Appenix One: Secrets of Aggarath
The Domain of Aggarath
Every man carries with him through
life a mirror,as unique and impossible
to get rid of as his shadow.
- W.H. Auden, The Dyer's Hand

The domain of Aggarath, realm of
Chardath Spulzeer, is unique in
Ravenloft. Its most singular aspect, to be
sure, is its size: Aggarath is roughty an
inch across. This diminutive stature, however,
does not lessen the evil that the domain contains.
Aggarath was created in the year 751 as the
end result of a chain of events that began on the
distant world of Faerun. Details of the years
leading up to the formation of this realm can be
found in the character description of Chardath
Spulzeer, demilord of this floating domain (see
Appendix Two).
The Land
In form, Aggarath is unlike any other domain in
Ravenloft. From the outside, this domain appears
to be nothing more than a blood-red ruby cut into
the shape of a dodecahedron one inch in diameter.
This stone is in turn set in the hilt of a magical
dagger from which the domain draws its name.
(See "The Dagger Aggarath" below, for more
details about the weapon.)
The actual gemstone universe that is now the
domain of Aggarath has existed for several
hundred years. Prior to the recent entry of
Chardath into that crystal, however, it was an
empty place in which the life energy absorbed by
the dagger was stored. When Chardath and Marble
were draw into the gem, a mysterious
transformation swept the place. Although no one
knows why this happened, the most logical
explanation involves the influences of the
mysterious dark powers said to rule the
Demiplane of Dread. Almost certainly it was their
will that reshaped this place and made it into
Chardath's current home.
Those who are trapped in the gem see the world
very differently from those who are outside it. To
the prisoners, Aggarath is made up of twelve
different regions, each known as a facet. These
areas are independent of each other and very
distinctive in their nature.
The Facets
The facets are constructed from Chardath's
psyche, mostly from memories of his past. Some
are accurate depictions while others are twisted
creations of his broken mind. Only the First and
Twelfth Facets, which are the inner- and outermost
ones when the stone is secured to the hilt of the
weapon, do not reflect some aspect of Chardath's
life, memory, or personality.
The First Facet: The First Facet forms the
gateway into Aggarath from the outside world. All
those drawn into the crystal as prey of the magical
dagger (or other means) appear here. More
information on the weapon can be found in "The
Dagger Aggarath" section later in this appendix.
To those trapped here, the First Facet is a
barren expanse of ruby crystal. Utterly featureless,
it seems to extend endlessly in all directions. No
amount of travel reveals any manner of structure,
variation in terrain, or other interesting features.
The empty black sky of this place is constantly
shattered by crimson strokes of lightning. In the
wake of each fork, a great thunderclap hammers
the surface of the world. Apart from this, however,
the First Facet never experiences any wind or
weather.
The Second Facet: A memory from Chardath's
childhood, perhaps the first time that he witnessed
the gambling and other debauched
"entertainments" through which his mother
financed their extravagant lifestyle, sets the tone of
the Second Facet. Travelers who explore it see the
darker side of life, one in which everything
appears evil and threatening. All the fear and
apprehension that the young Chardath felt upon
initially entering this jaded, seamy world falls on
visitors to this facet.
Physically, this place looks like a great
gambling hall. As the characters mill about, they
find any number of activities, ranging from the
roulette wheel and dice tables to card games and
tests of skill. The reflections who inhabit this facet
are exaggerated representations of the folk who
commonly frequent such places. These include
lascivious women, violent men, and all manner of
real and imagined dangers.
Rogue characters find themselves especially
endangered here. Chardath's hatred of gamblers,
scoundrels, and brigands finds a focus on anyone
who reminds him of them.
The Third Facet: This realm is fashioned from
Chardath's perceptions of his own physicality. The
master of Aggarath always pictured himself a
mighty warrior. In truth, however, his lack of
discipline on the training field rendered his skills
and abilities substandard.
The Third Facet resembles a great coliseum
where gladiators and myrmidons test their skills
against each other. People exploring this region
are called upon to do battle with many monstrous
adversaries.
As targets of the demilord's Jealousy, warriors
find that this facet holds more danger for them
than for other characters. Chardath sees in their
skills the mastery that he longs for but can never
attain. As such, the perils and hazards of this land
focus upon them.
The Fourth Facet: A storybook memory from
Chardath's childhood forms the basis of the Fourth
Facet. As a lad, the master of Aggarath heard a
story that left him terrified. Those who enter this
facet experience the nightmare world of a
frightened child.
This facet represents the twisting labyrinths of
the dragon's cave in which the story took place.
Here, travelers confront a dragon, something not
found anywhere else in Ravenloft. The beast,
however, is not a real dragon, but one created
from the fearful imaginings of a child. Because of
this nature, the dragon is far more terrible than
any real dragon would be.
Bards, gypsies, and similar characters, as
storytellers in a land formed from stories, find
themselves especially targeted by this place.
