25 June 2021

Curse of Strahd - S3E6 Epistolary Postscript

 

Correspondance, probably sent by raven, between Ser Alys and Ser Adon. Exact date unknown.


I read the missive from my beloved Adon with some trepidation, carried as it was by a raven allied with the Martikovs.. such peril, such glory in battle! 
As I followed my love's pen work my heart fluttered at the danger, the confusion as to why the forest folk are pawn of the Devil, and then quite shocked as I read of Ireena's fall and how she hovered near departing this mortal coil. Oh how my heart warmed as Adon told me of the flutterings of romance 'tween Kel and the young woman he brought back from the brink. Oh how I yearn to be away from the necessary tasks of getting the militia and town to run smoothly, and no longer play the silly parlour games of the coterie around her 'Ladyship'. Mind you... perhaps I can pick up some titbits and send them by the next Raven. 
I miss you Adon, and I look forward to delivering the dance of death to our foes again soonest. Your Alys


Although Tom is currently not playing, he's keeping linked into the campaign via Discord and WhatsApp. 

25 June 2021

16 June 2021

Curse of Strahd - S3E6 - A Blight on this Land

 

The last session saw our characters travel out to the Wizard of Wines vineyard where they met the Martikov family, who had been forced to flee from their home after the Forest Folk had attacked with strange living plants known as blights. The party agreed to try and liberate the vineyard, lest Barovia loses the blessings of wine to raise some cheer. They carefully approached the building, managing to get into the house with minimal damage, and we left the last session as they barricaded themselves into the building as there were creatures firing sharpened needles at them, creatures that seemed to respond to noise rather than sight.

Our dramatis personae:

Ser Adon de Rouge of House Starbright (a half-orc Paladin, from a knightly background, with two human retainers and a priest), played by Paul (dr_mitch). Lawful Good. Married to Ser Alys.

Kelwarin (Kel) (a half-elf Sorceror flush with the powers of wild magic, an outlander), played by Graham (First Age). Chaotic Good.

Gaddock Teeg (a halfling wizard and former prizefighter), played by Alex (Doggetay), Neutral Good

also featuring:

Ireena Kolyana (a human warrior, daughter of the Burgomaster of Barovia, Twice-Bitten reincarnation of Strahd's unrequited love, Tatyana) - upgraded as a sidekick.

and introducing: 

Alexei the Vistana (a young human expert, sent to pay off his debt to the party by his Vistani elders after they rescued Arabelle from certain death when Alexei lost her in town. A late teenager who is so taken by Ireena and the excitement of the adventure that he's forgotten he planned to be sulky and surly for his 13 moon exile) - upgraded as a sidekick.

Keeping the home fires burning: 

Ser Alys de Adon-Rouge of House Starbright (a half-orc Fighter with a soldier background, currently the leader of the town militia of Daggerford), played by Tom (Guvnor). Lawful Neutral. Imagine a slightly greener take on Grace Jones... Married to Ser Adon. 

All characters are presently 5th level, including the sidekicks.

26th November (continued)

Having broken through the door using Alexei's tricks, the party found themselves in a room dominated by four large fermentation vats for the wine. They quickly spotted a woman wearing furs and leathers with antlers in a decorative headset on the balcony above. It was one of the forest folk, perhaps a druid. An attempt to parley using Ireena as a translator soon came to nothing when they realised that the vineyard had been attacked at the behest of the Messenger (Strahd), and that something had been stolen. Hasted, Ser Adon charged in and cut the woman down. Strange creatures like bundles of twigs rushed forward, with Kelwarin using very controlled magic to incinerate them and the others joining in. On searching the dead woman and the room, they gathered evidence that the wine may well have been poisoned in some way. Searching around, they saw other members of the forest folk creeping towards the house in the misty rows of vines. No sign of the creatures that had fired needles though.

They heard a noise upstairs, and Ser Adon and Kelwarin led the way into a darkened misty corridor upstairs. Fog drifted in it, and Ser Adon, fortunately, noticed the floor covered in sharp thorns and creepers. He carefully burned them back, and just as he put the torch away, a large creature made of wet vines pulled him into its constricting grip. Battle was joined - the enchantment in the corridor being broken when Gaddock managed to magic missile the Forest Folk druid who had cast the spell, breaking their conversation. Another blight emerged and all three of their foes were soon slain. 

Checking out the windows, the Gaddock noticed that the forest folk were drawing in on the building, with creatures like those they'd just faced. The party swiftly decided to use the cover of the stone building to pick off their adversaries. Exchanges of magic bolts, arrows and even a javelin ensued. Needles peppered the windows where movement was last seen, some doing Alexei a nasty injury.

Eventually, Ser Adon jumped down to engage the weakened creatures, with Ireena following. The rest of the party drove back the vine creatures which had swarmed up the walls, one of which grabbed Gaddock. Fortunately, he struggled free and Kel blasted the creature into the cooking stove.

Just as Ser Adon and Ireena (I nearly typed 'Ser Alys' there rather than Ireena) finished off the forest folk and blights, several swarms of twig blights, vine blights came from the west of the building off the veranda, attracted by the noise of battle. At the same time another group of forest folk came around the corner. Never one to hang back, Ser Adon rushed and attacked the new group, heading for the one with the evil-looking blackened wooden staff which dripped blood and emitted ashen smoke. Unfotunately, this led to Ireena being caught on her own by three swarms of the twig creatures. She went down hard, at death's door.

