is purely for marketing rather than telling a good story" part doesn't jive with me either. What I mean is that this book—and I assume the other recent D&D novels—are trying to say to the reader, "Hey, doesn't this sound like a fun adventure? This could be you!" rather than tell a cohesive story about any of the worlds or the people who live in them.
Ravenloft, as it is portrayed, is set dressing, and I really only think this book was written because Strahd is a very well-known and saleable character. It shoves in a bunch of adventurers from ONLY Faerûn 'cause it has such places as Silverymoon, Waterdeep, and Baldur's Gate—you've heard of that one, right?? I'd maybe have given more slack if the book had taken advantage of the Domains of Dread's pocket dimension-ness and made a character or two from another setting, like Eberron or Dragonlance. Or Greyhawk, which is now the main D&D setting! I know it would never happen though because who tf knows what an Oerth is? Guess you'd better read our new modules, coming soon! :)
Look, I know that WOTC isn't terribly interested in building out their worlds or funding novels anymore because that shit doesn't help Hasbro make eighty gorillion dollars per nanosecond. But I'd like to know how many people actually convert to D&D customers after reading something like this. I'm huge into D&D lore and love it to bits, but if I weren't already in the draghole, this would not make me interested in playing it. It might even turn me away under the assumption that all the writing is this messy and incohesive.
If you want to produce adventure-focused books, fine. If you want to write books for younger audiences, sure. If you want to bring in new audiences, great. But shoehorning in known names while ignoring every fantastical world (including Ravenloft itself) that writers have crafted for decades is sad. Worst of all, forcing an overload of characters into a story—a modern module, mind you—while skipping any nuance or interest in what D&D or fantasy as a genre has to offer is counterproductive. This book was written in such a way that you could tell the author had to check boxes at the story's expense.
I don't think D&D novels are going to be taken seriously again before WOTC shrivels up and dies, but at least make a little effort.
A delightful throwback to the heyday of TSR’s D&D novels, balanced by a decidedly modern sensibility. Good fun for the whole party, with a curveball twist at the end.
This is a novel that feels like a hybrid of the classic Ravenloft line and an episode of the Dungeons & Dragons cartoon, which is not a bad thing but certainly...unexpected.
We get a party of misfits from the Forgotten Realms transported into the misty madness of Barovia to bond over shared danger and character-building realizations and confessions, each chapter told from one of their rotating POVs. The Big Bad, as it were, is indeed the titular Strahd, basically D&D's version of Dracula, this time he's searching for the soul of his beloved Tetyana and thinks he's found it in one of Our Heroes. Creepy times in Castle Ravenloft and other Gothically Horrible locales ensue, told with Dawson's trademark wit, heart, and ferocity.
Run toward the danger, my childe!
Bottom line: this book won't change your life but it will provide and entertaining entrée to the overlapping worlds D&D worlds of mainstream High Fantasy and gothic horror, so go for it...if you dare!
I liked this, and it was fun to once again immerse myself in a fantasy world that I read about so much as a teenager. However, the descriptions were often odd and had me scratching my head. I won’t quote anything, but I guarantee you’ll know what I’m talking about when you come across an example of this. Also, this book was probably about a hundred pages too long, and it should’ve ended far before it finally did.
That ending though! I really did not expect that, and it’s perfect. I would read about these characters again.
Thank you to NetGalley and Random House Worlds for the eARC in exchange for my honest feedback.
I like to thank the publisher and NetGalley for allowing me to read this one.
I play D&D. The last big campaign I took place in was the Curse of Strahd campaign. While it has different paths / outcomes, the story remains the same: Strahd has set his eyes on someone from your company as the reincarnation of his love, Tatanya. He then is going to turn her into a vampire while you and your co fight to keep that person (or a person that is NPC) from becoming Tatayna 2.0.
SO, for newbies who have NO IDEA how or what Strahd is, eh, you will enjoy this. For people who do? You won't really gel with it.
