Showing posts with label necromancy. Show all posts
Showing posts with label necromancy. Show all posts

Monday, November 4, 2024

Why D&D Works

I had an epiphany Saturday night, something I'd been struggling with and considering for years: why does D&D work, i.e why does it have staying power as a role-playing game, when so many other RPGs do not?  What is it that sets D&D apart from all other systems, genres, and competitors?

Saturday, while walking to the store to pick up some beer, it came to me: raise dead

Now, to be clear, there are a lot of reasons why D&D works...and works really well...for long-term (campaign) play. The driving force of the advancement mechanics (the x.p./leveling "carrot"). The plethora of challenges that scale from low levels to high. The micro-/macro- scale of the setting (i.e. the premise of exploring closed "dungeon" sites, and the endless possibility of exploring a whole world or different dimensions/planes). 

But all these things can be (and are) replicated/implemented in other genres of games: lots of games have "levels" and/or points-driven systems. Lots of of genres feature "adventure sites" for drilled-down exploration. Most RPGs present a scale of challenges from the beginning stages until the later.  Many, many games have emulated these particular aspects found in D&D. 

However, while those things, when implemented, can add staying power (i.e. sustained interest/engagement with game play) in practice, I've never any of those games to last for longer than a few months...and generally not even that long. 

[cue all the folks who've been running 20+ year Traveller campaigns to pipe up]

Here's the thing: I think (I think) that unless you have some slavish devotion to a particular genre/setting IP (for example, the person who ONLY plays Star Wars, because they love-love-love Star Wars and would not play RPGs at all without system to allows them to live in the SW universe), for sustained engagement over time, the participants require two things:
  1. a real, true challenge that tests them (no matter how poor the player, they become competent with enough hours logged), and
  2. 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).
And the area where D&D differs from pretty much EVERY GAME on the market (certainly every game I can think of...which is more than a few), is the presence of of game mechanics that allow dead/destroyed characters to return to the game without breaking the verisimilitude of an escapist (fantasy) game. This is not "plot armor" for characters; instead magic like raise dead, reincarnate, resurrection, and wish are all baked into the system...these spells are a hard-wired part of the game's setting.

So what does this mean? Why is it important?

Well, for one thing, it means a DM can push the players as hard as he/she feels is appropriate for their capabilities without fear that beloved characters might be killed derailing years of work and investment. See, I readily acknowledge that players develop attachments to characters over long periods of consistent play...and not just attachments to their own characters...and DMs are not immune to this effect either. You work a character from 1st level up to 5th or 8th or 10th+ level, and the character takes on the same status in the minds of the participants as a major character in a favorite television serial.

It happens. It's not about creating a nifty "backstory" for the character, or developing a PC's "personality." It's about actual play, over time. Such characters matter to players.

And D&D provides means of bringing them back to life. The D&D world is a magical world...by definition and by design...that presumes souls (and spirits, yes, I see you DDG) do not immediately depart to their eternal reward upon expiration of the physical body. Players know this going in to the game. No, it's not necessarily easy (nor cheap) to do so, but there is always room for an Orpheus like quest. I've seen it happen...more than once in more than one campaign.

And so, because of this possibility, DMs can push the players hard. The kid gloves can come off. The DM is free to create dangerous scenarios, and run those scenarios by the rules, letting the dice fall as they may, and allowing the players to suffer and strive and triumph and fail on the basis of their own abilities and their own luck. Without the need for plot armor immunity, "death saves," or comic book style "ret-cons." Real Play; Real Stakes. Death on the line. 

Which, by the by, makes the experience of playing D&D all the more visceral...all the more adrenaline-pumping...for the people sitting around the table. Cheers and groans and fear and real tension. And, upon success, real feelings of achievement. The kind of roulette spins that breed gambling addicts...which is why people who enjoy D&D play, will continue to love and enjoy it. 

It's not an interest in improv that keeps them riveted.

So, yeah, this is the difference between D&D and (pretty much) every other RPG on the market. Superheroes, space opera, horror, espionage...none of them offer both the hard challenge of D&D, and the setting ingrained "get out of jail free" cards that take the sting out of loss. Of course, the D&D game has more wonderful things than just the magic of raise dead (including asymmetrical game play, a reward system that encourages action and cooperation, etc.), but this is the thing that, I believe, is UNIQUE to Dungeons & Dragons, and it facilitates long-term buy-in and investment which opens the potential to see how a campaign can unfold...in all its glory.

Happy Monday, folks. 
: )

[and, if you're an American, please don't forget to exercise your right as a citizen and VOTE]

Thursday, July 14, 2022

"Get Out Of Jail Free" Cards

I have a VERY busy day today...the girl child has a weekend tournament starting today (did I not mention she has now joined the same premier soccer club as the boy?) with TWO games in Woodinville. Meanwhile, my wife is going into the office and the boy has his own practice, so I have...mm...approximately three hours before I need to wake the kids, get them organized, breakfasted, packed and ready (with solid snacks for later in the day), to drop D at her place of employment (she has a window at 1pm) before zipping S over to the east side. Hopefully, I can pick up some cheap(er) wine (between games) at St. Michelle.

Last night was another late one, but I was in charge of the midnight wrangling and decided to go to bed afterwards. Not that it helped: the old beagle was up at the crack of sunrise getting me up. Tried to go back to sleep...no dice. Now I'm waiting for the coffee to brew while she snoozes on the floor. Man, she is a loud snorer!

Here's how things went down in our game (I'll give the abbreviated, bullet-point version):
  • 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:
Where is the countess? 'She sleeps...sleeps...in her cold, stone bed..."
Where is that?! 'In the crypts, in her tomb, in the darkness...surrounded by the dead..."
Where are the crypts? 'Beneath the chapel, of course...the stairs that lead down, down, down..."
How can we pass the masonry wall that blocks the stairs? 'Perhaps a pick axe, master...'
Is there any other way into the crypts?!  (*silence*)
  • 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."
So ended our adventure for the night.

Except then it didn't...

As per usual we (briefly) debriefed the session, discussing what had worked, what hadn't, who was left alive (Carnen, Ireena, and Sal) and what would happen to them (starvation in a small cell and then zombiefication to replace fallen "soldiers"). The kids were not terribly unhappy about the results (they weren't happy either, but they certainly weren't crying and whining about the session being "unfair"), instead wondering at the power of the vampire countess, appreciating their own ingenuity in getting as far as they did, talking about what they could have done differently...or better.

"Pity we never got to draw from that magic card deck..."

Since it was almost midnight, and we were all a bit loopy (I was three IPAs in...), and because they were being such good sports about what was (effectively) a TPK, I decided to allow the party one more chance. After all, Sal was the one carrying the deck of many things, and he hadn't actually been killed outright (being only reduced to incapacitation)...so I ruled that he could just (barely) work the cards out of his belt pouch and make a draw...one final shot to escape. 

