- a real, true challenge that tests them (no matter how poor the player, they become competent with enough hours logged), and
- a "tangible" (I use this term VERY loosely) form of accomplishment/reward demonstrating their impact (i.e. there has to be something to show for the time spent).
Monday, November 4, 2024
Why D&D Works
Thursday, July 14, 2022
"Get Out Of Jail Free" Cards
- A session earlier, the party (bags laden with treasure, desperate to find the countess, running out of time as far as sunset coming) had encountered the mad butler, Belview wandering in the downstairs passages. Belview (think "malnourished Mr. Carson on crack") is pretty much as written in original Ravenloft adventure. Salamander (Diego) wanted to take the guy hostage at sword-point and make him give up the location of the countess; Potter (Sofia) wanted to follow him around, pretend like they were guests at the castle, and see if they couldn't bluff their way through things (and not just brutalize the poor NPC). Potter won out but, sadly, was forced to swiftly/mercilessly one-shot the butler when he came at her with a hatchet in the kitchen. Diego was livid, now they would get NO information out of the guy! However, Misha had a scroll with the speak with dead spell, and the party decided to call up Belview's shade for interrogation. Misha informed them they could ask FOUR questions; for your enjoyment:
- The players had quite good maps of the upper levels and had found the chapel and the stairs (with its barrier wall) early in their exploration (within the first hour or so of arriving). Being stymied at this point they proceeded to explore the larders and dungeon, looking for another way in, but not finding it, eventually ending the session with their confrontation with the flesh golem (as told).
- Picking up the new session: the party continued their exploration, thinking they were on the right track...and then discovering they had simply returned to already explored rooms via different passages. Sofia suggested they go find a large drill to get through the masonry wall. Diego did not appreciate her snark. Then they remembered the party had not one but TWO potions of gaseous form (found in their last adventure)...could we divide their contents amongst the party members and bypass the wall? Only one way to find out...
- [I had already determined (randomly) how many turns it would take before the vampires would find the PCs. In addition, I decided that any wandering monster results would ALSO indicate discovery by the hunters]
- The plan worked, every adventurer drinking off a third of a potion, giving just enough time (and then some) to pass the crack in the wall. On the other side, finding themselves in the labyrinthine crypts, they waited for each party member to coalesce and reform. In the distance, they heard a long-wailing scream (Revlin the Ranger...left behind in the iron statue room with zero hit points...had just been discovered).
- Ignoring the side passages, the party carefully proceeded through the main thoroughfare of the crypts, eventually coming to the stairs leading downward to a teleportation curtain. This stymied them though they tried several different ways to circumvent its effects (in the original module, the barrier prevents all but lawful good characters from passing...since I don't use alignment in my campaign, I'd already decided a character must strongly present a cross...or other "holy symbol"...to cross the thing; this the players did not try). While still pondering the curtain, the players were discovered by Paris and Sacha (half-vamps) and the first "big battle" occurred.
- Except that it wasn't all that big: the characters had already found (and were wielding) the sunblade and Potter quickly disposed of the vamps in two melee rounds (dispersed to mist). Salamander was reduced to 4th level, but otherwise the party was fine.
- More searching of the landing (for secret doors) as the party looked for a way past the curtain when the wandering monster result indicated to other vampires showed up: Strasha, her maid Helga, and Duke Davich. Terse words were exchanged. The countess began casting a spell (hold person); the party threw a dagger and disrupted it. The party charged; the vampires changed into mist.
- More discussion amongst the party members what to do; more things were tried. In the distance, a terrible baying noise echoed through the catacombs: the hell hounds had been released! The party prepared themselves (again) as the pony-sized beasts exploded out of the darkness! Combat was joined!
- A little singed, the party quickly gained the upper hand...however, the demon dogs provided cover for the vampires. First, Carnen (Maceo's assassin) was felled by a sleep spell. Then the party was struck by confusion: Ireena the fighter (an NPC liberated from the castle dungeons) was left standing dumbfounded, while Salamander wandered off into the darkness. Duke Davish attacked...and was quickly vanquished by Potter and the sunblade. The countess and her maid again changed to mist as the party prepared to counterattack.