Ser Adon swiftly slew the druid with the staff, using his last smite. He cut the staff and the druid in twain with a radiant blade, and it unleashed an unearthly, chilling howl. As this happened every blight twisted and crumbled back into vegetation. Gaddock swiftly stabilised Ireena, and then Kel arrived, bearing his healing potion.

Cupping Ireena's head in his arms he tenderly drips the healing potion into her mouth, waiting attentively until her eyes open. Their eyes meet and Kelwarin smiles. "Welcome back Ireena. Gently does it, take a little more of this restorative potion." Kelwarin holds her and they continue to look deeply into each other's eyes. They smile and, gradually, Kel helps Ireena to sit.

Meanwhile, Ser Alys chases down the two fleeing forest folk and makes short work of them. The party regroup and start to recover, with the Martikovs soon coming down. 

Gaddock identifies the staff as a Gulthias Staff, created from a vampiric tree.

Kel fussed over Ireena and sees a rare smile on her worried face.

Ser Adon pined for Ser Alys, knowing that although he's good, with her he has the chance to be glorious.

Alexei sits grinning like the late teenager he is, excited by the action and the powerful friends he now has.

Meanwhile, a lone figure runs towards Yester Hill, having been sent there by his leader just before he stepped forward to face these cruel interlopers who defended the corruption of nature that the Vineyard represents to the forest folk.

__

GM Notes: This was mostly a battle and a different type to those that the characters have faced before. It was a war of attrition, hampered by them reaching for the powerful spells and magics early. Paul made a smart move by making Ser Adon the target for these creatures that respond to noise. The sidekicks and other players were much more at risk of damage. I mostly rolled badly for initiative and was after 19 or 20 to hit Ser Adon, so not much damage happened. Ireena went down hard after I rolled a critical and did enough damage to put her negative. She had two failed death saves and panic was starting to ensue when the blights were destroyed and Gaddock stabilised her.

I ended up using the music from another part of the Strahd soundtrack to get a sense of urgency into the combat. It was done well, with hardly any hesitation and good tactics. Overall a fun session. Be interesting to see how threatened the players felt.

16 June 2021


12 June 2021

Books in May 2021

Steady progress... 14 weeks ahead of plan...

This was a month where I ended up bingeing on a variety of authors and series. I went through most of the Kevin Wignall books I haven't read, and then followed up with Tom Bradby's recent series about the SIS looking for evidence that the UK Prime Minister is a Russian agent, before changing gear and heading to East Germany during the 1970s. I found I couldn't get my head into SF in May, perhaps a reaction to North Star's SF theme which had me reading lots of SF-RPG material.

Mexican Gothic (Silvia Moreno-Garcia)

An enjoyable gothic horror story set in the uplands of Mexico. A young socialite is sent from Mexico City to check on her cousin, who has sent a disturbing letter home. The book has a genuinely creepy feel, and from the opening, you don't know whether this will be something of nothing like Northanger Abbey, or something much worse. Recommended.
It was easy to kiss someone when it didn’t matter; it was more difficult when it might be meaningful.

 


Those Who Disappeared (Kevin Wignall)

I find Kevin Wignall's books compelling; they draw you through and too often result in me having a late night as I don't want to put it down.

This tells the story of a successful artist, orphaned from a young age when his father was lost hiking on a glacier in the Alps and his mother subsequently committed suicide after his birth, as he tries to find out what happened to his father. His investigation is triggered when his father's body is found as the ice recedes. The more he digs, the more disturbing the story he discovers.
The photographs were probably no more representative of their everyday reality than Foster’s Instagram page was of his own daily life, but still they suggested a sense of adventure and romance and a closeness that he could not recall from his own youth.



The Traitor's Story (Kevin Wignall)

A former spy, with a dark past, is drawn back towards the life he left six years ago when his neighbour's young daughter goes missing. At the same time, he faces the collapse of his relationship. This is one of the best books I've read from Kevin Wignall; there is a warmth in the characters that I haven't seen very often.
When had doing the right thing stopped being the automatic option and become something that had to be worked at instead?
“I think everyone’s trying to find this point in time where they fit, where everything’s right, where they fit into the universe. Me and Hailey, that girl”—he gestured toward the waitress—“we’re young, so we keep thinking it’s in the future and we’re running toward it. I guess people who are older, like you or like our parents, you keep thinking you missed it and it’s some place back in your past but you can’t pin it down. You know, we’re all looking for this same point of time and it always seems just out of reach—when we were happy, when things felt right, when we’ll fit into the universe, but maybe it’s out of reach because it’s not a point in time at all, it’s something else, something inside us. Like déjà vu.”

 

The Hunter's Prayer (Kevin Wignall)

Darkly brutal. A young student’s life is torn apart when her family are murdered when she’s away on holiday in Europe. She only survives because of precautions her father has taken. Family history is revealed and she must chose whether she takes a path of revenge or lets the police deal with it. I found this hard to put down but it becomes increasingly dark. 