[truth be told, I wanted to see what would happen. Been years since I've seen a deck of many things in play]

Diego elected to draw four. After shuffling many times and making him cut the deck, here's what he pulled (in order):
  1. The Jester (red joker): 10,000 x.p. 
  2. The Moon (queen of diamonds): 3 wishes (randomly rolled on a d4)
  3. The Balance (deuce of spades): change alignment or be permanently destroyed
  4. The Knight (jack of hearts): gain a 4th level fighter henchman
An absolutely phenomenal draw! Since I don't use alignment, I ruled he'd have to give up being an assassin and become a straight thief instead (as, in a "normal" game, assassins are required to be "evil" in alignment and the balance would have forced him to change to "good"). He immediately used his first wish to negate the effect ("I wish I hadn't drawn that card!"). He then used his second wish to "completely heal the entire party."

And that's where I called the evening.
; )

Okay, time to get to work. More later.

[EDIT: It should be noted...perhaps...that Diego's intention, with regards to his last wish, was to bring all the dead party members (like Potter) back to life AND heal all their hit points, restoring them to full fighting strength. In effect, this is two wishes, not one, thus blowing the entirety of the wishes granted...something I will inform him of this morning (as I said, I was a bit loopy at the end of the night). Nicely, this should curtail the 3rd wish he and his sister were discussing as they headed off to bed last night: something-something about wishing for all vampires to be destroyed or something...]

Wednesday, July 13, 2022

"Thriller"

In Seattle, it's 12:41am. My kids are still being wrangled into bed upstairs. Summer nights in a home full of nocturnal animals (the beagle snores loudly, roughly ten feet from where I sit). 

In the Port Angeles of my campaign world, in Castle Ravenspire (my version of "Ravenloft") it is, per my turn counter notes, 9:30pm. The sun set approximately 15 minutes ago, and the vampires are (more or less) fully awake. 

The players, however, have little idea regarding this...they are in a windowless chamber, standing over the body of a flesh golem that the managed to completely surprise and backstab to death (yes, I added a flesh golem. If one is going to go "full Hollywood" you might as well have a Frankenstein monster; the werewolf in the dungeon was already killed...though Sofia's PC was infected with lycanthropy. She'll discover that in a few weeks). The four party members remaining in the group have a grand total of 40 hit points remaining, an average of 10 each. They have no more healing spells, no more healing potions. 

Quite frankly, they seem doomed for destruction. True, they have a deck of many things in their possession, but they haven't quite decided whether or not to draw from it. A wish would really come in handy about now...but none of them know the potential of the deck (my players have never experienced this magic item), only that its magic can only be used once. They're holding onto it as a last resort.

There are a total of five vampires in Ravenspire: the countess and her four (half-vamp) thralls. One thing I now realize: I have almost zero idea what these creatures do upon rising. Certainly they have to hunt and feed (I suppose...D&D vampires are somewhat different from the traditional Bram Stoker nosfearatu), but night is the ACTIVE time of these creatures...and Strasha and her brood do have a domain to run.

Per the MM, a vampire moves 12" or 18" flying (though I infer from the text this latter is limited to bat form). The PHB tells us that movement is five times that over a "known" route, and the castle is certainly familiar territory to its inhabitants. On foot, it would take Strasha all of 10 minutes to traverse the distance from her crypt to the throne room, via the chapel...but would she go through the chapel with its silver icon of goodness? By taking the form of a bat, the countess could fly up the 380' shaft of Hightower peak, down Northtower to the Hall of Honor, and from there enter her throne room with some dignity...by passing through the servant's hall?

No.

The countess...like any nobleman...should have a regular, nightly agenda. No need for servants to dress her...or is there? Perhaps. She does have a bedchamber (currently filled with a living human thrall...well, now a dead human thrall after the adventurers got to her), and a dressing suite and bath. From there (where she could reach via the Hightower shaft) she can descend the Southtower stair, check in with her accountant (also currently dead), before entering her throne room. That seems more reasonable. 

Helga (the half-vamp in the servant's hall) is, of course, Strasha's immortal lady-in-waiting, so it will be her duty (upon rising) to head up the servant stairs to the "Rooms of Weeping" to await her mistress. After aiding the countess in the usual routine, it will be Helga's job to clean and tidy Strasha's apartments, allowing the countess as much symbolic "life" as she can muster. 

The three other half-vamps in the crypts...Duke Davis, Sacha, and Lord Paris...are perhaps "boy toys" of the countess. Upon rising, they are probably left to hunt at their leisure (while the countess attends to the business of her domain), until called by their lady. I'd guess it's safe to assume they'd also be flying up the central shaft of Hightower, as it is the easiest egress from the crypts...so long as one can fly.

Well, then...good enough. Strasha will shortly be discovering the murdered corpse of Gertruda (who Helga has certainly just come across). She will then call her paramours back to her while sweeping her apartments. Hurrying to her treasure chamber, she will find its contents ransacked, her giant spiders dead, and her crystal ball stolen. 

Will she assume the interlopers have absconded with her wealth (as they probably should have)? Or will she instead sweep the castle with her undead minions looking for further signs of intrusion? Off hand, I'd assume the latter...after all, she IS a genius, and it shouldn't take long if the vamps run a coordinated search pattern...plenty of time to mount nightmares and release the hell hounds to track thieves fleeing back to town.

No, it shouldn't take long for the vampires to discover the adventurers...not with the trail of blood and larceny they've left in their wake. It's just a matter of time...a handful of turns...before the party is discovered and the entire clan is summoned to descend on them. 

This may end very badly.
; )

Friday, October 22, 2021

Clallam

A little Friday action that I wasn't expecting to do. What do ya' know: I got a good night's sleep for a change (about eight hours) rather than waking up between 2am and 4am as has been happening the last week or two.

[stress affects everyone different]

Have spent most of my "free" hours the last couple days researching Clallam county, Washington...specifically the geography and history around Port Angeles, which I intend as the site of my "new Ravenloft." Lot of good stuff there, though I will probably end up filing the serial numbers off (or, at least, slightly modifying) many of the proper names. I don't generally bother doing this in my actual "home campaign" but when publishing for others, I don't want to run the risk of offending (for example) the indigenous people of the region who will be taking the place of Ravenloft's menacing gypsies.

Just picture a castle
overlooking the sea...
The more I dig into it, the more I am really enjoying the creation process. My father was born and raised in Port Angeles, his siblings and most of my relatives on that side of the family still live thereabouts. We used to visit the Peninsula once or twice a year when I was a kid, and there's something about the region that still calls to me...the grey, wet, windswept coast, the high bluffs, the dense forests looming over the highways. 