- Potter and Misha (now reduced to 3rd level) abandoned the sleeping Carnen and catatonic Ireena to track down Salamander. They found him a few minutes later, scratching at the door to another crypt. Rousing him from the spell they decided, perhaps, that his madness had been fortuitous and that they should indeed try to open the crypt where they'd found him. However, Potter's great strength was not enough to pry the thing open, and their labors were interrupted yet again by words of magic: they turned to find themselves now confronting THREE Strashas and her maid. Misha attempted to use her cross to turn the vampires...and failed. "Drop that thing and bow to me," intoned the countess as she sought to charm the cleric. However, Misha's saving throws remained good and three remaining party members rushed to engage the creatures.
- The battle did not go well for the party: Misha was reduced to -1 hit points (and 2nd level) by Helga. Salamander was able to dispel one of Strasha's mirror images and reduce Helga to one hit point, but was himself drained again (to 3rd level), with three hit points remaining. Potter managed to strike for maximum damage (24 points!)...but again, this only dispelled the second of the vampire's illusions. Strasha then ripped the throat out of the fighter, dropping him to 2nd level and -7 hit points. The sunblade clattered upon the stones.
- The countess turned on the lone assassin: "I would not gift you with immortality." She simply kicked him. The damage roll was minimal: 1 point. With Strasha's strength bonus (+4), that dropped him to -2. "You will suffer long in my dungeons. Fetch manacles, Helga."
- The Jester (red joker): 10,000 x.p.
- The Moon (queen of diamonds): 3 wishes (randomly rolled on a d4)
- The Balance (deuce of spades): change alignment or be permanently destroyed
- The Knight (jack of hearts): gain a 4th level fighter henchman
Wednesday, July 13, 2022
"Thriller"
Friday, October 22, 2021
Clallam
| Just picture a castle overlooking the sea... |
Thursday, October 21, 2021
Beating Up...er, Beefing Up Ravenloft
There is no way in hell I would ever rank Ravenloft "the second greatest adventure module of all time." I wouldn't even call it the second greatest adventure module written by the Hickmans! But it's not terrible...it's pretty great as a light-hearted one-off played for a spooky theme night.
- one-third monsters (half with treasure)
- one-sixth traps (one-third with treasure)
- one-sixth special (one-sixth with treasure)
- one-third "empty" (one-sixth with treasure)
| He's laughing at me. I can tell. |
Monday, June 7, 2021
Ravenloft Numbers
| Welcome to vampire country. |
Thursday, June 3, 2021
I6: Ravenloft
- Being placed in the "I" (intermediate) series suggests mid-range (though suggested levels fluctuate wildly across I modules).
- Having a big, bad Vampire suggests a higher level of character (because vampires are one of the most powerful forms of undead...THE most powerful undead in OD&D and Basic play).
- General survivability: more levels mean more hit points, which means a longer game experience (especially appropriate in a one-off, theme-night adventure).
- First, decide on a motivation for the party to confront Strahd. Maybe they are looking for an artifact that he's rumored to have in his hoard. Maybe they're looking for a friend, relative, or colleague ('what's up Jonathan Harker?') that's being held in the castle. Maybe they've been sent to collect outstanding back taxes due to a greater lord. Maybe their deity visited them in a dream and told them they had a sacred duty to stamp out the undead fiend (or face excommunication). Whatever. If nothing else, appeal to their greed (that guy's been sitting on a load of loot for generations, people!)...it IS AD&D, after all.
- Next, figure out why the villagers remain in this cursed locale. Look, Dracula had his peasants, too, and they weren't sticking around because of some magic, poisonous fog. There are many reasons why a community might decide that sticking it out is better than the alternative: persecution in other lands, friends and relatives, food supply, the devil you know versus the unknown. Vampires only attack at night, right? So as long as you're indoors after dark (and have your garlic/cross nailed over the door) you're safe to go about your daily farming business during the daylight hours and only need worry about the occasional gypsy abduction. Treat Strahd like any other nobleman/lord and his "gypsy servants" as his equivalent of patrols and men-at-arms (which they basically are anyway). Decide who might be helpful/sympathetic to the PCs, and who is firmly in the pocket of Strahd (for example, the town mayor or anyone else who benefits from Strahd's magnificence...i.e. not being eaten...in exchange for cooperation and spying). Remember that Strahd has some human servants, who may actually be "hostages" of village families. Other village families might have made "deals" with Strahd (given over daughters to be his "brides" in exchange for concessions). We are talking a campaign game, not a Sunday night movie!