The book has surface characters with no actual depth. They enter the book as one does when ending up in Ravenloft, through the mists. The mists and their unseen gods have a way of forcing things in a certain direction. While that is established at the beginning when we meet the characters, it's abandoned somewhat as the story progresses. I can't tell what age the audience is for this? Kids? Teens? I'm going to settle for teens. I wish this book was more adult, and it didn't adhere so strongly to a campaign step-by-step D&D MADLIBS. I've read Dragonlance and sadly, this book is not written like that. In that you can tell when an author is writing a story based on character, plot. Here, it's, 'wait, make sure every character can't do anything without a plausible fail or pass die roll'. Why would write a story like that?
Strahd himself is true to form, and perhaps the strongest and best thing about it. Again, since these are only surface level characters, he kind of walks all over them and his motivations seem a little ... confusing? The worst example is
I want to see more D&D books written, I truly do, and with Strahd I *really thought* this was going to be a banger given the author's previous genres. But I want to see a story written for story sake, not checking off some invisible D&D players attack / navigation checklist.
As someone who cut their fantasy teeth on the original Dragonlance novels, and who fell in love with the whole Ravenloft setting back in the 80s, I was excited about Delilah S. Dawson drawing us through the mists again for another encounter with the legendary Darklord, Strahd von Zarovich.
The first half of Ravenloft: Heir of Strahd was everything I could have hoped for. Dawson does a fantastic job of setting the scene, creating the atmosphere, and grounding us in Barovia. The characters are a fun group of adventurers, a mad assortment of strangers from other D&D realms who must band together against zombies, wolves, and more. There's action, violence, banter, and even some moments of genuine heroism. I was interested in this party, excited to get to know them and learn their backstories, and curious about how their encounter with Strahd would challenge and change them.
As for Strahd, he was played a bit too thin for my tastes, evil and cruel from the get-go, with none of the seduction into darkness that I remember from the original stories. For all that, I did like his brand of evil, and enjoyed the way he played on the fears and dreams of the party, but then he disappears for half the book and my interest waned without him.
The second half of the book, I'm afraid to say, was a bitter disappointment. The party is split up, with a side quest outside of Barovia that really added nothing to the story, and what little we do see of Strahd is tied to character changes that don't ring true. To make matters worse, when the story finally brings us back to where it all started, we're dropped into the middle of the climax, with most of the epic-final-battle-against-the-villain already over. Seriously? How was that a creative decision that slipped past editorial?
Ravenloft: Heir of Strahd had potential, but then it abandons what's working to pad the page count, only to come back and abbreviate the battle where additional page count was needed.
Where to start? The first half of this book is fantastic. 4 stars, maybe even 5 at some points for really accomplishing its mission. The descriptions are visceral. Dawson's understanding of Barovia and Strahd are exemplary and damn near perfect. the characters are indeed a bit shallow but for a shorter DnD novel, thats fine. it made them easy to follow and seperate from one another. She was nailing it for so so long.
Then it turns on a dime and becomes a 2 or even a 1 star latter half. Instead of pulling from the vast list of fascinating places and people from Strahd lore, we LEAVE THE UNESCAPABLE DOMAIN to go to ANOTHER UNESCAPABLE DOMAIN. and it completely takes the wind out of our sails as we follow 2 stories here. 1 - the adventurers who leave Barovia for a side quest that could have and should have been accomplished by characters in Barovia that any Strahd player or fan would know. the story and characters we meet here are so uninteresting that I basically skimmed the pages to make sure I didn't miss any major character beats and didn't care about much else. 2 - one of the characters, arguably the favotite, staying behind with strahd and rapidly turning completely unlikeable. I definitely was more interested in these chapters because Strahd was still in them (and again. the writing of the strahd character here is absolutely perfect. until towards the end anyway). the worst part here is the voice of a Strahd mainstay character acting entirely out of character the whole time. sure one could say "well maybe its been so long since the written adventure that she's act this way now". absolutely not. it just feels like a bastardization of a character who would never ever do these things.
then the other characters get back and DnD things happen and "the day is saved... or is it" false ending arrives. Woopy.
then the real ending happens and it seems written purely for shock value and as a middle finger to the readers and is just plain uninteresting.
all in all, for half the book I would have told someone I never wanted this to end. and then in the length of a few page turns I was just trying to get it over with.
there were SO MANY amazing potential ideas and characters here but its like Dawson ready the first chapter of the Curse of Strahd DM book and said "yeah, thats enough. I'll make up the rest". and while she absolutely nailed the thungs that make barovia great, she really whiffed everything else. theres an alternate universe where she writes a whole Barovia saga that visits Vallaki, The Village of Barovia, explores the vineyard and the wereravens...