I don't get the opportunity to get out there as much these days (doesn't help the relatives are all estranged, each for a different reason), though we did get out there a couple times over the summer. West of Sequim, it really doesn't appear that much has changed the last 40 years...which is yet another reason the area is GREAT to replace "Barovia." Probably The Wreck Tavern (once owned and operated by my grandfather) is still out there...though I wonder if my uncle is still running it.

Of course, it's not lost on me that Forks, Washington is in county Clallam...I have a second (third?) cousin that lived in Forks and what I heard about the town wasn't...mmm..."complimentary." But that was back in the 20th century (maybe the tourist trade drummed up by the Twilight trade has spruced it up?). Regardless, my population totals and distribution are based on the 1880s and Forks was just a dairy farm in the middle of the woods back then...that's not going to be the site of a castle and town. No vampires out that way in MY world. Werewolves, maybe. Lots of werewolves.

Working on the "math" of the Ravenloft encounters, I become more and more convinced (if I wasn't already) that this was originally designed as a LOW LEVEL adventure...probably for characters levels 3rd to 5th. Run in the B/X system, nearly every encounter circles around 4 hit dice. The "iron golems" in area K78? I'm just substituting Moldvay's Living Statues, Iron (page B37) for the pair. They are *ahem* also four HD creatures. 

The real stinker of an encounter are the four small red dragons, who should absolutely destroy ANY party because of their breath weapons (18 hit points each x four = 36-72 automatic damage, depending on saves). It should probably be viewed more as yet another railroad plot-block (like the mist that auto-kills PCs leaving the town) since they only attack parties trying to leave the castle (*sigh*). Interesting that dividing those little dragons' 18 hit points by 4.5 would give you 4 hit dice. Hmmm...

Even the new "Strahd zombies:" four hit dice. For me, there's no reason to do this: the "severed body part" thing is cool, but it's just color, and one can simply double the number of zombies encountered. What's the problem with normal zombies? Is it just the need to have them "turn as mummies" (in order to FORCE PCs to fight them and thus experience the cool color of severed zombie parts attacking?)? Um...no, that's not necessary. Even the auto-destroy of a 5th level cleric (assuming I'm reworking this for levels 3-5) only affects 2d6 hit dice of zombies.  Make sure there's enough left over (on average) that a few will need to be dispatched in the usual (sword-swinging) fashion. No nerf, everyone wins.

Converting the giant spiders to B/X is a little tricky because (surprise!) the monster is more specific in Moldvay than the abstract version found in the MM. Fortunately, black widow spiders are native to Washington State, so putting giant ones (3 HD, but deadly poison) in Clallam county makes perfect sense.

SO...things are coming together. I *do* want to add a flesh golem to the monster list (because for the horror trifecta there's that need to reference Frankenstein) but the monster as written for AD&D is a little too tough for that 3rd-5th level range in B/X. Dropping it's damage to 2d6 per punch makes it better (though the special defenses are rough) and I'll probably go with that. But then, should I be adding a mummy? A creature from the Black Lagoon? Where does the madness end? 

[probably with the coven of witches in the upper tower]

Nah...it's all fun stuff. My vampire is a countess, not a count. The werewolf in the dungeon is a 5 HD pack leader, desperate to get back to his people. The flesh golem is kind of a Ser Robert Strong bodyguard type, though I haven't decided if he is a former husband, lover, or son (or sons) of the countess. The zombies make for cheap servants and soldiers that don't ask questions about the castle's goings ons. And the people of the town, far from being terrorized by their ruler (and needing to be saved) are in on the secret, feeding outsiders to their monstrous liege lord in exchange for being left in relative peace. 

It's fun. I like it. And (for whatever reason) it feels very Port Angeles to me.

[a quote from my father: when asked why Port Angeles has the...um..."issues" that it does, he responded "Well, what I've observed from most small towns I've visited (in the USA), people are pretty big into their religion. But folks out in Port Angeles, well, they never really took to religion." Personally, I always suspected it might have a little something to do with being a town full of sailors, but whatever. For my purposes, it's vampire country]

All right, that's it. Hope everyone has a great weekend.

Thursday, October 21, 2021

Beating Up...er, Beefing Up Ravenloft

Was not intending to write a post today (extremely busy today), but hot on the heels of yesterday's post, I started going through Ravenloft to make it a playable, B/X one-shot. 

Oh, boy, is it awful.

And I feel a little bad writing that after giving it some (faint) praise in my prior analysis, specifically I wrote:
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. 
Perhaps I wrote that in one of my "come to Jesus" moments of trying to see things in as positive a light as possible. Because it IS terrible...back to front. It's not ALL terrible, but much of its individual parts (and the sum of its whole) is pretty bad.

At least from the perspective of D&D adventure design.

[before I dive any farther, understand there'll be *spoilers* and I will be writing this from a B/X orientation as there is substantial evidence to suggest that the original adventure was written with OD&D as the designers' frame of reference...for an "AD&D" adaptation of an adventure penned in '77, it shows quite a few missteps and misunderstandings of basic PHB/DMG/MM systems. B/X being largely based on OD&D+Greyhawk, I'm fine with using a more lenient view based on its systems]

Let's look at some of the raw data:

Total Number Encountered Areas: 128
Total Monsters Encounters: 25
Total Encounters with Treasure: 16

This does not include Strahd or the random artifacts (the Sunsword, the Holy Symbol of Ravenkind, the Tome of Strahd)...none of which have any monetary (x.p.) value...that will be encountered within the castle. 

That's a lot of nothing. Mmm...scratch that. It's a lot of empty padding. Every encounter area has a read-aloud bit of boxed text that will (presumably) help "set the mood" for an atmospheric dungeon crawl. Assuming your players don't get bored and start punching their DM. Even making a list of emptyrooms that had something INTERESTING in them (creaky stairs, hanging skeletons, bronze doors, a bathtub, etc.), I still find upwards of 45 numbered areas that have NOTHING WITH ANY INTERACTION AT ALL. And, I'm not counting the double "nothing" entries as multiples (for example there are two separate encounter areas marked K12 and K13 on the main floor, both with zero going on, but I'm counting those as "2" not "4" despite the potential for a party encountering the same useless box text twice).

Remember your Moldvay instructions on dungeon stocking? Here's a quick refresher: after placing special monsters and treasures in appropriate rooms (for I6, this would include Strahd and the aforementioned artifacts), the ratio should be roughly:
  • 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)
With 128 numbered encounters, I'd be expecting more than 40 areas with monsters (and a similar number with some type of treasure). But maybe such wasn't wanted because of the scope of the adventure (as discussed, meant to completed in a single evening's play). In which case the adventure site may simply be too large for its intended purpose?