- Re-write the thing for a low-level party. I'd say 3rd or 4th would be best (because one vampire hit to a 2nd level character is going to end her adventuring career), but definitely nothing 5th or higher (no need to be flinging fireballs and lightning bolts around your gothic castle mood piece). Gypsies as bandits, villagers as villagers, village idiots as strong villagers (not 9th level fighters...dude should have his own castle!). Shadows and wraiths in place of banshees and ghosts and specters. Half-strength vampire wives instead of full strength ones (treat as wights in all regards). Strahd zombies exactly as written except they only have 2 hit dice and turn as ghasts (inside the castle...outside, they should turn as normal zombies). Probably get rid of the 12 HD trapper (make that the lair of the wandering rust monsters, if you like...clever PCs will find a way to use those on the iron golems). Much as I like the jack-in-the-box of three hell hounds in a crypt, they'll probably destroy most low level parties...knock 'em down to two at 4 HD, if you want to keep Strahd's "hunting dogs" (who wouldn't?). And I kind of love the nightmare (Strahd's "steed") and like the idea of him riding through the streets, bellowing challenges and calls for vengeance the night after the party's first foray into his home.
- Figure out where you want to put the Holy Symbol of Ravenkind, the Tome of Strahd, and the Sunsword; I would not stash any in his crypt, but you could still draw cards to figure out where they are, if you don't have a preference (I would not use the bonuses/penalties associated with card suit). Since Strahd (presumably) moves around a lot during the night, I'd just roll a D6 whenever the party enters one of his possible encounter areas, perhaps with a cumulative chance of finding him (1 in 6, 2 in 6, etc.). I would NOT have Strahd in his crypt except during daylight hours (when he'll always be present).
- Treasure: the total value of monetary treasure in Ravenloft is a bit more than 120,000 g.p. -- close to double what eight 4th level characters need to level. However, in an adventure with this much expected energy drain, I don't mind the extra experience points. Magic items range from good (helpful scrolls and potions) to weird (three maces +3 in the treasury?) to wow (a deck of many things!). Probably needs some modification with regard to the blander magic weapons.
- Stocking: however, the distribution of treasure needs work. In a dungeon this size, I'd expect to find some type of treasure in around 30 encounter areas, not 10. Monsters should be in one-third of the areas, not one-fourth. Around 56% of the castle is EMPTY...just box text description...and while there's fairly good interactivity (especially for DMs that don't mind doing some improvisation when they see "carriage room," for example) I'd want to spread things around a bit more, and probably add a couple more encounters (gypsy henchmen and the like...especially during the daytime). The crypt area especially is a little bland...I can see PCs simply knocking down tombs, one after another, which is more-or-less the same as the (often lambasted) Kick-In-The-Door style of dungeon. Rather than an empty tomb with a bag of coins, I'd prefer to furnish the castle a bit more with golden candelabrum (never lit) and decorative china- and silverware (never used)...maybe a well-stocked wine cellar full of expensive vintages. Maybe figure out where the vampire wives go during the nighttime hours and what the witches are doing when they're not brewing in Ye Old Cauldron. Maybe give the witches a few potions, and give their 42,750 g.p. spellbook to Strahd (they only peruse it when they need to memorize a spell). Hell, put it in his study...simple enough.
Friday, May 7, 2021
Making The Insanity Work
| My "Series Bible" |
- In DL1 Dragons of Despair, the dungeon is Xak Tsaroth, a ruined sunken city. A black dragon has been tasked with guarding platinum "holy disks" that could usher back faith in the True Gods to the people of Krynn. PCs are expected to kill the beast and retrieve the disks.
- In DL2 Dragons of Flame, the dungeon is Pax Tharkas, a mountain fortress. The PCs' hometown was wrecked by an evil priest (and his red dragons) and characters are supposed to infiltrate and free the enslaved townsfolk form his clutches.
- In DL3 Dragons of Hope, the PCs are presumed to be leading a ragtag band of 800 refugees, liberated from Pax Tharkas. Hoping to find a place of protected shelter, the dungeon they plumb is Skullcap, the ruined fortress and last resting place of the archmage Fistandantilus, which supposedly holds the key to finding the secret, lost dwarf city of Thorbardin. Spoiler alert: yes, the key is there, as well as Fistandantilus (now a demilich).