Secret Service (Tom Bradby)

Enjoyable spy thriller in which MI6 comes into knowledge that one of the candidates to replace the Prime Minister could be a Russian agent during an operation triggered by a tip off from an agent. Plenty of pace and an interesting mix of characters. The reason for MI6 to investigate rather than MI5 is credible too. I found it hard to put down.
‘But in the old days, it seemed like a fair match, didn’t it? We faced off against the KGB. The two intelligence services, each at the heart of their respective establishments, locked in combat, with a succession of victories and defeats. As long as we could spot their feints and sleights of hand, we could go home reasonably secure in the knowledge that our world – the safe, civilized, free West – would continue along its relatively well-maintained tram tracks. It isn’t like that any more. They go behind us and around us and beyond us to the people and the country at large, whipping up hostility and division and dissent, their tentacles reaching down a thousand different alleyways. I don’t know which front we should be most energetically defending now. And the only thing I can say for sure is that it’s a battle we’re losing. It’s not just that they come over here and murder people right under our noses, but they get a distressingly large number of people to believe it’s all a conspiracy by the British government. It’s bloody surreal at times.’



Double Agent (Tom Bradby)

Sequel to Secret Service. Kate Henderson, the SIS officer who led the investigation into the Prime Minister is drawn back into a follow up to the investigation when a potential defector offers hard evidence that proves the theory. The story accelerates but never quite breaks credulity. An excellent sequel as you can see from how long it took me to read it (a day)!


Triple Cross (Tom Bradby)

Now retired from SIS after the trauma of the last two investigations, Kate Henderson is approached by the Prime Minister who she’s previously investigated to head up an investigation to try and prove he is innocent of the rumours spread. She must look into her former colleagues and work out who - if anyone - is a traitor working for the Russians. She soon realises that she may be being set up to take a fall to protect someone else and needs to tread carefully. An excellent conclusion to the trilogy.
‘Infidelity is murder,’ Rose said quietly. ‘It destroys everything.’
‘He’s a politician! I mean, if you really want to know, we’ll be here for hours. He’s selfish, but capable of altruism and generosity. He’s egotistical, insecure, but bullish, even brutish – a suit of armour he’s learnt to put on. He’s emotionally incontinent and utterly unreliable, but needs to be loved in a way that is by turns endearing and pathetic. He’s smart, cunning and likes to make bold gestures, though he’s also capable of chronic indecision. He’s funny sometimes, kind at others, but an absolute bastard when his back’s to the wall. How long have you got?’


Stasi Child (David Young)

Different and enjoyable crime novel set in East Germany in the 1970s. Karin Müller is the first female lead of a Berlin murder squad, called in to investigate the death of a young girl apparently shot when escaping from the West to the East. The investigation is sensitive and has Stasi tampering throughout. Karin - who believes in her state’s ethos - must try and solve the murder before politics kills the investigation.

I found this enjoyable but a little rushed at the end. There’s a beautiful chapter that sets seeds for the future near the end of the story, seeds that I think may come back a bite Karin’s beliefs. It’s interesting to see a story set in a culture very different and yet familiar to the West.

11 June 2021

06 June 2021

First Impressions - The Goblin Manor of Anstruther-Mogg (ZineQuest 3)

Goblin Manor of Anstruther-Mogg
A whimsical place.

TL;DR: In summary, The Goblin Manor of Anstruther-Mogg is a zine full of whimsy and fun ideas that makes me smile when I read the entries. But I doubt I will ever back another project by the authors.
The Goblin Manor of Anstruther-Mogg is another ZineQuest 3 production. This was very much a fun purchase for me, as it looked fun and whimsical. Who couldn't help but fall in love with the idea of a manor house full of Goblin sisters, many illustrated with lovely pencil sketches?

The zine arrived promptly; it's 28 pages long, printed on thick grey paper. The font face chosen is quite thin, so struggles to be readable in places due to the lack of contrast, and not good for those with poor eyesight. There are 20 rumours about the sprawling manor house of Antstruther-Mogg which can be found in the neighbouring town of Frumbley. They're all fun and normalise the Goblins in the context of the locals. They're perceived as strange and dangerous, but very much part of society. They're useful hooks to encourage characters to visit. 

The sisters themselves are all described with a short paragraph, and many have character pictures. They have wonderful fun names like 'Yourstruly' and 'Gutsforgarters'. Each of them has a hook for interaction, and the descriptions give hints of what the manor house is like; there's no map or detailed description, but the places that you can find the sisters are described.

The editing isn't perfect; the odd typo and a few lines seem to trail off, but it's a zine and I've seen far worse from professional publishers. 

In summary, a zine full of whimsy and fun ideas that makes me smile when I read the entries. But I doubt I will ever back another project by the authors.

Why's that? 

The zine starts with an opening rant. A rant that wasn't hinted at in any way in the campaign. A rant that fills me with revulsion when I see the seething anger in it. The authors clearly believe that this is fine to put in print, and yet didn't feel it important enough to mention it in the campaign. I don't identify with any of the four groups in this, but the statement is so at odds with the whimsy of the work that it turns me off the zine. 

Maybe I'm old-fashioned, but I don't do this kind of vitriol. Wishing death on people isn't my thing.

The zine has had a sensitivity read. 
So this is okay, apparently. 

6 June 2021

First Impressions - Van Richten's Guide to Ravenloft (D&D 5e)

Van Richten’s Guide to Ravenloft
Watch out Ez, Strahd's watching you!

I have to start by gushing about the alternative cover for Van Richten's Guide to Ravenloft, my latest purchase for fifth edition Dungeons & Dragons. It is absolutely gorgeous, vying with the cover on Tasha's Cauldron of Everything for style and attractiveness. But do the contents deliver?