Let's work backwards for a moment. Throw out the living tower and guardian portrait (both of which might be considered "traps" or "specials" despite having monster stats being countered with combat), and we've got 23 monsters. Still probably too many for a single evening's play, but let's go with it for the nonce. That would indicate some 69 encounter areas. Throwing out the nothing descriptions of corridors and stairways (i.e. the 45 worthless entries listed above) gets you down to 83. Remove the outer courtyard from the encounter areas (are PCs really going to explore the garden?) and you're down to 76. Toss the closets, smokestacks, slippery roofs, creaky stairs, and "mechanism" rooms (or incorporate them as part of existing encounter areas) and we're down to some 68ish, which would be just about right. Heck, I could probably shave more off (and probably will) but as I said I'm running low on time today. And, anyway, looking at the scale of a number of medieval castles, it's not terribly off, except for its height: the tallest castle tower in the world is 55m (about 180'), and Ravenloft has three that top that (190', 260', and 360'). 

Treasure is awful. A bag of coins here, a coffer of coins there, a scattering of coins under the accountant's paperwork, or a crypt with "three pieces of jewelry valued at 5,000g.p." The magical Icon of Ravenloft in the castle chapel (area K15) is described as "a small statue;" that's it. Statue of what? Doesn't say. The box text tells players that a piercing shaft of light "falls directly on a small statue." The DM text tells us "the small statue is the Icon of Ravenloft." It is carved from "purest silver" (no value given). "It is 12 inches tall and 6 inches across." Gar. Bage.

I already wrote that the total treasure amounts to a bit more than 120,000g.p. total, but I was including the witch's spell book in that total (about 47K worth of spells for the AD&D game). For OD&D or B/X this wouldn't be worth anything and the total monetary value found is very, very low. Too low to justify PCs (of the requisite levels) exploring the cavernous emptiness that is vampire Strahd's castle. And nothing about the stuff here is tempting in any way...it's placement is just an afterthought. 'Oh, here's a bag of platinum coins sitting under a chair on a balcony." Um...is this asking us to risk anything? Is it rewarding PCs for taking the time to sit down? What the hell is this?

The monsters are crappy; here's the list:

4 small (18hp) red dragons that are sometimes statues
8 gargoyles that are sometimes statues
2 "Strahd" zombies (4HD, turn as mummies)
1 vampire "maid" scrubbing floors
2 wraiths
5 giant spiders
3 black cat "familiars"
7 "witches" (2 HD magic-users)
3 normal zombies
10 skeletons
1 shadow demon (immediately attacks)
1 werewolf (befriends and betrays party)
6 "Strahd" zombies
2 iron golems (!!!)
1 ghost (jack-in-the-box)
1 spectre (jack-in-the-box)
15 wights (jack-in-the-box)
1 vampire "wife" (jack-in-the-box)
1 banshee (jack-in-the-box)
3 huge spiders
1 trapper (12 HD)
3 hell hounds
1 nightmare

[a "jack-in-the-box" monster is one that jumps out after the party pops the lid off a crypt. There's a bunch of these in the catacombs]

This is...uh...not great stuff, and it's all over the board. Huge spiders? Black cats? Skeletons? Waaay too weak for the expected character levels. And yet iron golems, ghosts, and banshees are far too powerful. I won't even go into the wandering monsters, but they are fairly ridiculous...in addition to being rather bland.

All right, I really have to go now (I'm actually 30 minutes past were I expected to cut off). I apologize for the bashing of a beloved favorite adventure of many, many folks. I still give a lot of credit to the authors for writing this when they were just kids (and creating a whole franchise from a movie Dracula knock-off)...that's, frankly, amazing. But I6: Ravenloft is bad. Really bad. 

I have my work cut out for me.

He's laughing at me. I can tell.


Monday, June 7, 2021

Ravenloft Numbers

Man, this D&D subject...always something to write about, huh?

I've been continuing my examination of the I6: Ravenloft module the last few days, even checking out a little bit of its sequel I10 (which is a terrible hash of an adventure...oh my goodness!). Talk about "going back to the well," Ravenloft must have sold an awful lot of copies (and/or received a ton of fan mail) to necessitate that particular publication. I shan't be discussing it any time soon, but I think it's interesting to note that it includes pregenerated player characters for use in both modules (including one whose secondary weapon is a normal longsword), and that some...mmm..."liberties" have been taken with the AD&D rules when it comes to their construction. 

One of the reasons I continue to poke at this thing, is that I'd LIKE to have a fun "vampire adventure" to throw at my players, and Ravenloft is more than halfway there. A while back (like years back...around the time I finished my first book) I had this idea to write a vampire adventure module of my own, somewhat modeled after Palace of the Vampire Queen, but I never got around to it...and the thought of re-purposing Ravenloft honestly never entered my mind. Now, though...well, there's grist here to work with. 

So...let's talk some numbers with regard to tackling Ravenloft as a monster hunt.

I'll admit that when I read through the adventure before, I glossed over a lot of the "getting there" part of the module, instead focusing on the dungeon (castle) proper. It's mostly box text anyway, and I don't really "do" box text these days...I don't even read it when looking at an adventure even (since I'm not planning on reading it when running), unless it's necessary to explain just what the heck an encounter area IS (there's a lot of this issue in the Dragonlance modules). It's...straightforward enough, if full of typos and inconsistencies. We are told the mayor has been dead ten days, then (in the same paragraph) we're told he's been dead "nearly a week." Sometimes the gypsies are listed with 4 hit dice, sometimes 5, sometimes 6 with no explanation. Ability scores are dropped altogether from NPCs. Just some glaring errors...not sure who "Curtis Smith" is, but he wasn't much of an editor.

But I'm getting side tracked again (per usual). As an adventure hook, it's not a terrible lure of the "false pretense variety." Promises of obscene wealth is actually better than usual (certainly better than the "we have nothing to offer you please help us out of the goodness of your hearts" story found in adventures like N2: The Forest Oracle). 'Oh, look, we can do a good deed AND get paid.' Simultaneously play to the party's compassion (or desire for fantasy heroism) and greed. Problem is, once they find out about the false pretenses, it becomes apparent why the magical poison mist is needed to keep the party in place (because otherwise, they'd just blow off the joint). And while that might work to incentivize a vengeful group of players into launching a raid on Strahd's castle, the adventure is designed to be a spooky/scary mood piece with creepy narration and jack-in-the-box scares. What we want (well, what I would want) is an adventure that draws players to it like moths to a flame...and then creeps them out along the way. Thus heightening the player tension, despite their incentive to press on. Also, it'd be nice to make them sweat a bit.

All that means juggling the risk-reward factor of the thing. Now for D&D players of all stripes, vampires should strike some fear into their hearts. In going over this module, I constantly struggle with NOT trying to tinker with the vampire monster as written in the MM...the urge to "improve" the thing (making it more sensible or more in-line with a particular movie version of Dracula) is immense. And it's totally unnecessary: the D&D vampire is its "own thing" and works just fine as written for putting the fear of the God into players (with good reason! They're vicious!). At the same time, they have some solid weaknesses that a prepared party can exploit...which can make the risk seem low enough to attempt bearding such a beast, given a reward that is high enough.