- In DL4 Dragons of Desolation, the dungeon is a floating tomb that holds the hammer of Kharas, a magical artifact players need to recover to pay off the dwarves for letting the refugees stay with them. The tomb has a bunch of traps, but only a single creature (a gold dragon) that the PCs probably shouldn't be fighting.
Thursday, January 14, 2021
Spoiling the Keep (p. 4)
Just continuing from where I left off...
There's more I want to say about the humanoids living in B2's so-called "Caves of Chaos," especially the WHY of their presence...why exactly have they chosen to make the caves their home? Certainly communities require someplace to live...and for the most part, these are communities: tribal, family units living their lives, not hordes preparing for war against the human soldiers manning the nearby fortress. While the gnolls appear to be mercenaries engaged as extra muscle, and the bugbears (to my mind) are recently arrived refugees living as bandits, the goblins, kobolds, hobgoblins, and orcs (both tribes) appear to have settled in for the "long haul."
What could have drawn them here? Historically, settlers tend to settle where there are resources that allow their communities to survive and thrive. Generally, that means food and shelter (i.e. security) and other items that will allow and supplement the acquisition of these things (trade goods, metals for crafting weapons, access to water ways, etc.). Clearly, the caves provide both shelter and security for the humanoids, and the textual existence of storerooms filled with food and provisions would seem to provide evidence that eating isn't an issue (though where exactly this food is coming from is a bit of a mystery).
And that's all well and good and, for the most part, answers the questions of why the caves have been chosen as tribal homes. But what about the Chaotic temple looming high above the settled denizens of the canyon? What role does this evil priesthood play in the dynamics of the community? Who are they, and why are they there?
Before I address the temple folks specifically, I'd like to point out that there are THREE religious factions in the B2 adventure text. Aside from the temple, there of course exists the Curate and his three acolytes, housed in the chapel, "the spiritual center of the Keep;" these (specifically the Curate), we are told, are the most influential persons in the Keep except for the Castellan and represent the spiritual "forces of good" in this region of the wilderness. Note that the Curate only arms and armors himself if the Keep is threatened; the chapel's arms (including those of the acolytes) are safely stored away unless absolutely necessary. This is not a military leader; he is not an adventurer, and exhibits no ambition of becoming a patriarch, founding a stronghold, or acquiring a barony. He is simply a minister, willing to defend his congregation (the Keep), not a proselytizer...though his under-clerics might prefer it if he were.
This last can be inferred from the way these acolytes "think very highly of the [itinerant] Priest, and will say so to any who ask about him." Spoiler: this Priest, a visitor to the Keep, is:
"...chaotic and evil, being in the KEEP to spy and defeat those seeking to gain experience by challenging the monsters in the Caves of Chaos."
[I will discuss the Priest more in a later post; I have much to say about him, including how he's interacted with my own group's characters; suffice is to say I do NOT see him as an agent of the "Shrine of Evil Chaos"]
So now we come to "the Shrine of Evil Chaos," the single largest complex in the Caves. I know that one of the standard narratives about The Keep on the Borderlands over the years assumes the temple and its priesthood operate as some sort of overlord or "unifying force" for the humanoids at the Caves; the evil priest who rules the place is a mastermind on par with Hommlet's Lareth the Beautiful and has designs to build up an army of monsters with which to assault the Keep and spill the forces of Chaos into the civilized lands.
| Typical ancient (subterranean) chapel. |
Likewise with the congregation of the Shrine: there is none. Which is a bit surprising in and of itself, given the description at the beginning: "The floors are smooth and worn by the tread of countless feet of the worshippers at this grim place." Okay, so where are these countless worshippers? Not here...the only people one finds in the Shrine...EVER...are a single priest, four adepts, four acolytes, and a human fighter who acts as "torturer." The rest of the population is the silent undead guards: zombies and skeletons. And the evil priest (a 3rd level cleric) isn't even high enough level to cast animate dead, raising the question of how those undead got there in the first place.
