
Member Reviews

Delilah can write any genre, and this just proves it. Maybe it's her expertise with cozy, unsettling horror that made the atmosphere of the Domains of Dread feel so foreboding, made Strahd such a menacing presence. Smashing all of Curse of Strahd into one novel is no small feat, but Delilah manages to pull it off quite well! Speaking as a seasoned DnD player, there were several instances where I went *oh, someone is DEFINITELY screaming at their dice right now.*

I was given an advanced copy of this work for review purposes. I have read many D&D and Forgotten Realms novels. This ranks right up there with them. It had familiar types of characters in a similar situations. These characters started out as unknown companions and came to be partners. It kind remind me of Delicious in Dungeons a little bit. Although, there were complaints about the fish stew. Nothing special but a quick read. I like my fantasy darker.

This feels like a fun little romp you and your D+D crew might have in the Curse of Strahd setting, complete with the absolute randomness of the party makeup. We get some wild and wacky happenings, and honestly, sometimes, you just need a fun romp through a vampire castle that you know is evil and haunted, and the characters decide to fuck around and find out. Great time, highly recommended pool read.

A barmaid, a mercenary creature with his cat-like companion, an orc, an unfeathered bird and an elf-like being all wake up in an unknown forest in an unknow country. They must face monsters of all kinds as well as their own dark thoughts in an adventure that lands them in the castle of the resident vampire fighting for their lives. They go on a quest to save their "friend" the barmaid who is being pursued by the vampire who thinks she possesses the soul of his long lost love. The group meets a myriad of challenges and dangers making this a great story of perilous adventure. Will they survive, will they secure the means to save their friend, will they ever be able to return to their home??
I have read the "Kill the Farm Boy " series the author wrote with Kevin Hearne which also involved impossible, fantastical quest so I was prepared for her style of writing and this book did not disappoint! It was a most enjoyable read!

I have never played D&D myself, but I've seen shorts of campaigns from groups and it always left me feeling fascinated by how funny some campaigns could go.
This book, for the most part, does feel like a group of newbies decided to start a campaign and did nothing but roll natural 1's for most of the campaign with the occasional better throw.
I enjoyed the first half of the story a lot and it was quite intriguing, but the latter half felt a tad weird to me and it took me a lot longer to get through. The ending however with Fielle made up for it!
So in the end, this went from a 3/5 to a 3.5/5! I am curious if there'll be a sequel to this.

I love Delilah S. Dawson, so I was excited tor read her take on the D&D universe. The writing is high and tight and the pacing is fantastic! That said, you don't *need* to know anything about D&D to enjoy this book, but I'm sure people who have that background will enjoy it more than those of us who do not. I probably missed a lot of inside jokes, etc., simply because I'm unfamiliar with the universe. Super quick and fun read!

As a Dungeons and Dragons lover myself, I absolutely adored Dungeons & Dragons: Ravenloft Heir of Strahd!!! I love all of the little references to the canon lore of Ravenloft and the other Domains of Dread! I’m a little embarrassed to admit I went into this book with very little knowledge of the lore, despite having always wanted to play a “Curse of Strahd” campaign, so when I started this book I found myself wanted to research the canon lore more and more so that I could fully appreciate this book, and boy was I not disappointed!
I think Delilah really shines with character creation and progression. I loved all of the characters so much! Even Rotrog, who got on my nerves for the entirety of the first half of the book, somehow managed to worm his way into my heart by the end. I must admit, Chivarion was immediately my favorite as soon as Murder was introduced; I, too, am an avid cat lover. Chivarion’s introduction was also amazingly written. The paragraph where Fielle is describing the tattooed, male drow in the group was probably the moment he became my favorite. And don’t even get me started on Dr. Mordenheim!!! Her characterization was the perfect amount of unsettling and entirely enthralling! I felt like I could hear the emotion when she was describing Elise.
Overall, I loved the book. The characters were so very loveable from the moment I met them (except Rotrog, but he grew on me like a fungus). I do wish that Pidlwick had been in the story more, because I loved him, and I wished Fielle had brought him up in the final chapter so I could know if he had survived the battle with Strahd. I really hope there is a sequel at some point, because I would love to see more of these characters and I think there are definitely more stories to tell!