TL;DR: Van Richten's Guide to Ravenloft is an excellent toolkit for horror-based adventures. It refreshes the Mists with a degree of sensitivity but doesn't fail to retain the terror. There is sound advice on playing a safe but horrifying game. The sections of character options and developing a Darklord and their Domain provoke much thought and are very useful. The example Domains of Dread are flavoursome and I could easily imagine using them. The creatures and characters presented for the players to encounter all add something of interest. The artwork is evocative and excellent. Altogether, this is a great setting book, a toolkit for the imagination.

I've gushed before about my love of the Ravenloft setting for D&D, and with the release of this book, Wizards of the Coast are mirroring history. In the beginning - okay, back when Advanced Dungeons & Dragons first edition was a thing - there was a fantastic gothic horror module (I6 Ravenloft) which told the tale of brave heroes who found themselves in a mist-shrouded valley dominated by a castle where an ancient vampire Count dwelled and preyed upon travellers and his own subjects. If they were lucky, they would defeat the evil, but the GM was encouraged to play to the strengths of the vampire.

Second edition AD&D was all about settings, and the land of Barovia rose again as one of many Domains of Dread, mist-shrouded realms ruled by Darklords. Where there once was only Strahd, the darkness has swelled to encapsulate different genres of horror, with other terrifying villains.

Van Richten's Guide to Ravenloft does the same to Curse of Strahd that the release of the second edition supplement did to the original module; it expands the setting to include an updated version of the Domains of Dread, each with a unique Darklord, influenced and entrapped by the Dark Powers. There is some mild adjustment to the Barovia setting presented in Curse of Strahd, but you could easily ignore the adjustments if you wanted. Much like last year's release of the Curse of Strahd Revamped box set, the material from the second edition has been amended to address issues with stereotyping and acceptability that is no longer acceptable in a more tolerant society. It is far more inclusive and better for it. It's one of the larger D&D hardbacks, at 256 pages.

One thing you must put aside is any assumption that this is a campaign book; it isn't. That's Curse of Strahd. And probably a billionty-one releases on the DM's Guild as time progresses. This is a toolkit for playing in the Domains of Dread. It starts by defining what the Domains are and what the typical traits of the Dark Lords are. The text speculates as to what the Dark Powers that entrap the Darklords and their victims in the mists are, but no canon answer is given, just a set of suggestions. The choice is yours as a GM and to be frank, it doesn't really have any impact on play. 

The first chapter is a toolkit for creating characters for use in horror settings; it introduces new lineages, overwriting character's races if they are chosen. You can be a Dhampir (a living offspring of a vampire), a Hexblood (a character transformed by the power of a hag) or a Reborn (someone who has died and returned with vague memories of their previous life). There's a list of Dark Gifts that can be chosen; these are ways that the Dark Powers have touched your character, giving benefits and potential complications. There are also additional backgrounds and suggested personality traits, ideals, bonds and flaws suitable for horror settings. You could be an investigator or someone with a haunted past. The chapter rounds out with a d100 table of horror trinkets that characters could have or find. Overall a useful chapter; I'm tempted to offer one of my player's the option for their character to come back as a Reborn should they die in Curse of Strahd.

The second chapter is a toolkit for creating your own Domains of Dread. It starts with guidance on creating a Darklord, with questions designed to tease out what makes them unique. There's guidance on developing their personality and exploring why they slipped down a path of corruption to darkness. Once you have your Darklord, you develop out the shape and feel of the Domain in which they're entrapped. And there's the nub of it; it's not just the characters and the populace in the domain who are trapped, the Darklord is as well. Only the most powerful have managed to escape (like Azalin Rex). Again, there are questions and sections designed to help the GM think through what the domain will be like; how it reflects its Darklord, the way that they are forced to face their past actions again and again and what the place will look and feel like. The culture of the location, the types of monsters present, and the way that the Mists of Ravenloft manifest are all considered. The section rounds out by considering how the Darklord could fall, and what the consequences of that action would be. 

The chapter then goes on to discuss different genres of horror, the kinds of monsters that could be there, the kinds of villains that could exist as the Darklord, and the way that they are tormented. There are suggestions for the settings, adventure sites and horror plots. They're given as random tables, but I suspect I'd just pick or use them for inspiration. Genres discussed in depth are body horror, cosmic horror, folk horror, ghost stories, gothic horror. There are shorter pieces on disaster horror, occult detective stories, psychological horror and slasher horror. There's definitely useful inspiration here if you want to roll your own Domain. I guess as the ideas are presented as random tables, you could do exactly that.

The third chapter presents example Domains of Ravenloft. It begins by discussing the nature of Ravenloft, starting the Mists. The dangers of travelling through them and becoming lost are covered, and the use of Mist Talismans to effect a safe passage is described. The impact on magic, connections to other planes and the fact that a character's soul is trapped in Ravenloft if they die are all covered. There's a general discussion on currency, language, calendars, travel and communications. The latter is one of the changes made to Curse of Strahd; in this book, the Keepers of the Feather become members of a network that uses ravens to communicate between different domains and potentially resist the local Darklords. This does make some of Van Richten and the Martikov family motivations implicitly different from that presented in the earlier scenario. However, it's easy enough to make this adjustment. 