[in B/X clerics do not receive the spell animate dead, but in earlier editions, including AD&D, it is a third level spell available to clerics who have reached 5th level]
Clearly, the Shrine is an ancient place; we can infer this from the "ancient bronze vessels" in the Shrine's chapel with their powerful magic curse that forces thieves to return and serve as temple guardians "forever after." We can infer it from the description of the Shrine's crypt: a long hall lined with "many coffins and sarcophagi" containing "the remains of servants of the Temple of Chaos" (note: the remains are here; they have not been turned into zombies and skeletons!). We can infer it from the weird magics found in the Shrine, quite outside the "normal" magic of D&D (certainly of the normal clerical spells). We can infer it from the presence of more than three score undead, despite any of the priesthood's ability to create such creatures...they must have been animated long before the current clerics appeared.
For all it's "evilness," nothing here indicates the place is anything more than a quiet place of worship, and one that has been in operation for quite some time. The Shrine is no "hotbed of intrigue;" unlike other adventure modules, parties will find no documents detailing nefarious plans and schemes, no designs to unite the humanoids and make war on the forces of good. There are no "civilized folk" being held captive, awaiting fates worse than death, no fat merchants hanging from chains in the "torture chamber" (it's empty), no chopped up elves in the store room awaiting a cannibalistic feast. It's just a lavishly decorated monastery with a handful of devout (human) worshippers, that uses undead to guard its halls...understandable given the presence of dangerous non-humans in the vicinity and the lack of supplicants willing to visit/staff a Shrine located on the edge of the wilderness.
Heck, the itinerant Priest at the Keep is more nefarious then the Shrine residents: he at least is intent on joining adventurers in order to betray them (probably cackling a fiendish laugh as he does so). The only person being threatened by the Shrine priesthood is a medusa who they have captured...a deadly monster who will attempt to petrify any would-be rescuers! One might consider the high priest deserves thanks and praise for ridding the region of such a dangerous monster.
Here's what I think: I believe the Shrine area reads as a "reclamation project." Yes, it's been there a long, long time, but the current priesthood have not. It was abandoned...who knows why...some time ago, and has only recently been recovered and is in the process of being refurbished and rehabilitated. Note the mysterious "boulder-filled passage," not yet dug out, which may lead to a forgotten wing of the Shrine. Note the undiscovered secret passage to the much smaller (but higher on the cliff side) cave complex currently use by the gnoll mercenaries...probably this was once an annex area, or the former living quarters of the (ancient) priesthood.
Someone built the Shrine; someone created its magics and animated its guardians. And clearly it's not the individuals currently living there and going through their rites and rituals; more than likely the place was long abandoned and inhabited by the medusa (why else would she have a potion of stone to flesh stashed nearby?). The humanoids tribes certainly were giving it a wide berth: note that the closest lairs to the Shrine entrance belong to the newly arrived (gnolls, bugbears), or large independent monsters (minotaur, owlbear). The local residents have removed themselves to the caves farthest from the Shrine. Which would, of course, suit the medusa's needs fine (she wouldn't have wanted to be peppered with spears from a distance)...but once a true believer showed up with the ability to control the Shrine's undead guardians, it was all over for her. It's easy to imagine much of the Shrine's current stores were bought with coin taken from the medusa's own hoard.
Looking at the Shrine through these eyes...and keeping in mind that alignment has been cut from my game...it's hard to see how there's any actual conflict between its denizens and the player characters. For that matter, there's not much conflict between the PCs and the humanoids of the Caves, unless they initiate hostilities. But unless incited to action (most likely by residents at the Keep) there's not much justification for storming the Shrine or starting a war with the humanoids. Unless, you know, they just find the Shrine's religion or the non-humans' existence to be somehow distasteful.
Certainly there exists opportunities for the PCs. They could throw off the balance of power by aligning themselves with either the orcish tribes or the goblinoids. They could take out the owlbear or the minotaur and probably receive the thanks of the other residents. They could aid the bugbears in finding better accommodations, or possibly retaking their old forest residence (maybe that's the area currently being used by the bandits as a hideout on B2's outdoor map). They could join the Shrine and help excavate its ruins...or maybe just get paid to empty the annex of the gnoll "squatters" (which, of course, would lead to a change in the balance of power and probably put them into conflict with the orcs). And depending on how sleazy you want to interpret the Keep and its purpose, some enterprising parties could attempt to organize the humanoids themselves for a war on the "interlopers;" there's more treasure in the Keep, anyway.
Okay, that's enough for now. I'm not quite done with this series, but that should be plenty to chew on for the next few days.