"A party of adventurers must brave the horrors of Ravenloft in this official Dungeons and Dragons novel!
Five strangers armed with steel and magic awaken in a mist-shrouded land, with no memory of how they arrived: Rotrog, a prideful orcish wizard; Chivarion, a sardonic drow barbarian; Alishai, an embittered tiefling paladin; Kah, a skittish kenku cleric; and Fielle, a sunny human artificer.
After they barely survive a nightmarish welcome to the realm of Barovia, a carriage arrives bearing an invitation:
Fairest Friends,
I pray you accept my humble Hospitality and dine with me tonight at Castle Ravenloft. It is rare we receive Visitors, and I do so Endeavor to Make your Acquaintance. The Carriage shall bear you to the Castle safely, and I await your Arrival with Pleasure.
Your host,
Strahd von Zarovich
With no alternative, and determined to find their way home, the strangers accept the summons and travel to the forbidding manor of the mysterious count. But all is not well at Castle Ravenloft. To survive the twisted enigmas of Strahd and his haunted home, the adventurers must confront the dark secrets in their own hearts and find a way to shift from strangers to comrades - before the mists of Barovia claim them forever."
I am SO excited for Delilah S. Dawson to be writing D and D!

This book reminds me of a dnd campaign, in the same vein that Baulder's Gate 3 reminds me of dnd for people who have not actually played dnd. Strahd is one of my personal favorite campaigns, having both played it and ran it a few times. And while this book conveys the atmosphere of Ravenloft rather well, and it reads similar to a dnd campaign, I can't help but compare it to actually playing the game. Be that a good thing or a bad thing, I think it is a good introduction to what a campaign might feel like yet at the same time the characters felt a bit stereotypical in how people assume a dnd party is made up by. The side quests that the characters went on were interesting. Overall I enjoyed the book but it does feel like a stereotype of what a dnd party could be, and readers might get a better sense of what dnd actually is by playing it themselves than having expectations after reading the book and be disappointed to find out it is not the same.
However, I would recommend this book to young DMs/GMs who are trying to get some atmospheric and descriptive language for Ravenloft based campaigns. I think that if a new, and young DM, picked up this book, it could give some great ideas for running Stradh or other Raveloft based games.

I was a nerdy kid and loved all the D&D novels: Dragonlance, Forgotten Realms, DarkSun, and Ravenloft.
It’s a mix of the fantasy trope where everyone is inadvertently tossed together to fight for that common good and a deep seated horror that just draws you in.
The characters were fun and relatable, even if they were fantastical races.
The horror was old school vampire and mad scientist.

Ravenloft is not my favorite D&D setting, but I do enjoy it from time to time.
When I heard Delilah Dawson was writing Ravenloft, I knew I wanted to read it.
Heir of Strahd starts off with our adventurers waking up in the mist. After a quick getting to know you, they are plunged almost immediately into a battle.
This book moved along quickly. Like all good D&D campaigns, this party was Involved in a few side quests before finishing the main quest. The characters were mostly likable and interesting.
If there was any downside to the book, it’s that it seemed a bit too short. Don’t get me wrong, it had an ending. It just seemed to be wrapped up too quickly. If that makes sense.

This book started as a solid 3 star. It was fun, funny, and really read like a campaign my D&D group would be doing. But then, it just got so boring. Nothing seemed to be happening, and it was almost a DNF. As it picked up, things got interesting again, and I was enjoying it more, but it was still just a high 2 star. Then the ending, which boosted it back to 3. I did not see that coming, though maybe I should have. I don't think this is the best book ever, and I don't think everyone would enjoy it. But it was a fun romp, and one I do think my D&D group would also enjoy. If there is a book 2, I will probably read it.
Thank you NetGalley and the publisher for an e-ARC in exchange for an honest review.