Does a hundred and fifty thousand gold pieces worth of treasure PLUS ownership of a dilapidated castle sound like a decent enough reward? For a party of 3rd to 5th level characters? Especially if it was known that the current owner was a powerful sorcerer with a decent-sized spell book (AD&D magic-users are always looking to add to their spell lists, right?)...yeah, it sounds pretty hefty. It's not really (for reasons related to castle ownership), but it's still a tasty hook for players to bite on. So what's the risk?

Sunrise in Transylvania on October 31st (a good enough place/date as any) is at 7:21am. Sunset the same day (and same location) is 6:15pm. That gives players a nearly eleven hour window of time in which to hunt up Strahd's coffin and kill him in the traditional fashion (stake through the heart, etc., etc.). All well and good...except  that PCs aren't going to be camped outside the gates, ready to break in at first light of dawn. I mean, they could be...if they don't mind being food for the immortals.

The village of Barovia is about one-third of a mile from Castle Ravenloft...if, like Strahd, you can fly. Otherwise, the road is from the village to the castle gates is 2.7 miles long. A horse with a rider can trot/canter about 8 miles in an hour, which puts Strahd's stronghold about 20 minutes away by horse. Assuming a party is really on the ball, they can probably be up, saddled and ready to go within 10-15 minutes of sunrise (since it only takes Strahd six minutes to fly home from the village...three when mounted on his nightmare...smart adventurers won't want to poke their heads out till first light of day). That means the earliest PCs can expect to get to the mountain stronghold is 7:50am, with 8am being more likely...if they are as expedient as possible, working like a well-oiled machine.

Let's assume they are pretty good and are thus able to arrive by 8 (there are always delays). The party will (hopefully) want to give themselves some time to get back to the safety of the village, just in case they aren't able to locate the vampire lord's coffin. 5:50pm would be a good mark to exit the castle, giving the adventurers a full 25 minutes to get back to Barovia, get the horses unsaddled, and get under cover (i.e. into a house that the vampires can't enter). Such speed will only be possible, of course, if the party brings along one or two henchfolk to hold/guard the horses (while they explore the castle interior), and make them ready for departure (upon their swift exit).

8am to 5:50pm is nine hours and fifty minutes...the equivalent of 59 turns for exploration. Ten torches worth of time (or two and a half flasks of lantern oil). That is all the time the party has to locate Strahd's tomb and end him. 

Every thirty minutes they are inside the castle, they have a 2 in 6 chance of facing a wandering monster. On average, they can expect to face 20 encounters. Each encounter will cost them one turn of exploration time. With only 39 turns to work with, a conservative group of adventurers will leave themselves at least half the allotted time to return to the front door (20 turns). 19 turns of movement to penetrate into the heart of Strahd's lair, where the monster lies sleeping.

As one might expect, Strahd's coffin is [SPOILER!] located in the castle's crypt. There are only two entrances into the crypt area, unless characters have the ability to assume gaseous form (like Strahd) or have thought to bring pickaxes for tunneling through a masonry wall and thirty feet of rubble. Assuming such isn't the case, the shortest distance to travel is 770' from the front door of the castle. It involves avoiding two traps (neither of which is deadly, but both of which will derail the party's exploration), a secret door, an encounter with a crazy (human) servant, a fight with a shadow demon that automatically attacks, and a puzzle involving two iron golems which might also result in combat. If the party wears no armor heavier than chain (9" movement) the distance could be covered in nine turns...plus three turns of searching (assuming success) for secret doors and traps, and another three turns to deal with other encounters. Finding the entrance to Strahd's specific tomb is no easy feat (there are 40 possible crypts to open), but the party will have 40 extra minutes to search.

The second method of entering Strahd's tomb is 980' from the front door, and includes a 390' drop down a smooth stone shaft. So long as the party brought 60 pounds of good rope, this might be the "easiest," most viable and most obvious means of entry. At only 11 turns, it leaves them a bit over an hour to locate the correct tomb in the crypt (assuming the same movement rate as above), but returning the way they came (a nearly 400' rope ascent?!) may take longer than the initial entry time, depending on the generosity of the DM. Doubling the time to descend (43 minutes) would make it a nine turn climb.

None of which is accounting for mandatory rest breaks; parties "should be required to rest one turn in six" (per the DMG; bottom of p.38). Unlike B/X, AD&D does not provide specific penalties for fatigue...but then it doesn't say DMs must give PCs an option regarding rest. Knock one turn off the trap/secret way in, or two turns off the rope climb method. That would STILL leave enough time for a well-organized, well-prepared party to make a deep foray into Castle Ravenloft and stake Strahd while he sleeps. A party with any way to spy out his location and map a route ahead of time (via a crystal ball, scroll with wizard eye, etc.) would be able to execute a true surgical strike with minimal losses, even at low level...depending on how well they deal with the wandering monster encounters.

Of course, Strahd isn't the only vampire on the premises. There are both two "brides" (one located in the crypts, one acting as...a maid?!) and the possibility of encountering 1d4 on the wandering monster tables ("hapless past victims" of Strahd). All of these should be half-strength vampires (per the DMG, page 119), but presumably the death of the Count would launch them into a feeding frenzy, as they drained the other living inhabitants of the castle (gypsies, witches and such) bringing them up to full hit dice. The possibility of the dungeon suddenly containing half a dozen, free-willed vampires, plus their newly created "half-vamp" minions, should be a daunting situation for ANY party of adventurers, regardless of level. Under Strahd's yoke, they did little more than bemoan their fate (and scrub his floors). But now...hoo-boy! What's been unleashed!

That's the ugly truth of Ravenloft. Strahd might be an evil undead creature (or "Creature" as they call him in I10), but at least he maintains control over the situation; he IS still 'lord of the manor,' after all. His continued existence allows him and Barovia to live in a state of perpetual detente...taking him out is, in many ways, a "nuclear option." Perhaps, to some degree, the villagers even realize this; perhaps they don't want the party to exterminate "the Devil Strahd," understanding that the county would face a worse fate should their liege and tormentor meet the final death...being overrun by a horde of undead monsters!

Welcome to vampire country.

[assuming there are "only" six half-strength vampires in Ravenloft...the two ladies and up to four encountered wanderers...a total of 24 hit dice would have to be drained to get all six up to full-strength. 7 witches would provide 21 hit dice and three 0-level humans would provide 1 each. Wandering (6HD) gypsies can also be encountered in the castle...up to eight at a time...but these others are all known and sedentary and would thus probably be targeted first. That makes a total of sixteen vampires (six master, ten thrall) for Barovia...and possibly the PCs...to deal with]

Um, yeah. Real ugly.