Each domain is presented, starting with an overview, noteworthy features, settlements and sites, the Darklord, adventures and the focus of the domain to give guidance about what it is all about. There's also a sidebar giving guidance on creating a character from the domain being discussed. It's a long while since I read the original domains of dread, so I won't comment on changes; others have done this in far more detail than I ever could.

Naturally, it all begins with Barovia. The main change in the setting is the introduction of the priests of Osybus as a faction, a new organisation presented later in the book. It's top-level enough that the campaign won't be spoiled if you read the information here. There are interesting options to explore alternative takes on Tatyana, Strahd's unrequited and lost love. Barovia was the first of the Domains of Dread, and Strahd remains pre-eminent amongst the Darklords. This is the gothic horror setting.

The second domain is Bluetspur. Mindflayers struggle to keep their God-Brain alive; vampiric mindflayers prey on victims to try and sustain their master. The outside world is hostile, and all the adventures will likely take place in the confines of the Citadel Subterrane. The theme is cosmic horror, and I could imagine using this setting for games other than D&D. One of the other domains, Valachan, instantly had me thinking of using it with Temples & Tombs, as it felt so pulp. That's a good thing, because it says that the domains are original and unique.

Borca explores gothic and psychological horror and is unusual in having two antagonistic Darklords. This has a very Borgia feel. You could lean into the politics and noble schemes here.

The Carnival explores body horror and dark fantasy; this is an unusual domain as it can visit other Domains of Dread and lands beyond the Mists. It's a potential way to escape from one domain to another. 

Azalin’s message
A message for readers of Van Richten's Guide to Ravenloft from Azalin.

Darkon explores disaster horror and dark fantasy. Its Darklord, Azalin Rex appears to have escaped, shattering the domain with magical energies as he left. Darkon is doomed to collapse and fail into the mists unless another Darklord emerges. Two candidates are presented. 

Dementlieu is a small domain, encompassing a single city, Port-a-Lucine. This explores dark fantasy and psychological horror. It's a city where everyone is trying to appear better than they are, leaning into Masquerades and Fairy tales, even the Darklord Duchess Saidra d'Honaire. The surrounding lands of the Chateaufaux have been lost to the mists but everyone pretends that they're still there, including the nobles who rely on them for status and income. Each week, the Duchess holds a Grand Masquerade, invites to which are both sought after and feared. Commit a social faux-pas such as dancing badly, offend the Duchess and she will expose and unmask you, mock you and then utterly destroy you, using a form of disintegration that crumbles you into dust. Meanwhile, the Red Death stalks the land, preying on victims, especially those who have fallen from grace. 

Falkovnia is disaster horror, with its Darklord fighting to protect the domain from hordes of the dead. A former General, Vladeska Drakov, defends the realm and every day has to take hard decisions with people's lives to try and protect the people that remain. Unusually, most of the time, the domain's borders are sealed as the dead rise, with them only open for a week during the new moon when the zombie hordes recede. This is a military dictatorship, with Drakov placed in a Kobyashi Maru scenario because she was previously willing to take any measures necessary to win. Brutal.

Har'Akir is a dark fantasy domain, an Egyptian-style desert ruled by the mummy Ankhtepot, the speaker for the gods and immortal pharaoh from the golden pyramid in the City of Dead. The sands are covered in ruins and tombs, back from a time that few recall. The living exist to serve their deathless god-king who searches for something lost in the ruins. Reading this, I could easily imagine lifting this to run with something over than D&D, a pulp game of some sort.

Hazlan shows what happens when you let wizards and arcanists have their head to do whatever they want. A dark fantasy and disaster horror setting, it explores what happens when mages can do whatever they want to, shattering the world with magic. Magic is might and might is right. The domain is ruled over by Hazlik, an amoral, paranoid and heartbroken wizard who watches everything while magical disasters consume his land.

I'Cath presents a mixture of body horror and cosmic horror, a city where the inhabitants are trapped in a collective dream created by the Darklord Tsien Chang. The physical city is run down, but the dream city is glorious but unfinished. The citizens are forced to work in their dreams to make the city perfect. Those who are awake face the threat of starvation and the jiangshi, undead ancestors, who reshape the streets every night to try and match Chang's dreams of perfection.

Kalakeri is a combination of gothic horror and dark fantasy; a domain set in rainforest which should be rich and prosperous but is instead caught in a civil war between its Darklord Ramya, who returned after her assassination by her younger siblings with a corpse legion. She swiftly defeated and killed her treacherous family, only to have them return in their own turn transformed into monstrous creatures. The civil war continues, and the common people try to survive.

Kartakass takes me back; this was the setting for A Feast of Goblyns. A dark fantasy mixed with gothic horror, this is a domain of independent communities, each ruled by a meistersinger. Art and performance are at the heart of everything. Everyone strives for glory, in a land where lycanthropes roam in the light of the full moon. The Darklord Harkon Lukas rules, a legendary performer and loup garou. He seeks adulation for his performances, yet his people cannot remember them well and are constantly distracted by new art. This makes him strive to reinvent himself time after time, often working with young protégés that he encourages until he destroys in his jealously when they get the bulk of the attention.