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*

My thanks to NetGalley and Random House Publishing Group - Del Rey, Random House Worlds, Inklore for an advance copy of this adventure novel that takes place in the Ravenloft campaign setting featuring five strangers who need to come together as a group, or they will find themselves on tap for all of eternity to a powerful count.
I still remember going to the Hobby store two towns over to buy what sounded like the coolest thing ever. I was just starting high school, had nerds for friends, loved books Dungeons and Dragons, and was just discovering Hammer Horror films. As an avid subscriber to Dragon Magazine, I knew about Ravenloft, a new world of adventure, of horror, of mystery, with new monsters, new rules, new new new. I saved my allowance, did some lawns and went like i said two towns over and bought my Necronomicron, Ravenloft. And it was ok. The stuff was fine, the ideas were fine, and I think we did the module, and maybe some other stuff, before we went back to Greyhawk and let it go. However while the game was ok, the books that came of it were really good. Many were written by authors who would go on to lots of horror works. It was these novels, at least to me that me care about Ravenloft again. This book in particular really makes me want to start role playing again, for not only is it a scary novel, full of uncomfortable scares and emotions. It's a lot of fun. Dungeons & Dragons: Ravenloft: Heir of Strahd by Delilah S. Dawson is a story of strangers becoming friends, the problems with being close to those in power, the ability to forgive oneself, and yes sometimes it's ok to be afraid of the dark.
The mists part in the land of Barovia, revealing 5 figures, all of different classes, sexes, and raves, but all sharing one thing; a guilty conscience. Known of them now how they left their known world, how they got their, or even where here is. They are a magic user, a barbarian, a cleric, a paladin and a minor artificer. The mists force them from one horror to another, making it hard for them to think, and even worse work together. After a particularly horrible situation, a haven is offered, Count Strahd has sent a carriage to bring these visitors to his castle. A castle that seems more dangerous than the world outside. Hearths are lit, food is provided, and even games are offered. However the five soon realise that they are pawns in a very dangerous game. One in which Strahd seems to control everything, and the results seem to end in blood.
The book starts up fast and just keeps going. Dawson sets up the characters, slowly revels their secrets, but jumps in quickly with the action, keeping both characters and readers guessing as to what the end game is. One gets a tour of the Ravenloft world, and the other worlds connected by the mists and the oceans, and many famous characters appear in the story. I liked the characters, and grew interested in them as more was revealed, even the characters who seemed one-note had an interesting backstory, and sometimes an emotional heft. For a D&D book this is surprisingly gross. The opening scenes alone should come with a warning of not eating deli meats before reading. There is humor, which is good, as there is a lot of darkness in the book, and alot of surprising twists. The book is a done in one story, with a possibility of more stories, which I hope there are, as it can go a lot of places. Places I would like to know more about. Really a lot of fun.
Fans of Ravenloft or Dungeons and Dragons will like this. I was unfamiliar with a few of the races and character classes, and really want to start reading up these changes. Maybe start rolling the dice again. A nice adventure, my first with Delilah S. Dawson, and hopefully not my last.

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.

Thank you to Del Ray/ Random House and Netgalley for providing me with an ARC for review purposes. All opinions expressed are my own.
Condensing the whole of Curse of Strahd into the speedrun of a novel is no small task, but Delilah S. Dawson has done so admirably. She has managed to capture the creep and darkness of the setting and juxtaposed it with the whiplash of utter unseriousness paired with emotional vulnerability that so often arises organically at tables full of friends playing Dungeons & Dragons together.
It is a testament to the writing that the book manages to overcome challenges on several levels that come with writing a book around this subject and particular adventure. First, it manages to remain accessible to readers who may be wholly unfamiliar with the game and its mechanics. Second, it does so without becoming repetitive and boring to readers who are familiar, and likely players and game masters themselves. Finally, and perhaps most challenging of all, it remains fun and somewhat unpredictable for readers who have played through or even (like me) run a game around Curse of Strahd. There were certainly familiar characters or settings, but I was never bored with the story, despite having run this particular game for multiple groups of players in the past.
Speaking specifically as a player/game master rather than a reader, what I enjoyed most about this book was that the author clearly loves the game and drew on that experience. There were several times throughout the book I found myself cackling because, “Yes, that’s absolutely something my players would have done, too”, or saying to myself “The dice are definitely all in jail and the Game Master is exasperated”.
This was a delightful adventure romp for tabletop game enthusiasts, but I hope that others will read the book and enjoy it, as well. Maybe even be inspired to pick up some dice and play themselves? After all, Strahd is different every playthrough, and this book illustrates that wonderfully. Now, if you don’t mind–my Tarokka deck and D20 are calling!

Despite the fact that I believe the kenku should've been written closer to its racial lore, I understand that it might have made interactions much more difficult to write for a party of strangers amongst a few other lore details. As a long time player of DnD, I have yet to play Curse of Strahd. The type of darkness portrayed in this story is the type of illusionary that I would expect for the lore I have heard about him. The author weaved a good balance between the amount of sass from the characters and the amount of darkness they encountered. I can vouche that this is how encounters starting with a party of strangers would have played through in an in-real-life setting rather than a group of friends who partied-up to play. The fact that each character's alignment was portrayed as it should doesn't always factor in when you have a group of friends who all vibe to the same alignment. Where's the fun in that? Very good character contrasts

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.

This was my first Dungeons and Dragons novel. While I like playing there was just something that was missing from this and I think it was the actual playing element.

I was drawn to the this title because Castle Ravenloft is my all-time favorite D&D module and because I enjoyed several of the original Ravenloft novels from the 90s. Heir of Strahd wasn't so much a continuation of the series as it was more fan fiction of Ravenloft. It played out more like the transcript of a group of strangers playing pre-gen characters in the Castle Ravenloft module in a tournament at a Con. It has all the elements of the original module as well as the first novel, plus characters and pieces from numerous other Ravenloft books and D&D supplements. Generally entertaining, I could have used less of the slapstick humor and about 30-50 fewer pages. 3.5 stars rounded up.