MOTTOKROSH   MACHINATIONS
A Very Silly
Gothic Horror Scenario
       Disclaimer
       This adventure deals with extremely worn out tropes and
       archetypes. The author in no way endorses
       discrimination based on gender, upbringing, or whether
       or not you're a brain in a jar, or just a talking animal
       trying to make a living.
This adventure is licensed under a Creative Commons Attribution-ShareAlike 4.0
International License, except for the cover art, which is copyright Abigail Larson.
                A Bride For
Dracula
             Writing, graphic design, & interior art
                 Frank “Mottokrosh” Reding
                           Cover art
                         Abigail Larson
                        Playtesting
       Fan Zhang, Heydon Pickering, and Karen Reding
For an online version of this adventure, interviews with
designers and players, more tables than you can shake a stake at,
a complete and illustrated RPG ruleset, apps, and more, visit:
                  https://mottokrosh.com
Overview                            Tone
A Bride for Dracula is a one-shot   Keep the descriptions of the
adventure, where player             scenes, buildings, and weather
characters take on the role of      serious and threatening, but use
prospective brides (or their        levity and hyperbole when in
companions, at least) competing     comes to the looks and behavior
in a pageant of sorts, for          of people. Explicitly point out
Dracula’s favor.                    suspicious things about them.
                                    This helps hang the comedy on
The scenario is split into two      the personas, while keeping the
parts: traveling to and reaching    environment tense.
the correct venue, and, once
there, the actual contest.
The contest runs over 3 rounds,
giving the characters ample time
to scope out the place and
possibly get a leg-up on the
                                    The Setup
competition, mingle with guests
and rival contestants, and          The scenario starts in medias res,
mayhap engage in some               with the characters on their way
wholesome sabotage. Meanwhile,      to the festivities, all together in a
the event runs anything but         carriage. Until the characters
smoothly, with a number of          arrive at the final venue, the
complications making life           events are quite linear, but this
interesting.                        helps get the game and the action
                                    going quickly. Describe the
The adventure is designed to        characters traveling at high
work with all your favorite         speeds through the looming
fantasy RPGs.                       Carpathian mountains, through
                                    dark, oppressing forests, and
                                    narrow cliff-hugging paths.
                                    Each contestant must bring a gift
                                    for Dracula. Tell the players this
                                    early on so they have time to
                                    think one up.
 6
The Journey
There are a few encounters along the way, before the characters reach
their destination.
 1   Howling wolf. The character hear a wolf's bone chilling howl
     from up ahead. A huge white wolf blocks the road. If they
     approach, the howl turns into a man's cough, and the man
     apologizes about his voice—he's literally got a frog in his throat.
     And he's in pain because he's got a splinter in his paw. If the
     characters help, they might get the werewolf's help in return
     later. In his human form, Englund is an older man with a bushy
     white beard and hair. He'll be among the guests at Dracula's
     event.
 2   The first note. The approach to Dracula's castle is over a needle-
     thin, vertigo inducing bridge, barely wide enough for the
     carriage. The crossing is harrowing, but the carriage doesn't fall
     off, otherwise the adventure would be over. Nailed to the giant
     entrance doors to the extremely gothic castle is a note: "Dear
     guests. We regret to inform you that the contest has been relocated to the
     church, due to a rodent problem. —The Dracula Estate."
 3   Burnt-out pyre and second note. The church is a little ways
     outside of the village, standing on its own as the sole pillar of
     light in this dark valley. Except it's really more of a convent or
     monastery, with tall, thick walls and high-set, slender windows.
     On a hill in the vicinity are the charred remnants of a huge
     bonfire, a badly burnt post in the middle reminding the
     characters of the power of superstition and the single-
     mindedness of mobs. Nailed to the forbidding entrance door is a
     note: "Dear guests. We regret to inform you that the contest has been
     relocated to the mayor's mansion in the village, due to Dracula's vampire
     spawn exploding as soon as they crossed the threshold into our holy
     grounds. —The Mother Superior."
 4   The gibbet. A cage swings lazily from a crooked pole, next to the
     road to the village. The gibbet contains a decomposing corpse; a
     handful of crows sadly bickering over the slim pickings.
                                                                            11
The Mayor’s
Mansion
The village is a small collection of   Dracula, and sets it aside in a
terrified houses huddling              dedicated room, before
together for shelter against the       accompanying
darkness and malevolence that          them down the
inhabits the surrounding hills         corridor into
and valleys. Of interest for this      the main
scenario is really only the mayor's    hall, where
mansion, a three story half-           he loudly
timbered house throwing its            announces
corpulent shadow onto the              the
village square. You can't miss it,     contestant
the whole village is heading to it.    by full title
                                       and name.
Greeting contestants and guests
alike at the door is Renfield, a
stout, dark-skinned man with
judging eyes, an expensive suit,
and round spectacles. Renfield
takes prospective brides' gift for
12
Mansion Rooms
1   Main corridor. Leading from the entrance to the main hall. It has
    bathrooms, the gift room, and a cloak room branching off it.
2   Main hall. A large, lavishly decorated, and well lit room. A dance
    floor bisects it, with tables and chairs filling one end, and a small
    stage with a musical string quartet, and another small stage with
    an empty wooden throne at the other end. A broad staircase circles
    half the room before arriving at a landing that overlooks it. Several
    doors lead to adjacent rooms, standing open, with a servant
    posted at each. All servants sport impeccable livery but their eyes
    are somewhat glazed over.