And there are more described in depth; Lamordia (body and gothic horror, riffing on Frankenstein), Mordent (Ghost stories, home of van Richten and the Weathermay-Foxgrove sisters, linked back to I10 Ravenloft 2), Richemulot (disaster horror and gothic horror as the gnawing plague consumes the people of the domain), Tepest (folk horror with the fey locked into a low key conflict with Mother Lorinda, a hag worshipped by the locals as she protects them in return for the Tithe), and finally Valachan (gothic and slasher horror, with plenty of potential to be lifted for another pulp game, as the Darklord huntress Chakuna hunts sentient prey to preserve her power and protect her people).

There's then a list of nutshell descriptions of another twenty-two domains, all dripping with enough ideas to build upon. I especially like Cyre 1313, the Mourning Rail. This was the last lightning rail out of Metrol, the capital of Cyre, before the country was destroyed. Delayed to allow a mysterious passenger to board, the Mourning overtook the lightning rail and - for some reason - it was drawn into the Mists. The passengers don't know what has happened, only that they are on an endless, desperate escape.

Chapter 3 then moves on to discuss travellers in the Mists. This includes a development of the Keepers of the Feather, first seen in Curse of Strahd. It also has an updated take on the Vistani, which strips out the stereotyping seen before, and presents them as a very viable route for information or even travel between domains. There are a variety of other groups presented as nutshell descriptions including the Church of Ezra (the aloof god of the Mists), the Circle (knights who quest from the Shadowlands domain to slay evil), the Kargat and Kargatane (Darkovian Secret Police and Dhampirs), the Order of Guardians (seekers of dangerous and evil artefacts who imprison their finds in vaults), the Ulmist Inquisition (zealots from the same world as Barovia who seek to destroy evil) and the Priests of Osybus. These last two groups are presented in detail in Chapter 5.

A collection of Mist Wanderers are presented, good and evil, individuals who the characters could meet who may help or hinder them, and perhaps lead them through the Mists. If you've played in the Ravenloft setting before then some of these will be familiar, albeit refreshed. These focus on the backstory, personalities and a few adventure hooks. Rather than providing stat blocks, an existing block is suggested to be reskinned. For example, Ez D'Avenir is an assassin, Erasmus van Richten a ghost, and Rudolph van Richten is priest. All the characters presented are interesting and should prove useful to the DM. 

Chapter 4 focuses on guidance on running horror games and suggests establishing what content and themes are acceptable, the style of the game and how to use a Session Zero to draw this all together. There's good advice on the kind of tools that the GM can use to shift pace and make the most out of their game, such as leaving spaces for the players to fill in gaps by deliberately leaving details out. I like the way that it suggests checking back in with players at the end of the session to see how they're feeling, understanding what they feel and how to use that to make the next session better. There's discussion on how to rise the Tarokka Deck and a Spirit Board in adventures to drive a more immersive experience.

The Horror Toolkit section gives advice on using curses, covering their pronouncement, burden and potential resolution, plus giving examples. There are further options for using fear, including giving characters a 'seed of fear' that can potentially drive inspiration, and also the potential to force a save against fear to avoid becoming frightened. There's also a stress mechanic with a score that acts as a negative modifier. Losing stress requires proper rest and relaxation or restoration spells. Haunted traps are covered.

There's an interesting section on Survivors. There are characters of 1st to 3rd level designed for use in a horror scenario that runs for a small number of sessions. Very much like sidekicks, they are weaker than standard characters - these are everyday people drawn into something horrific. There are four base types; apprentices, disciples, sneaks and squires. They have a limited number of extra talents to chose from (desperate scream, anyone?) which may help the survivor last a little longer. They're designed to be expendable and allow players to embrace the drama and threat of the genre without needing to worry about losing a character they're fond of. Imagine being able to play out a session that's effectively a cut scene from the main campaign, such as the bloody wedding when Strahd falls and becomes a Darklord? Rather than find out about it in a lore-dump of exposition, they can experience it!

The chapter rounds out with a haunted house scenario, "The House of Lament". This is designed as an introduction to the domains of dread. The house is a small domain and designed to take a group of first level characters to third level, ending with hooks to draw them further into the Mists. The characters will have a pair of characters from those described in the Mist Wanderers to assist them, should they chose to engage with them. The scenario progression is linked to a set of seances to reveal more of the plot. Overall, I like the scenario and I think that it would make a much better start to a campaign than Death House in Curse of Strahd.

The final chapter covers the Monsters of Ravenloft. It begins by talking about how to make the monsters memorable and how to use tactics and traits to make them more terrifying and dangerous. There's good advice on reskinning monsters from the Monster Manual. And then there's the monster list.

Highlights include the Bodytaker Plant with its Podlings; The Boneless (what did you think had happened to the flesh from that skeleton?); the Dullahan (headless warrior); Loup-garou and Jiangshi; terrifying Necrichors, lich-like beings of ichor; base and brutal Nosferatu; Star Spawn Emissaries, terrifying hostile creatures from alien realms, and Unspeakable Horrors. 

The Priests of Osybus get an extended description, nasty necromancers using souls to power their magic. Osybus was a lich destroyed by Strahd (before he went bad and was still a mortal) who may or may not have become a Dark Power. He only fell thanks to the treachery of his priests who allied with Strahd, and he cursed them as he fell. The priests seek to free Strahd from his bounds as they hope that this will allow them to free themselves from the curse placed upon them.

The Ulmist Inquisition are similarly detailed; they originate from the same world as Strahd, and seek out evil and corruption. They are unique as they wield psionic powers in their relentless quest. Often, folk fear them as much as the monsters, as they can be very black and white in their definition of evil.