I've never played D&D, but I've always been fascinated by it. As soon as I saw this book, I grabbed it without hesitation...and it turned out to be an excellent decision.
This was a fast paced, well plotted story with a diverse cast of characters, each compelling in their own way, flaws and strengths alike. From the very first page, I was completely hooked, drawn into their journey with no chance of escape. I tried to predict the outcome at every turn, but time and again, the author outmaneuvered me. Simply put, I had no idea what was coming next, and I loved every second of it.
The action was relentless, more vivid than any game I could imagine playing or any fantasy film I’ve seen. The world felt so real that I could almost taste the air, smell the surroundings, and even feel the impact of battle as if I were right there beside the characters. Every moment was a thrill, and I couldn’t wait to see what lay ahead each time I turned the page.
This book was a total win for me, and I highly recommend it to anyone who enjoys immersive, richly woven fantasy stories.
Multi POV Triggers ["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>
I read a good bit of Ravenloft (and played an old DOS game) during my teens in the 1990s, so this book was a total nostalgia trip. Dawson is an awesome writer, and she is superb at creating visceral and psychological horror. She put together an eclectic cast of adventurers and set them up against the greatest baddy in the realm, Strahd. This book is everything I hoped it would be.
The story is uninteresting and characters are unlikeable. Its greatest sins are committed when trying to incorporate the game and established lore, by making choices that aren't novel or that enhance the story. It doesn't read as fan service, so I'm not sure who this book is for.
The narrator did a fine job. (I'm torn between bemusement and cringing at the choice to give the drow a drawl.)
Skip if you're a fan of gothic horror, D&D, or the setting of Barovia. If you just NEED to read a book that's D&D inspired....Put* this on while you do the dishes.
A really fun novel that melds classic D&D and the Ravenloft setting as the characters are forced to confront the literal monsters there while also facing their own figurative demons as the story races to its unexpected conclusion.
Thanks to Random House Worlds and Netgalley for the digital ARC. This was given to me for an honest review.
Thank you to NetGalley for early access to this review!
As someone who is currently playing a Curse of Strahd campaign as of this review, I felt more than the right audience for this book. I've been adventuring in Barovia for over a year now and I know Strahd and his usual games as well as the next person. I thought I would really enjoy this book! But....I did not.
Spoilers ahead for Curse of Strahd and this book ahead!
Firstly, this book does a pretty good job at showing off the kind of monster Strahd is right off the bat. In his scenes where he confronts the characters individually, the silent threats and power plays were all very familiar. Since Strahd is one of the biggest facets of a Curse of Strahd campaign, it's important that he comes off as dangerous which he did beautifully. (In fact, it's because of this that I have gripes about it)
I also appreciated all the small references to other areas of Dungeons and Dragons canon, from Waterdeep, to the Kenkus, to the lore of the Mists! I think for anyone who has played DND for a long time would greatly appreciate those small callbacks and references.
My largest gripe from the book is the cause of why I picked it up in the first place: The actual Curse of Strahd campaign. As I mentioned earlier, I am actively involved with the campaign. My dear friend is currently DMing it and tells me far too many secrets about the lore than I should know. While I am not a DM, I would like to say I know much about the lore, world building, and intricacies that are needed for a Ravenloft novel after a year of adventuring in Barovia and dealing with Strand's BS.
The campaign book from which many a sleep-deprived DM take their inspo is chock full of rich lore, world building, and fascinating characters across the valley. There's Vallaki and it's 'there-is-no-war-in-ba-sing-se' approach to Strahd, there's the Martikovs, there's the culture of the Barovian village, the dream pastries and the hags, Then in Ravenloft, we have countless maids, servants, and of course the consorts: Escher, Ludmilla, Anastrasya, and Volenta. And that's all I've encountered so far! We have yet to reach the Amber Temple, the other cities in the valley, and many other NPCs.