3   Teeth room. A set of fake ivory fangs with a name plaque for each
    contestant is stored here, split among two glass display cases.
    These are to be used in the biting round of the contest, and ready
    to be sabotaged. Though regardless of what happens to Yvonna's
    set, she will just use her own, real fangs for that round, if she's an
    NPC.
4   Dancing partners room. Standing completely still here are the
    male dance partners for the contestants, for the second round of
    the contest. Half of them are glazed-eyed, dominated youths from
    the village, the other half are ornate automatons made of metal
    and wood. If you wish, throw a flesh golem in. As before, each one
    is pre-allocated and has a relevant name plaque.
5   Mayor's sex room. Located either in the attic or deep in the cellar,
    this room has a large bed, a wooden pony, and two human sized
    bird cages. One of them contains a woman with a papier-mâché
    bird beak, a feathered cloak, and not much else. The mayor and the
    Mother Superior are likely to be found here—see Complications
    below.
6   Other rooms. Fill the place with additional rooms as necessary. To
    keep the action focused this author has found it best not to bother
    with a map for the place, and simply say "yes" when the players ask
    whether the mansion has such and such room.
                                                                      13
Schedule of
Events
Barring any unforeseen                After the
circumstances, this is the order      last round,
of events as Renfield envisages it.   Dracula
After some initial mingling,          retires to
where guests and contestants          tally up the
may get to know one another, the      scores, and
three rounds of the contest are as    announce
follows. Naturally, things are        the winner
likely to go horribly wrong. For      upon his
one, Dracula has trouble getting      return.
into the mansion—see
complication 1.
 14
1   Dancing. The contestants are paired up with their dominated
    or automaton partners and set loose to impress the count.
    Handle this with whatever rolls are appropriate for your
    ruleset, taking consideration of what it says the characters are
    good or bad at. And don't forget any sabotage that may already
    have taken place, obviously.
2   Biting. With the fake ivory fangs, each contestant gets to
    choose a male or female "volunteer", and show off the blood-
    sucking technique they would employ were they to be made
    Dracula's bride immortal. Best handled through roleplaying,
    with rolling only for extreme stunts where the outcome is
    dubious.
3   Questions and answers. The contestants sit next to the stage
    with Dracula's throne. He pulls out his index cards, and asks
    away, directing his questions either at individual applicants or
    the whole group. Here are some sample questions.
    1. This first one could be directed at an NPC contestant like
       Elsa or Mina. "Caprese salad or Swedish meatballs?" Of
       course Swedish meatballs are heavy in garlic, and thus akin
       to wanting him dead.
    2. "Where would you take me on honeymoon?"
    3. "If you could steal any historical figure's dress for the
       wedding, whose would it be? And how would you steal it?"
    4. "If you had to pit two candidates or guests against each
       other in a duel to the death, who would it be? And who
       would win, and why?"
    5. "What new source of blood would you recommend, for our
       eternity together?" (This might an excellent time for
       complication 5.)
                                                                   15
Complications
Apart from the first one, these complications fit well between official
contest rounds.
 1   Delayed entrance. Dracula cannot enter the building without
     being explicitly invited by the mayor, who is not in the main hall.
     He is in his sex room, bent over the wooden pony, being flogged
     by the Mother Superior.
 2   Working conditions. An altercation breaks out between the
     dancing bear and their handler. The bear claims they can't work
     under these conditions and storms out.
 3   Tainted blood. A guest cries out that the wine contains blood!
     "Only a single drop per glass!" exclaims Dracula. "I have no idea
     how that got in there." Yvonna drinks it as a matter of course, and
     licks the glass for good measure. Will the other contestants dare
     to still drink it?
 4   Elsa Van Elseling makes her move. Whether torn and bloodied
     after being dragged away from the Q&A, or simply because an
     opportunity presented itself, Elsa reveals her true nature to the
     surprise of no one, and attempts to assassinate Dracula.
 5   The ex. Dracula's previous bride has managed to claw herself out
     of the grave she was buried in. Who was in charge of burying her,
     and why didn't they do a good job?
 6   The horror. The horror Sturmbannführerin Brigitte von
     Taubenstein unleashed in a past ritual turns up and seeks bloody
     revenge. Use this complication if Brigitte is a player character.
16
Concluding the
Adventure
Feel free to mark down notches when one of the player characters does
well in impressing Dracula throughout the evening. Ultimately though,
in good OSR fashion, there's no predetermined ending for the
adventure, since there is simply no way to predict the players' actions.
Here are but a few suggestions of how it might go.
•   Dracula is appalled with all the choices presented to him. He tries
    to abscond. Perhaps with the Mother Superior.
•   Dracula selects someone other than Yvonna. Naturally, the
    succubus flies off the hinges and tries to murder everyone. Good if
    your party is salivating for a fight.
•   The brain in a jar character is powered by summoned and captured
    demons. She enacts her ritual for this, ensnaring the demon within
    Dracula, absorbing it and becoming invincible. Meanwhile, the
    physical form of Dracula, now without any evil in him, roams the
    countryside, ashamed of his deeds.
•   It was all a ploy, and the characters (or one of them) were only really
    here to kill Dracula.
Did I miss an opportunity for another obvious
punt at a gothic trope? Let me know. I love
gothic literature dearly, and my lampooning
thereof comes from a place of love and
respect. Bite on.
                                                                      17
The
End?