The book concludes with a full-page graphic of a spirit board.

Van Richten's Guide to Ravenloft is an excellent toolkit for horror-based adventures. It refreshes the Mists with a degree of sensitivity but doesn't fail to retain the terror. There is sound advice on playing a safe but horrifying game. The sections of character options and developing a Darklord and their Domain provoke much thought and are very useful. The example Domains of Dread are flavoursome and I could easily imagine using them. The creatures and characters presented for the players to encounter all add something of interest. The artwork is evocative and excellent. Altogether, this is a great setting book, a toolkit for the imagination.

That said, I probably won't draw upon this for my Curse of Strahd campaign, except in small doses. The reason is that it potentially removes some of the trapped claustrophobia of the Barovian setting if used too much, something I've worked hard to build. It's less scary to be trapped in the house with the monster when you know there are potentially multiple ways out and the possibility of powerful allies.

However, that doesn't detract from this being one of the most evocative and flavoursome D&D fifth edition books I've read so far!

6 June 2021

02 June 2021

Curse of Strahd - S3E5 - We're off to see the Wizard (of Wines)

  

Our heroes returned to Vallaki having killed the two remaining members of Morgantha's Coven and torching the Old Bonegrinder Windmill that they'd inhabited while baking children sold to them by their parents (in return for very addictive pastries that gave good dreams and a feeling of bliss, an escape from the darkness, for a while). They planned to help out the Martikov family, landlords of the Blue Water Inn, and sort out an overdue delivery of wine from their estranged family's vineyard, the Wizard of Wines. However, because they didn't feel secure in Vallaki yet after removing the Baron from power, Ser Alys opted to stay behind.

Our dramatis personae:

Ser Adon de Rouge of House Starbright (a half-orc Paladin, from a knightly background, with two human retainers and a priest), played by Paul (dr_mitch). Lawful Good. Married to Ser Alys.

Kelwarin (Kel) (a half-elf Sorceror flush with the powers of wild magic, an outlander), played by Graham (First Age). Chaotic Good.

Gaddock Teeg (a halfling wizard and former prizefighter), played by Alex (Doggetay), Neutral Good

also featuring:

Ireena Kolyana (a human warrior, daughter of the Burgomaster of Barovia, Twice-Bitten reincarnation of Strahd's unrequited love, Tatyana) - upgraded as a sidekick.

and introducing: 

Alexei the Vistana (a young human expert, sent to pay off his debt to the party by his Vistani elders after they rescued Arabelle from certain death when Alexei lost her in town. A late teenager who is so taken by Ireena and the excitement of the adventure that he's forgotten he planned to be sulky and surly for his 13 moon exile) - upgraded as a sidekick.

Keeping the home fires burning: 

Ser Alys de Adon-Rouge of House Starbright (a half-orc Fighter with a soldier background, currently the leader of the town militia of Daggerford), played by Tom (Guvnor). Lawful Neutral. Imagine a slightly greener take on Grace Jones... Married to Ser Adon. 

All characters are presently 5th level, including the sidekicks.


24th November
Our heroes spent the next day preparing for their journey and getting some much-needed rest and recuperation. Gaddock was particularly studious, transcribing spells so he could also cast fireball and more, using his spoils of victory; a complete equipped wizard's laboratory that belonged to the - now-deceased - twisted mage son of the Burgomaster, Viktor.

Kelwarin obtained a letter of introduction for Davian Martikov from Urwin Martikov. Except it wasn't, it was for his son Adrian, who acts as his deputy. Adrian is still on speaking terms with Urwin, unlike his father.

The letter

25th November
The party, bolstered with Alexei and Ireena, say their goodbyes to Ser Alys, and headed along the Old Svalich Road. Always overcast, at least the mists weren't closed in. They had a horse and cart with them, and the journey was uneventful for the first hour and a half. At that point, they turned through a particularly dark part of the forest and got the sense that someone or something was watching them. Pausing, they realised that there were a number of tall, pine tree-like creatures watching them. Realising that their martial abilities were somewhat reduced, they decided to play it calm and try to communicate with the creatures. They seemed to understand common but didn't speak back. They also seemed to be drawn towards sounds. Kelwarin recognised them as needle blights, a darkly twisted form of plant life (linked in legend to a vampire, Gulthias). They were soon joined by a member of the forest folk, who talked to them in a heavily distorted version of druidic that Ireen recognised later.

Using acting, and some illusion magic that made Ser Adon look somewhat vampiric, they tried to explain that they were enemies of Strahd, by mock staking him. At this point, the blights pulled Kelwarin and the stake away from Ser Adon, just in time to have Gaddock complete resolving the language barrier with a comprehend languages spell cast as a ritual. They soon realised that the forest folk seemed to worship Strahd as 'the Messenger' for the Three Ladies, the Fanes. Pushing their luck, the party tried to convince them that they too were allies of Strahd and it was all a misunderstanding. Somehow they got away with it; the forest folk person told them that the ritual needed another week (what ritual?) but they were dealing the ravens at the vineyard now.

Early afternoon, four hours or so later, the party were travelling down the poor track to the vineyard which was made worse for wear by the persistent drizzle which had started, when they were flagged down by a figure in waxed rain cape. Cautiously, they approached and discovered it was Adrian Martikov himself. He told them it wasn't safe, and to come off the road, they had hot drinks and food and the party were welcome to share with them.