The Fifth Facet: This facet demonstrates
Chardath's love for his sister and hatred of all
other women. Here, travelers encounter a
reflection of the domain lord's first true love, who
scorned him and broke his heart. Now, she
appears as a savage and terrible creature.
The Fifth Facet is a place inhabited by
Chardath's impressions of women. With but a
single exception, he sees all members of the fairer
sex as scheming temptresses- Their spiteful
cruelty is apparent at every turn.
Marble's body, or a reflection of it, lies here. In
all this terrible land, only the memory of Marble is
innocent and pure. She rests on a plush bed in a
comforting, safe region.
Females who travel into this land become the
victims of Chardath's hate and insecurity. In his
mind, only Marble is sweet and pure; all other
women are monsters who must be destroyed.
The Sixth Facet: The Sixth Facet is a realm
based upon Chardath's spirit. It reflects his piety
(or lack thereof) and takes the form of a great
cathedral. However, because his spirit has been
corrupted by evil and madness, the temple holds
hidden danger.
Travelers may at first find this facet a safe
haven where they can restore their strength and
health. However, the gods of Chardath's universe
are wrathful gods, and woe betide anyone
unfortunate enough to cross them.
Clerics, priests, and paladins especially find
their faith-and their skills-put to a deadly test in
this facet.
The Seventh Facet: Like the first and twelfth,
the Seventh Facet is not drawn from Chardath's
past. Instead, it forms the nexus of the crystal's
many lines of force.
This place looks much like the First Facet,
consisting primarily of a great plain of ruby
stretched out beneath an ebon sky. A continual
torrent of crimson lightning streaks across the sky.
A great forest of ruby monoliths rises in neat rows
from the surface of the plane, making the place
look like a vast cemetery. Trapped inside each of
these monoliths is the spirit of someone whose life
has been absorbed by the gemstone universe. The
figures' torment is visible to any who gaze upon
them.
The Eighth Facet: This facet is the realm where
Chardath remembers the night he killed his sister.
It is a dreadful place of guilt, blood, and knives.
Here, Chardath's madness twists his remorse and
self-loathing into a macabre scene of terror that
only slightly resembles events as thy really
happened. In fact, visitors find themselves in
danger of actually drowning in Chardath's torment.
The Ninth Facet: This realm is patterned after
Chardath's intellect, a repository for every
memory he holds. Its physical form is that of a
large library, with each volume holding a particular
memory.
Here, characters have an opportunity to learn
more about the master of Aggarath-virtually any
of his memories are available to them. They must
take care, however, not to delve too deeply into
Chardath's past, for in doing so they risk their own
sanity.
The Tenth Facet: This facet not only has been
influenced by Chardath's madness, as have the
other facets in varying degrees, but it actually
embodies his insanity. The Tenth Facet is a place
of shifting reality and changing shapes. Its nature
thus grants it a fluid form.
Here, Chardath's fears and doubts take the form
of strange, dangerous creatures that try to project
some of Chardath's phobias onto visitors.
Characters must fight hard to escape the grasping
tentacles of madness.
The Eleventh Facet: This is the realm of
Chardath's "whole self." Here, characters face the
mad demilord in his own lair.
Though he rules the domain, Chardath cannot
leave the Eleventh Facet. This limitation derives
from Chardath's position as the center of his
universe. He therefore must remain in a fixed
position, as the entire domain is constructed
around him.
Note that no character can leave Aggarath
without meeting Chardath, as he holds (literally)
the key to their escape. Visitors may have to battle
him for it, or may find it handed to them-
depending on the domain lord's mood at a
particular moment and the sharpness of the
party's negotiating skills.
The Twelfth Facet: Similar in appearance to the
First and Seventh Facets, the Twelfth Facet
stretches out as a great expanse of ruby crystal. A
lightning-torn black sky overlooks a large
assemblage of monoliths similar to those found on
the Seventh Facet.
In all of Aggarath, this is the one place that
holds a gate to the outside world. If a prisoner
reaches this facet with Chardath's silver key and at
least three of the enchanted rubies scattered
throughout the domain, he can open a portal and
leave behind the gemstone universe.
The Conduits
Each of Aggarath's facets is connected to five
others by a series of magical conduits. How and
where one finds these portals varies from facet to
facet, as do the means by which they open.
Within a conduit, the corridor feels like glass,
although it is impervious to harm. Any character
exploring this region experiences a tingle of
energy across his entire body until he leaves.
Passing through a conduit has a detrimental effect
on living things, however.
Each character must roll a saving throw vs.
spell. A failed saving throw indicates that the
character loses one level (per the level-draining
ability of a vampire or other undead creature) for
the duration of the adventure. Thus, a 10th-level
bard who enters one of the conduits will emerge
from the other end as 9th-level. Should a
character drop to 0-level, his form breaks up and
he is absorbed by the domain. Such a character is
now an integral part of Aggarath and cannot be
rescued by any means short of a wish spell.
Because the level drain is temporary, Dungeon
Masters may want to keep copies of players'
original character sheets on hand, or discourage
players from erasing (and therefore losing alt record
of) spells, hit points, etc. lost with the level drain.