Curse of Strahd isn't just about Strahd, but how Strahd's presence has twisted people out of the original shape to suit his agenda. The darkness of human kind. And the alluring seduction of evil.
But this novel contains none of this!
While I will applaud the author for writing characters that are intriguing, interesting, and that you grow to care for, this book leaves out so much of what makes Curse of Strahd compelling. For one, the only site the characters visit in Barovia is a haunted butcher's shop (Which never appears once in any Curse of Strahd campaign book and I am assuming is an original location) and Castle Ravenloft We only meet Strahd, Rahadin, the accountant, and Tatyana. I would mention Escher, but he is included in such a throwaway mention that it's hard to count his appearance as anything but a gimmick. The consorts aren't even mentioned until they are lying dead on the ground in the final fight (more to be mentioned on that later). A novel in Ravenloft can work in theory (My lovely DM and I were working on one as a side project), but you have to dive deep into the horror, characters, and the lore.
This book did not do that, using the castle as more of a horror movie backdrop. And then after that, the author decides to detour us in an entirely different domain of dread. Why? Why not stay in Barovia, where the story is meant to be concentrated in? It takes away from the horror that has been built in Ravenloft and removes the chance for readers to interact with the valley more. And more importantly, you don't talk to Strahd.
And then The Strahd Dilemma. Strahd is written well in his confrontations. The scene with Chivarion and Murder was phenomenal...but they are so little! In fact, we only have him for around 30% of the novel! In those times, he stays his evil, smarmy self. Strahd starts off as evil and stays that way. Granted, his acts of intimidation are amazingly written and truly convey his horror, but a part of the allure of Strahd is the seduction Into evil. It felt rushed, too fast-paced, eager to show off the darkness in him than have any characters be genuinely and truly swayed by him and his words. His evil isn't just in his cruelty, it's in his narcissism and performance as someone who play-acts as personhood. And then he's absent for nearly 50% of the book! You miss out on such much since the campaign is also meant to center around his dominion, his control, and his seduction of the party into evil!
The final fight of Ravenloft is the climax of any campaign (My DM lives in horror we will not be able to succeed in killing the old bat himself). I expected a grand fight with strategy, especially with Fielle/Tatyana teaming up with Van Richten. But instead, we quite literally happen upon the fight at its very conclusion. Strahd is completely defeated. Van Richten almost dead (The consorts, my babies, dead on the ground, not even having the dignity to be named. Sorry escher.) For such an evil, powerful character who was built up to be dangerous, conniving, and horrifying, it was such....a lackluster ending. I believe the author was attempting a trope reversal, a powerful man reduced to nothing by his victim, but rather than feel empowering, it felt like a cheap victory. Strahd didn't feel strong, merely weak.
If I hadn't participated in the campaign, then I would've been merely annoyed by the pacing. But these deeper, more structural errors only stand out to me because I have played in the campaign. By the end of the book, I was merely skimming it. I leave these mists and into more terrifying ones, hoping a vampire is not around to bite me. Sigh. If My DM is reading this, please give me inspiration for this amazing review.
This is the story of 5 strangers who suddenly find themselves together in a misty land leading them ultimately to the gloomy land of Barovia, the location of Castle Ravenloft. They find themselves guests of Baron Strahd von Zarovich, in the giant dilapidated castle that they can't seem to leave.
Each one of them has something that lead them to the mist, and they have to work through their issues and work together to escape Strahd's clutches. Shenanigans ensue!
I love a good Dungeons and Dragons book every now and then. I usually scratch this itch with Drizzt but a Ravenloft book doesn't usually disappoint either. This one also has a (somewhat) friendly drow, this one named Chivarion. He's a barbarian, and with his best friend Murder (a tressym - like a cat with wings). He reminded me of Astarion in so many ways, so naturally he just ended up being my favorite character from the get-go.
Kah is a kenku (more or less a flightless crow-person) cleric, and I loved Kah for one reason and that is because once upon a time in a D&D campaign I played, one of my friends played a kenku, and it could have been Kah exactly. Kah's existence alone brought back some pretty great memories.