All right, that's enough number crunching. Lots to do this week (last full week of school for the kids). Hope everyone has a good one!
: )

Thursday, June 3, 2021

I6: Ravenloft

A few days ago, Sir Rob asked me if I'd review I6: Ravenloft, not to critique it so much as to analyze whether or not I thought it truly was the Hickmans who started the "Adventure Path" trend (with I6 and/or Dragonlance), and ALSO how I might go about making the game more "player-centric" while still maintaining its "gothic vibe." In other words, how would I un-couple the thing from its railroad aspects while not killing the mood. Being the gracious (and egomaniacal) type of guy I am, I said 'sure, why not?'

THIS. IS. RAVENLOFT!

But first, allow me to say this: when they look back at their lives, I'm going to guess that the Hickmans (Tracy and Laura) are going to say that the greatest thing they ever did for their careers, was to take a job offer at TSR and move from Utah to Wisconsin. Had they not done that...had they instead taken other gigs locally, gotten help from their parents, continued to raise their kids in the same town they'd grown up...I just can't see them going on to having the success they managed to achieve. Without the backing of TSR (and the built-in fan base)...would they have ever been much more than independent publishers of the occasional D&D module? Would they have even continued to do that?

The fact is, Hickman wasn't a great writer...and I say that as someone who has read the first six Dragonlance novels (multiple times!) and enjoyed the hell out of them. Maybe I'm wrong but I don't think Hickman becomes a famous, bestselling novelist without TSR. Steinbeck he was not.

[sorry, I've had Steinbeck on the brain a lot recently, considering the parallels between The Grapes of Wrath and our current pandemic-enhanced homeless crisis. But I digress]

What he was...what both the Hickmans were...were rather good adventure designers. I have no experience with Rahasia (one of two modules that got the Hickmans hired by TSR), but I've run I3: Pharaoh two or three times, I4: Oasis of the White Palm at least three times, and I5: Lost Tomb of Martek once or twice...both as "one-offs" and as part of on-going campaigns. While I have a notable soft-spot for anything Arabian Nights related, the adventures were quite interesting, filled with ingenious dungeon design, evocative situations, and (yes) whimsy (the floating tomb of Martek was written/published a year before the rather paltry knock-of appears in DL4: Dragons of Desolation). I especially like the combination of ancient Egyptian mythos with Golden Age Islam fairy tale stuff (this is best seen in I4: Oasis of the White Palm)...but skating over a sea of glass with light-powered sky-ships, avoiding sunspots and purple worms...I mean, come on, that shit is cool!

But it's been twenty years since I've read those modules and it's certainly possible I'd see them today in a less favorable light. The clever intertwining of adventure sites (with actual treasure!) is a bit of a "railroad" but the idea of needing to "solve an adventure to escape" (as in I5) has been around long since before the Hickmans came on board at TSR: Moldvay did this with X2: Castle Amber in 1981, and there's a bit of that in 1980's Q1: Queen of the Demonweb Pits as well. Likewise, there are other examples prior to the Hickmans' career of both "backstory" and forced compliance with the adventure (a common gripe with the I3-I5 series): you see the former in modules like N1: Against the Cult of the Reptile God and B3: Palace of the Silver Princess, and the latter in the introduction to the G-series...all adventures that (generally) receive high praise and/or are considered "classics."


So, now...Ravenloft. For me, I think Ravenloft is best understood (and judged) by looking at what the adventure was and why it was designed. Published by TSR in 1983, the Hickman's wrote the adventure circa 1977 (long before they joined the company) as an adventure to be played on Halloween. It is thus best viewed as a one-off theme-style adventure, NOT something to be viewed as part of an existing or on-going campaign. It is NOT a regular, ordinary adventure.

Viewed in this light, many of the design choices not only make sense, they are...quite frankly...brilliant. The well-themed card mechanic that randomly determines locations of important artifacts, the adventure's antagonist, and the overall motivation of said-antagonist? THAT is an elegant method of ensuring the annual "spooky adventure" is different from year-to-year. Yes, we already know that the living tower is going to attack us with halberds if we aren't careful, but Strahd (or some needed McGuffin) might be up there this year! 

It's almost like a tournament challenge: will we get Strahd this Halloween, or will he get us? Who knows?!

Many of the adventure's problems, I think, can all be laid at the feet of publishing the thing as an ordinary "I-type" adventure, and the changes made thereof. People attending an annual themed get-together are already going to be on-board with the spirit of the adventure...there's no need to add all the heavy-handed stuff that forces a party to act in a particular way (2 hit die villagers, 5 and 6 hit die gypsies, impassable mists, etc.). In a "true" adventure module, there's no need to randomly pull cards to determine locations of important items and adversaries...they should simply be placed in the most suitable, appropriate locations. You can still "read the tarot cards" (or whatever) but with all the "signs" fixed, i.e. set in place. Even though Ravenloft was never run at tournament, it would have fit well with the C series (there's a lot of 1980's C1: Hidden Shrine of Tamoachan in this adventure in Ravenloft), and probably would have benefitted well from a set of pre-generated characters, rather than mandating one PC "must be a fighter with a longsword" or other stipulations.

So then, what if you WANT to make Ravenloft an "actual adventure" for insertion into your campaign?

Well, the module has another rather large issue (besides being purposed for something other than it is) and that is a matter of scale: Ravenloft really wants to be a low-level adventure rather than a mid-level one. I think there are three main reasons it is written for levels 5-7, and they lead to a host of cascading problems:
  1. Being placed in the "I" (intermediate) series suggests mid-range (though suggested levels fluctuate wildly across I modules).
  2. 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).
  3. General survivability: more levels mean more hit points, which means a longer game experience (especially appropriate in a one-off, theme-night adventure).
The adventure would have been served better by writing it for levels 2-4. This mitigates a lot of issues: the treasure is more appropriate for this level of party (it's pretty slim for any adventure this size, but downright criminal for a 1E adventuring party of levels 5-7...again, remember this was not designed for an on-going campaign!!!). Villagers can be level 0 in stead of 2 hit dice (otherwise, we're going to cast charm person on that 9th level fighter with the intelligence of 3 and retain him FOREVER). The "evil gypsies" can be re-scaled as ordinary bandits rather than wandering minotaurs. Madame Eva doesn't need to be a 10th level cleric (I mean "she never gives aid and never needs any" so why does she need to have spells like raise dead or cure serious wounds available to her? Just make her high enough level to curse insolent players!). Get rid of the wandering specters, banshees, and ghosts (all too powerful as is), maybe substituting a wraith or two, knock the Strahd Zombies down to 2HD (and have them turned as zombies not mummies), and re-do trap damage where appropriate.