In a hollow, set behind the wall at the boundary of the forest overlooking the vineyard, they discovered the entire Martikov family, 5 adults and four children, sheltering in makeshift tents. They broke bread, and tried to give a subtle story to Davian about who they were and what they were doing, but he seemed to know all about them, what they'd done and that they were working against Strahd. He harumphed that they'd associated with Urwin, but thanked them for the kindness shown in recovering the body of one of their cousins for burial. He then told them of how the Vineyard had been attacked nearly a month before, and one of the grape crops ruined. They'd traced the perpetrators back to the bogs outside the ruins of Berez, where a witch lived and made it too dangerous to go further.

A week ago, they'd been attacked again by more forest folk with twisted tree and vine creatures (blights) and eventually, they'd abandoned the house and winery because they feared for the children's lives. Davian feared for the loss of their livelihood and the loss of the comfort of wine for Barovia. He asked for help, which the party freely offered.

They went to the wall, and did an initial view of the winery; they could see that blights had rooted in the vineyard and that some of the forest folk seemed to be in and around the building. The Martikovs had spotted one of the folk with a darkly twisted looking staff that smoked who seemed to be controlling the blights. They decided to raid the vineyard and kill him to break his control. This would be done in the morning. Davian and the family were very clear that use of fire was to be discouraged as there would be no way to recover if they burned the vineyard or vines down.

Sheltered in the lee, they drank and ate more, and talked of the history of Barovia, discovering many things from Davian (who seemed to be remarkably well informed). These included:

  • That the witch in Berez had a hut that moves on legs and was called Baba Lysaga. No one talks of her, lest she hears and comes to visit.
  • That Strahd was a powerful warrior and dutiful son before he became the Darklord of Barovia. He had killed many in a rage when his brother Sergei married the woman he loved unrequitedly, Tatyana. The mists rose soon after that.
  • The ruined mansion was called Argynvostholt, and used to be the seat of the Order of the Silver Dragon, knights who had opposed Strahd's conquest of Barovia. They - and the dragon the place was named after - are long dead.
  • That the Vineyard was named after the founder, a mage who had gained the friendship of the Rozana, the Ladies Three, who had blessed the land to be fruitful.
  • The Vineyard become the Martikovs when they married into the Kreskov family who had been given it by Strahd. Both families had come when the valley was conquered.
  • That Berez was destroyed by Strahd by flood and murder, after they killed a girl who was the image of Tatyana to stop her becoming a vampire bride.
On hearing this story, Twice-Bitten Ireena stood up and walked from the fire. Ser Adon found her retching, in dispair as she was convinced she would die like Marina and Tatyana before her. Ser Adon committed to protect her, and ensure who didn't become a vampire. He knew he could magically protect her if Strahd came close, but only for a short period.

26th November
Everyone up bright and early for the raid. Kel used his keen sight and identified a route down the hill using a watercourse to mask their noise. Gaddock sent out his owl, which gained two raven escorts and identified where the obvious blights were, and then they headed down the slope. Alexei guided them, keeping the noise down, and Ser Adon ensured they moved quickly. They tried to gain access to the Veranda, with Ireena distracting the Blights; she made enough noise, but the second part of the plan (a fog cloud for cover from Gaddock) failed as the obscuring effect of the fog didn't work against creatures that tracked sound. Narrowly escaping, Ireena joined the others on the Veranda, while Gaddock blocked the approach of the blights with a web spell. Needles whistled in, while Alexei and Kel picked the lock and forced the bar into the main fermentation room. They all entered the room, and Gaddock found some useful furniture and tools to secure the door. Ser Adon laid on hands for those injured by flying needles, and then they took a deep breath...

GM Notes: preparation for this session was hectic, despite nearly a month's break, as Tom had decided that he needed to step away from screens for a bit and have a break. He'll rejoin after we have the month off in August 2021. We had a lot of conversation about whether we stopped, whether we continued and whether we doubled down to weekly games. The end result was that we played on; we did consider an extra player but came to the conclusion that we'd try the sidekicks out instead. So some frantic preparation for me! I do like the sidekick rules as they seem to produce characters that are competent, have a purpose, but supportive. Exactly like a sidekick should be.

In preparation, I'd looked through the material for Curse of Strahd produced by Dragnacarta and MandyMod on the r/curseofstrahd subreddit, and particularly liked the option of using a 4e style skill challenge for the approach to the Vineyard. This worked much better than an elongated fight through hordes of low hitpoint enemies. There's some really good material in both those free resources which should be read by anyone planning to run the campaign.

I enjoyed the session; there was some tension, some fun blagging and some role-playing. Three main encounters, and then we left ready to face whatever was inside the building. The players also liked the way to expand the lore they had through a connected NPC who could drop a trail to be followed. Good stuff.

25 sessions in now!

2 June 2021


01 June 2021

Games update - Start June 2021

 

Not as many as I expected...

This last month was a tale of two halves, starting with North Star, which added in Dune 2d20 and Golgotha, as well as my Curse of Strahd game. And then the Yellow King and second Strahd session ended up being cancelled so I had a bit of a gaming void.

D&D engined games remain dominant (especially D&D5e) for my sessions, but Gumshoe continues to creep up the list. In Gumshoe, I'm the player; in D&D the GM. Not something I'd have expected.

1 June 2021