Fielle, a human artificer, becomes somewhat of a more major character in this one, as some interesting things happen to her along the way.
Rotrog, an orc wizard, and Alishai, a tiefling paladin were my least favorite characters. They were both just unpleasant (by design) and I wasn't here for it. They did grow as characters as the story went on and they grew on
All told, this was an entertaining D&D adventure in Castle Ravenloft. It's definitely worth a read if you like a quick read in the D&D universe.
Reasons why I loved this book: - clever, relatable, intelligent and witty writing style, showing the author's wide vocabulary and ease of playing with words; - the fast pace of the events and the intrigue of the plot; - the dark and atmospheric horror; - the heart and the emotional weight of the underlying message being woven throughout the story yet not being forced on the reader; - the different perspectives from chapter to chapter; - the dedication at the beginning.
I will not crap on someone else's take on a Ravenloft. This is their story, their vision. But I will share what I did not like about it. For my tastes the book took too long to get going, and felt rushed at the end. The wrap up was so fast and left out many many loose ends. The character development was minimal. I get it was a band of misfits who had a darker side. But honestly not much else was expounded upon. Most of the things that make Ravenloft fun are it's locations. The village of Barovia was not even visited and it's integral to many Ravenloft stories. Rudolph Van Richten and even Strahd himself were very very much put in a side character role. They were whispers in the pages. I get wanting to build up characters but there was none. So much od the lore was ignored. As I said I won't make fun of another's take on my favorite DnD campaign. I felt like there was potential and it was wasted.
Random House Publishing provided an early galley for review.
This novel is part of a new collection of fiction set in the worlds of Dungeons and Dragons. As a long-time player, I was very eager to dive into this one. It helps too that Dawson has a track record of working on novels for franchises like Star Wars and Minecraft.
This novel very obviously draws inspiration from classic modules like Ravenloft (2nd edition) and The Curse of Strahd (5th edition). The story, in fact, even opens up very much like the start of campaign with five strangers meeting in an unusual place and situation. It is a trope that works for this kind of material in that it forces introductions for each of the group and the reader too. The narrative point-of-view shifts with each chapter, giving us a look into the heads of our five party members; Dawson does a solid job giving each their own distinctive voices and mannerisms. I like that she shuffled around the races and classes for some interesting combinations.
The story moved at a good pace, and the narration allows for revealing details of the characters. At a few points, it does tend to be more tell than show, but that was usually when someone was sharing their backstory with others. Just like in a game, there are several side quests before spiraling back into the main plot in the end. I would have liked for the ending to have taken more space to breathe, but I appreciated where the reader is left with the cast. I would actually like to see more of this crew if the author was game for their return.
4.5 Is it fun? Yes, fun like the mission of the game where the author gives attention to all characters with a story opportunity? yes. does it have elements that players will like and recognize? yes. Is it horror and has the 80s vibes? No. But it's ok. This is for the current generations. We can't expect things to stop and please only the readers before these readers were born. Did I feel nostalgic at the castle? yes. Did the characters make me laugh because they are not best friends but interesting characters brought together? yes. Was the zombie first scene scary? No. it was hilarious. I like this author's YA horror thriller works, so I was excited, and it had more than I expected. I liked it. Pre-ordered the audiobook with librofm and devoured it on release day. Orc wizard was my fav character. Do I recommend it? yes, but enjoy this story/adventure for what it is, and don't ruin a good time with these characters trying to compare and correct this and that that's not the purpose. This is a new generation and thing mutate. Plus, we're in a dark humor, silly fantasy trendy time, and even Joe Abercrombie joined. This book is not like that, nor is it a LitRPG (another fun trend). It's more a nowadays YA MMO in a familiar world. Awesome cover.
I had a wonderful time with this book. Curse of Strahd is the only DnD module I've played in full so far, so it was fun exploring a somewhat familiar setting once again.
The core cast of characters all have a really entertaining back and forth, which makes it a fun read. Despite some of their quirky exteriors, they all have a level of depth to them that makes it a worthwhile adventure for any fan of gothic horror OR D&D shenanigans.