[actually the traps are all pretty good, even for low-level parties. The sleep trap at #38 doesn't need to carry a -4 penalty...low level characters fail saves just fine...and the crushing trap at #31 should probably just be an auto-kill anyway (how are they going to pull a party member out that survives the damage?!). Most of the killer traps (thousand foot falls and whatnot) simply need to be telegraphed better to give players a choice of risk/reward]

But what about All The Vampires, JB?! First off, vampires DO have vulnerabilities. Garlic, mirrors, and holy symbols will hold a vampire at bay, and don't require a cleric "turning" roll (would a 7th level cleric really have much chance anyway?). The module gives specific ways that Strahd will attack the party and stipulates he will only attack three times (once each of three methods)...and only ONE attack will be direct combat. 

[of course, the module appears to assume that the adventure will be completed in a single 24 hour time period. Remember! The thing was designed to be played one night (Halloween) per year!]

Whatever happened to half-strength undead? Why are all these "brides of Strahd" full hit dice vampires? Is that not a thing in AD&D? Oh, wait...it is (page 119 of the DMG). As I wrote when first exploring the Dragonlance stuff, the Hickmans come off as DMs used to only using OD&D + Greyhawk, and here's another example. Half-strength (4 hit die) vampires are fine opponents for low-level characters, assuming they don't attack in packs (they don't in Ravenloft)...I might even rule they only suck one level on a hit, rather than two, which puts them on the same footing as an encounter with a single wight, right? Except that they have all the extra (vampiric) vulnerabilities, too. Give them a lesser charming ability (no save penalty) if you like.

As for Strahd ("The First Vampyr"), parties have multiple resources for aiding in their fight, including the Icon of Raveloft and the Sunsword (just allow the entire sword to be found, instead of only the hilt) while using normal preventative measures (listed above) for holding him off till they can find the artifacts. OR they could just use that time-honored method of hunting vampires: wait till daytime and hunt for his coffin, stake in hand. Even low-leveled parties can handle that, and properly hit diced monsters can serve as great guardians. 

Strahd himself isn't all that great shakes as an antagonist. He's not the earliest "classed" vampire to appear in a TSR module (Drelzna the fighter vamp in Lost Caverns of Tsojcanth might be the first) nor even the first magic-user vampire (see Vlad Tolenkov in Q1 or Sakatha in I2). He's not the first antagonist to have a "motivation" that involves more than killing every murder-hobo that enters his lair. He's a Dracula knock-off (much as Vlad was) and there's nothing wrong with that...for an annual Halloween adventure. But there was nothing particularly original or outstanding about Strahd, even in 1983. Regrets over a dead sibling? Unrequited NPC romance plots? See X2 and B3 respectively.

All four of Strahd's possible goals are pretty lame, actually. If he wanted to switch identities, why do so now? What's so special about the PCs? Would a genius level intelligence really make the mistake about the black opal spell component (never mind the fact that a 10th level magic-user is incapable of manufacturing magical items!)? The missing sunsword is pretty dumb, unless you set this up in an earlier adventure with the thought of later running Ravenloft...and the "reincarnated love" living in the local village...I mean, this thing worked for Bram Stoker's Dracula when she was living in faraway London, but do you really need the machinations for the local damsel? And would such an adolescent ploy ever work better than simply offering her a castle and immortality? And didn't we say this guy has genius intelligence?

[just by the way, can I just say I HATE the whole polymorphing undead thing? A walking corpse...or incorporeal spirit...is NOT an animal to be polymorphed, so should fall under the purview of polymorph any object, if such transformation is possible at all. The idea of Strahd polymorphing a PC into a vampire is just...so...arrghh! That is NOT how one makes vampires!And even if it was, why not do that with one of your willing gypsy henchmen?!]

In the final analysis, I think the best way to uncouple Ravenloft from its story is to treat it as a straightforward monster hunt. IGNORE Strahd's "motivations." Who cares what turns his crank...what is it that motivates the PCs? The Hickmans' original impetus for writing Ravenloft came from playing in a dungeon that had some random vampire sitting in a room next to the oozes and goblins for no good reason. Yeah, that's dumb: but that's not what you have here. This vampire has a reason for being in this room: it's his castle! He's been the lord of the realm for a couple hundred years! The villagers are his prey! Etc. Etc.

[I actually really like the idea of Strahd being a greedy bastard. If you draw the card that says Strahd is in his treasury, you find him gleefully "counting his ill-gotten gains." That's motivation right there! The guy is milking the surrounding territory...and any would be passers-through (like the PCs)...to add to his ever-growing treasure hoard. He's the undead equivalent of a miserly dragon! Love it...probably killed his brother over some piece of treasure. Oh My Precious!]

To run Ravenloft for a NORMAL campaign adventure (as opposed to a one-off) I'd do the following:
  • 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.
With regard to RUNNING the adventure, I'd want to make sure I was keeping excellent track of time, because sundown and sunset becomes VERY important when you're hunting vampires. Party encumbrance and movement rates are going to be essential for tracking time, and every ten minute turn spent searching for secret doors is going to bring the party closer to the witching hour. Probably need to prep some sort of graph beforehand, just to make it all go smoothly. The adventure lists "types of attacks" for Strahd, but they're kind of nonsensical for a character with genius intelligence and centuries of experience. A situational list of actual tactics (based on party location, party defenses, level of vampiric ire, etc.) probably needs to be mapped out and available to the DM so that your players aren't asking 'hmmm...where did these 15 Strahd zombies suddenly appear from when we locked ourselves in this tower room?'  Anyway...

It is doable. That is, it's an adventure one could run FAIRLY EASILY with MINIMAL MODIFICATION. Nothing nearly as extensive as what I'm doing with the Dragonlance modules, because Ravenloft IS a fairly straightforward adventure. It was not the advent of (or precursor to) the Adventure Path or "story driven" adventure design, with its railroads and plot-protected NPCs. Heck, you can't even blame box text on the Hickmans, as that was certainly showing up as early as 1980 (see C1: The Hidden Shrine of Tamoachan as Exhibit A). Ravenloft is not some sort of linear rail path requiring specific action from the PCs (besides destroying Strahd, of course). Nothing compels the PCs to deal with (lovely NPC) Ireena Kolyana in any particular fashion...or even keep her alive! The fact that she only has six hit points (as a 4th level fighter?) and no CON score (um...) means she's probably not long for the world anyway.

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. And considering it was written by the Hickmans in their early 20s (they weren't even 25! Just kids!), it is a remarkable testament to their abilities as game designers that they were able to craft something that touched so many people and launched an entire game line and setting.

Then again, it may be that people just love vampires. 
; )

Friday, May 7, 2021

Making The Insanity Work

This is more about this nonsense posted earlier.

I'm going to come right out and say it: I have a newfound appreciation for Dragonlance, the project/product. There is a crap-ton of work that was put into these original adventure modules by the staff at TSR...the artwork, the maps, the story line, the box texts. Just immense. So much, in fact, that if one considers their objectives with regard to the publication, one could almost forgive the thing's failings as an actual D&D adventure. 

Almost.