Lost levels are restored when the characters
escape Aggarath and their bodies are magically
reconstituted.
A successful saving throw indicates that the
hero survived his journey through the conduit
unscathed-this time.
When someone reaches the wall of light at the
far side of the corridor, he discovers that it is
indeed ethereal. A hand can easily pass through it.
Should someone step through this light, he is
instantly transported to one of the other facets.
Cultural Level
Because the domain of Aggarath is not a real-
world place (insomuch as that term can be applied
to the lands of Ravenloft), and because of its
magical nature and unusual history, no single
cultural level can be applied to it. Each facet is
unique and has its own special environment.
The Folk
Two types of people inhabit the facets of
Aggarath: reflections and captives. In some cases,
they can be distinguished by their appearances,
although someone's actions will almost always
reveal him for what he is.
Reflections
Reflections comprise by far the largest percentage
of folk in the gemstone domain. These people
have been fabricated from Chardath's memories.
While all are based on real individuals, their
images and personalities have been distorted. In
some cases, this effect is caused simply by the
imperfections of his memory. In others, however,
the domain lord's madness has twisted them into
terrible creatures of almost fiendish proportions.
Much of the behavior exhibited by reflections is
controlled by the mind and expectations of
Chardath. Someone who was cruel and violent to
him in life (or, at least, was perceived that way) is
cruel and violent in Aggarath. These people
always act as Chardath expects them to, although
he has no direct control over their specific actions.
Reflections are corporeal and can inflict genuine
damage on the player characters and other
captives. They cannot, however, move through
conduits and have no concept of anything outside
of the facet in which they exist.
Captives
Whenever the magical dagger Aggarath slays
someone, there is a chance that the victim's life
force may be captured by the weapon. Should that
occur, a "captive" is created in the First Facet.
This being is, in effect, an exact duplicate of the
real world victim. The player characters in this
adventure are examples of captives.
For all intents, captives are the "real" people
of Aggarath. They resemble in all ways the
forms that they had in life. Thus, a warrior
may wear full plate armor and carry a broad
sword. It is even possible for magical items to
accompany captives into the world, although they
are simply duplicates created from nothingness by
the expectation that they will be there.
Captives can find their way out of Aggarath
and, in the process, have their lives restored. Such
folk are racing against time, however, for the
domain of Aggarath gradually absorbs these
people into its matrix (as described in "The
Conduits").
Native Player Characters
The only natives of Aggarath are the strange
reflections of people Chardath has met in his
life. As they are tied directly to the memories of
the mad lord and cannot leave the facets in
which they dwell, they cannot possibly become
adventurers. As such, there are no player
characters native to the domain of Aggarath.
The Law
Everything that happens in Aggarath
originates in Chardath and his insanity.
This condition is evident in the fact that
every facet has its own set of "natural"
laws. Though the entire place might make
sense to Chardath, it does not to anyone
else.
However, Chardath does not
consciously control the things that happen
in Aggarath. The domain lord has no
ability to actually direct the actions of his
domain. Rather, his subconscious mind
controls events here.
Encounters
Visitors to this realm find a great variety
of encounters as they travel from one
facet to another. All of these, however,
involve conflicts with various reflections
who inhabit this land. Only in the
rarest of circumstances might a
captive character have an
encounter with another
outlander.
The events that begin
this adventure are unique.
Never in the history of this
land has a group of captive
characters been pulled into
it at once. It is unlikely that
such an event will be duplicated in
the future, so this scenario represents
what is potentially a unique period in
the history of Aggarath.
The Dagger Aggarath

The domain of Aggarath
takes its name from the
weapon in which it resides as
a hilt-stone. Because the
Dungeon Master may wish to incorporate
the dagger into future adventures (see the
"Epitaph" section for suggestions), information
about the weapon is provided here.
Aggarath is the silver dagger Chardath used
to sacrifice Marble (see Chardath's character
description in Appendix Two for details of that
event). It was made from a single piece of a
strange meteoric metal by a master of great
skill. A legend in the Twisted Rune society of
Faerun recounts that the god Bane himself
caused the weapon to be created for use in
sacrifices to him. Others, however, such as
the Red Wizards of Thay, believe the
dagger might be older still.
Aggarath has but one power: to
administer justice. Once used for an
unjust act, the dagger becomes lethally
empowered to avenge the victim(s).
When used against someone involved in
the crime, Aggarath functions as a
sword +2, nine fives stealer. If used
against anyone else, it is an ordinary
silver dagger.
Aggarath's power comes from the
enchanted, blood-red twelve-sided
ruby in its pommel. The dagger cannot
be used as an instrument of justice
unless the hilt-stone is in place.
Few, however, know that the hilt-stone is cursed. When the dagger
Aggarath steals a victim's life,
it literally steals the person's
life: the unfortunate foe's
life essence is drawn into
the gemstone-the floating
Ravenloft domain of Aggarath.