Murder the flying hairless cat is like an all timer animal companion, and I'm definitely stealing him for my next campaign. I too brought a cat into Barovia but it didn't end well for mine.
Thank you Netgalley for the advance reader copy of Dungeons & Dragons's Ravenloft: Heir of Strahd by Delilah S. Dawson in exchange for an honest review. This was a wonderful mishmash of old monster stories mixed in with Dungeons and Dragons characters. I loved how Dawson combined old stories with new names and a new spin.
THIS BOOK WAS SO FREAKING GOOD!!!! It felt just like a campaign and all the characters were lovable and perfect! And the ENDING!!!! I am just in awe at how much I enjoyed this!
fun story and a good introduction to other settings besides the forgotten realms. as it ended i keep thinking how will the characters return, if the return?
I was so disappointed...I know these types of tie-in novels aren't usually the best, but I have enjoyed this author's other work and thought this would be fun. Unfortunately, I just didn't care about any of the characters at all.
Ravenloft: Heir of Strahd is a fantastic D&D adventure packed with terrifying monsters, high-stakes battles, and a party that (almost) never agrees on anything. This was my first D&D novel and, as an infrequent player, I loved the setting and the worldbuilding Dawson brings to life in Barovia and its vampiric ruler.
The story kicks off with a classic setup: five strangers thrown together and forced into a shared conflict. Dawson’s writing is quick and concise, with short chapters that shift between the perspectives of each party member. The structure and pacing help to keep things fresh throughout the journey.
There’s a great balance between horror (true to the Ravenloft setting) and some genuinely funny or chaotic party dynamics as they try to survive the Domains of Dread. Each character’s backstory is woven in gradually, raising the emotional stakes as we learn their secrets. I loved how this mirrors the way the party opens up to each other and becomes an actual team.
The only real bump for me was the transition from middle to end. Without spoiling anything, the final battle didn’t quite carry the weight I expected after the strong setup in the first third. Still, the ending was satisfying, and there is a twist in the final pages that leaves room for more adventures with this group.
Dawson also includes plenty of D&D tropes that even casual players will appreciate. The party discovers a powerful spell combo between the cleric and the wizard, which they use repeatedly in battle. The wizard is more interested in hoarding spellbooks than finishing the mission. And there are moments so disastrous, you can practically hear someone rolling a natural 1. These Easter eggs enhance the experience for fans, but the book is still highly accessible. Readers who have never played the game will be just as eager to see what happens next.
Thank you to NetGalley and the publisher for the digital ARC in exchange for a review.
If you're playing Curse of Strahd like me, this book doesn't really have any spoilers if you're past the first act. It's essentially an attempt at a CoS oneshot with a cast that are either Baldur's Gate 3 expies, or generally irritating and shallow. Listened to this at the beach and just ended up annoyed that I made it to the end.
You can't take any of the established Barovian characters seriously. Strahd and Rahadin are written like Scooby Doo villains throughout (the audiobook also made the interesting choice to give them French accents). Van Richten (who is just roaming the castle without getting caught somehow) is only there to expodump for the main cast.
This could've worked so much better if the author had used more Barovia lore, locations, and characters instead of having them spend more then half of the book in the castle, and then travel to another domain for the last 2 hours just so other Ravenloft characters could make a cameo.
If this is the new wave of DnD novels I'll skip any future ones thanks!!
Delilah S. Dawson’s Heir of Strahd drops five adventurers who find themselves transported unexpectedly into the mist-bound domain of Barovia. Once there they find that they manipulated towards Castle Ravenloft. Each step toward Castle Ravenloft brings fresh peril—and fresh revelations about themselves. From the prideful orc wizard Rotrog to the sunny human artificer Fielle, the party’s varied backgrounds spark both camaraderie and conflict as they navigate Strahd’s velvet-voiced invitations and hidden traps.