But "appreciation," I say, and I mean it: a lot of brows sweated to create this thing. There's a lot of crappiness in it, I won't lie, but they get props for the effort in the undertaking. Truly.

Making it work for my own game is pretty ridiculous. There is...hmm...just so little that is actually of use, given that I'm not even intending to use the world of Krynn. And there are LOTS of folks (I can think of one for sure) who would reach through my computer screen, grab me by the lapels, and give me a good shake if they could. Yell in my face, "My God, man! Make your own silly campaign! Don't sweat over this pile of horseshit!" Call it my way of honoring and paying back the enjoyment I received from the DL novels 'back in the day.' I owe those folks, something. Maybe.

But let's talk about these (first world) problems in depth. I've got four modules I'm working with: Dragons of Despair, Dragons of Flame, Dragons of Hope, and Dragons of Desolation (collectively: DL1-4). I do have a practical reason for limiting myself to these four: the only DL products I own are DL3 (picked up a while back from a used bookstore), and the Dragonlance Classics Volume 1 collection (originally published for 2nd edition) which includes all the info found in DL1-4. This one I also picked up used, but it's more or less word-for-word the same...text-wise...as the original modules; you just don't get the PC updates.

[not that my copy includes the PCs anyway...that handout was lost sometime before I ever picked the thing up in a bargain bin]

My "Series Bible"
Each of the four modules features a string of quantum events (the "Dragonlance railroad" one hears so much about) based on the ongoing "story" of the series, and each features a single dungeon. By "dungeon" I mean a static adventure site with a keyed map that includes traps, monsters, and treasure...often plot required treasure.
  • 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. 
These adventures are pretty terrible. I know Bryce doesn't do reviews of old stuff, but I'm sure he'd have a few choice words here regarding usability, linear nature, lack of factions, and overuse of "box text" (among other things). Of the four dungeons, the one I find most interesting is Skullcap (from DL3): it has some of the more interesting encounters (a shadow dragon, stone golems, skeletal warriors!), interaction with potential NPC allies, some gigantic treasure hoards (nearly 500K g.p. worth of non-magical items), and a potential TPK in the demilich...plus Skullcap itself is perhaps the most evocative of the Krynnish dungeons, even if it is (in many ways) a bit of a Tomb of Horrors knockoff. 

Still, I can't see how most DL campaigns wouldn't END after a foray into Skullcap, either due to a total party kill (more than one encounter here is pretty deadly for the 6th to 8th level range of the module) OR because the characters are going to pick up a vorpal longswords, plate +3, and multiple dwarven artifacts.

[seriously: a stone golem? and not one fire-breathing 12 HD iron hydra but two? And the party magic-user is 5th level with only tongues and phantasmal force as his top spells? Come on, Hickman...looks like you got tired of the project by DL3 and wanted everyone dead!]

But...whatever. Here's the thing with regard to MY campaign: I don't intend to run the thing as a railroad, nor even as a larger "war story." So there's no pressing need to - for example - find the "lost dwarven kingdom" or the dwarves' missing artifact of power. And because I'm not running the War of the Lance, there's no urgency in involving the PCs in politics, trying to organize elven allies or send missions to Palanthas, Solamnia, and Tarsis...not that these places even exist in Washington State (my default map).

Oh, there can still be a sense of urgency with regard to Wenatchee being burned to the ground and its people being hauled off to Cle Elum (about where I'd put Pax Tharkas), but this isn't the post-Cataclysmic world of Krynn. Rescued refugees could be taken to Ellensburg or Yakima (albeit with similar food issues if winter's coming on), but PCs could just as easily choose to flee to greener pastures...the Tri-Cities to the south or the Red Empire (Spokane) in the east...rather then stick around. Verminaard's band of fanatics will be able to conquer the area within a day's flight from Pax Tharkas, but overextending his "army" would show, well, a profound lack of wisdom for a cleric.

SO: enemy stronghold (Pax Tharkas)...check. Ancient lich-ridden ruins (for high level characters)...check, by placing Skullcap in the foothills east of Yakima (same area as the tomb of Bendan Fazier). Sunken ruin with black dragon overlord? Checkity-check...deep in the swamplands surrounding Lake Chelan (not the jet-ski vacation spot of 21st century Washington).

And, sure, I've even got a Thorbardin-like dwarf city (which may or may not have a floating tomb citadel in a nearby, hidden valley)...it is the ONLY pass through the Cascades unless someone wants to take a hundred mile detour south through Yakima, and Rimrock Pass is full of giants and monsters and whatnot. Currently. the [yet unnamed] "dwarfgate" remains closed...not because of any Dragon War or Cataclysm but because few folks are willing to pay the exorbitant tolls the dwarves demand. It is, however, the most expedient passage to western Washington (Sea-town and all the rest), which PCs will surely want to visit at some point. 

[however, I somehow doubt the dwarves will want PCs despoiling the magical tombs of their fallen heroes]

If all this seems like a very small scale operation compared to the Dragonlance saga (even just the first four modules): it isn't. The places I'm choosing to place these locations are quite to scale with "the lands of Abanasynia." I mentioned before that Washington feels a little too "small scale" for a campaign world, but Krynn is REALLY small.  Distance from Solace to Xak Tsaroth? 40 miles. Distance from Solace to to Pax Tharkas? 60 miles. Distance from Solace to Skullcap? 100 miles. That's only a five day hike from your idyllic fantasy treetop village to the blasted, ancient fortress of Krynn's (historically) most powerful archmage! There's even a decent road to ride on for most of the way! The fantasy equivalent of taking Interstate 5 from Seattle to Bellingham (on the Canadian border)...something we'd do on a Friday night back before we were old enough to drink legally in the U.S.A.

[actually, we'd go all the way to Vancouver...about 150 miles. But we'd be back in Seattle the next day in time for brunch]

That's the thing: if you remove the idea of the Krynnish gods invading the world and massing an army of dragons and whatnot...well, all you're left with is kind of "small potatoes" adventures. Ones with neat maps and some interesting antagonists, but nothing particularly epic. And that's okay, because my players aren't at a level where they need anything "epic." Let's just give them some interesting things to explore (hopefully with decent loot to acquire). That should be enough...for the time being.

Anyway, that's the progress report. Happy Friday!

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.
Upon reflection, I think that's far from accurate. Nothing in the text suggests ANY interaction between the temple and the other denizens of the Caves. While every other entry in the adventure has instructions on where surviving humanoids go for help when facing defeat at the hands of (PC) invaders, not a single mention is made of the temple and its priesthood; likewise, no mention is made of in the temple entry about allies of the priesthood. Neither are there any notes of priests taking prisoners (or servants) from the humanoid populations, nor vice versa...there is no cross-pollination of any kind between the humans/undead of the Shrine and the non-human residents that pervade the Caves. The secret tunnel between the gnoll's hideout and the temple's storage chamber "is unknown to all."

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.