From the start Heir of Strahd is full of rich, character-driven drama with all of the different POV's given room to breathe and let you gain insight into the the characters: you feel Rotrog’s pride, Chivarion’s sardonic wit, and Kah’s anxious faith as viscerally as Fielle’s inventive optimism. Early readers laud how every party member “brings a unique skill set and personality,” making their triumphs and setbacks genuinely matter. Right form the start Heir of Strahd had a really on par masterful horror-adventure blend. Dawson balances gothic chills—fog-shrouded forests, whispering tapestries, moonlit crypts—with pulse-quickening action and clever puzzles. The sense of creeping dread never overstays its welcome, giving way just as deftly to heart-racing set-pieces and moments of levity in a classic adventure familiar in this Dungeons & Dragons: Honor Among Thieves, The Mummy, etc. Delilah clearly knows her topics as there are lots of knowing winks throughout the whole book.
Strahd comes across as the Ultimate Host and far from a one-note cliche vampire, Strahd von Zarovich is equal parts gracious noble and calculating predator. His polite invitations (“Fairest Friends…dine with me tonight…”) are genuinely unnerving, and each interaction crackles with the promise of both courtly intrigue and mortal dangers. This keeps both the characters and you guessing as to what is going to happen. Delilah doesn't hesitate to turn around what you and the characters expect and shift to something that is unexpected as the very least. The tasks that they are assigned in order to accomplish their goals are rib breaking with humour and mortifying, literally at points, throughout but add to the craziness of the situations they encounter. You and the characters are taken on adventures that you would expect so the book as well as Castle Ravenloft engages in serious world building that adds clever twists to the story as well as new lands such as Mordenheim, Lundendorf, Lamordia etc. This introduces us to a different take events and a way to overcome things than you would expect to see and adds to the zaniness of what is going on in Heir of Strahd.
Heir of Strahd is really accessible to newcomers and veterans alike you don’t need an encyclopedic knowledge of D&D lore to follow—or enjoy—the plot. Dawson peppers in just enough setting detail to satisfy longtime Ravenloft familiars without bogging down readers unfamiliar with the mechanics or backstory that makes for a very pacey adventure though of course there are plenty of nods and winks to previous adventures both in D&D and wider Science Fiction and Fantasy. Dawson keeps the pace coming throughout the book and will have you turning the pages you will find yourself up late for this one. Each chapter propels you deeper into Barovia’s mysteries. Whether it’s a wolf-hound ambush or the riddle-laden corridors of Strahd’s castle, you’ll find it hard to put Heir of Strahd!
Heir of Strahd is a triumph of D&D storytelling: vivid characters, a hauntingly atmospheric setting, and a villain who’s as charming as he is deadly. Whether you’re gearing up for your next tabletop session or simply crave a dark fantasy page-turner, this novel delivers on every front. Heir of Strahd is full of twists and neatly sets things up for further adventures.. With its prominent naming dropping of Castle Revenloft, Baldurs Gate, Neverwinter etc. Heir of Strahd has the feel feel of no holds barred adventure with dysfunction but competent team with but at the same time humour filled that compliments all the action and scurrilous goings on perfectly that add to the book feel good factor that is there from the start.
Heir of Strahd is full of twists you won't see coming as character motivations are revealed, epic adventure as the characters encounter new places that have unusual requests and action packed book from the start. It is worth bearing in mind the title of the books as well as you are taken along for the ride. Highly recommended—five stars for blending horror, humor, and heroism into an irresistible adventure.
It's been a good long while since I spent any time in the D&D world. A band of adventurers fighting their way through some dangerous terrain? Count me in! This band of adventurers, as it turns out, are complete strangers. Or at least they were until they were dropped in the middle of an unforgiving realm...no, that's not quite right. They're still strangers after being dropped there and it takes A LOT for them to finally find their groove with one another.
They all also have a lot more in common than any of them suspect. I mean, it isn't quite happenstance that drops them in this terrible place. They each have secrets and those secrets are doozies.
As they navigate the increasingly more dangerous land of Barovia and the count who rules it, they have to figure out their strengths and weaknesses and face off against some pretty messed up individuals. Seriously, the people in charge in these places have some pretty bonkers plans in motion and YUCK on a lot of levels, amirite?!?
More than a little danger, a beefy barbarian drow (who was probably my favorite because barbarians who have a soft spot for animals, YAY!), zombies, monsters, more monsters, probably more monsters, reluctant bonds of friendship, and an ending that kinda socks you in the gut. *thumbs up*