I started playing D&D back in the days of Advanced Dungeons and Dragons 2nd Edition. I was 10 at the time, and in the 20 years that have elapsed between then and now, I’ve witnessed four different editions of D&D and three different editions wars. Each “war” was spurned by the coming of a new edition that “ruined” what D&D was “all about.” The above sentiments are hyperbole. Sentiments I’ve found myself spouting from time to time. Though there is an element of truth to it: every edition of D&D I was present for was wildly different from the last. These differences changed how D&D was played. Somewhere along the line with all the changes across so many editions, I think we wound up losing focus on a few things. Things that really made D&D special. Things that, incidentally, are perfect additions to the “sandbox” style of play with an open world. So for your reading pleasure, here’s some old school D&D ideas you should definitely consider if you’re looking to run a more open world kind of game. 1) Questing For Magic Items 5th edition was meant to be the unifying edition; whether that succeeded or not is a topic for another article. However, the effort to do so is present in this one line from the Player’s Handbook: "...aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such." The above is a sentiment echoed from 2nd edition, since this and 5th edition don’t have much in the way of codified rules on the creation of magic items. By contrast, 3rd edition has extensive rules on the subject. However, I do recall in 2nd edition, there was some suggestions for how to make magic items, and it involved gathering several exotic items related to the effect of the item. This is the perfect objective for a quest! Let’s have an example: say a player wanted to make a magical sword with a flaming blade so they may better thwart evil. In addition to the materials needed for a sword, it could also include such things as pure brimstone collected from a sacred volcano, a brilliant ruby, and the ashes of a tree limb that a wicked person was executed under. You could even include more intangible things that require some interpretation on behalf of the players, such as the burning conviction of one dedicated to justice. The key is to make the required components meaningful to the effect and purpose of the item. Such a ruby may be found in a grand bazaar in a trade city, but not everybody has a sacred volcano in their backyard. 2) Travel Rules Travelling can be dangerous. Bandits, wild animals, and vicious goblins could strike anywhere. However if you’re a tough sort that’s used to beating down unsavory elements on the road, there’s nothing to fear. Unless you’re starving, dehydrated, and haven’t slept in a day. Then the errant kobold might prove to be a problem. The metaphysical march up the stairs that is character level does some weird things to the universe. At the beginning levels, a small band of goblins can be a challenge. At higher levels, in order to keep this same sort of encounter challenging, something else is needed to make these goblins a challenge. Something like making them stronger via special gear, adding more of them, or introducing powerful new allies for them. I get why this happens, though. In order to keep the game interesting, challenges have to escalate. Tougher enemies is one way to do this. However, the enemies are just one variable in this scenario. An often overlooked mechanic in D&D 5e is Exhaustion. Not having the right things for a journey, including food and water, can have drastic consequences. Enforcing travel rules, such as having the supplies, food, and water necessary for a long journey, adds a whole host of new challenges without needing to rely on making combat more difficult. The core books for D&D 5e even state that a person needs about one pound of food and one gallon of water a day, which for a short journey can easily be kept on hand. However, on a longer journey, it becomes important to either know where nearby settlements are, or to have the ability to find these things in the wild. This also has the effect of making the Ranger class and certain backgrounds (such as Outlander) much more useful, since they’re more effective at foraging. And if nothing else, players can always use all that gold they’ve been hoarding to hire NPCs to help carry all their supplies for a long haul journey! 3) Building Strongholds With a vast wilderness with all manner of threats, or a universe filled with secrets to study and uncover, a hero is eventually going to want to find a place of their own to make this all happen. The Dungeon Master’s Guide gives a quick blurb on how much all of this costs, and the time it takes to complete, but not much else. If you haven’t noticed the recurring theme in this article, regarding strongholds, there’s plenty of room for extrapolating from incomplete details! An adventure can be made out of finding the skilled workers needed to build a stronghold. Additionally, player characters may also need to gain permission from the local rulers to build their stronghold, leading to further quests they’ll need to complete before they can begin construction. This aspect was baked into 2nd Edition, with most characters gaining followers at level 9 if they possessed a stronghold. Later, supplements were released that included all the nitty gritty details of what it took in terms of followers and gold acquire a stronghold. While no such official supplement exists for 5th Edition, it hasn’t stopped fans from creating their own. 4) Changing Parties After so many adventures, and so many marks have been made on the map by one group, you eventually reach a plateau. This could be in terms of story arc, character level, or even interest in playing a given character. So when there’s been a major accomplishment, such as beginning work on that stronghold or completing that magic weapon the players have quested so long for, it may be worth making a new cast of characters and starting a new adventure. (At least for a little while.) As with everything else, there was a precedent for this shift in 2nd edition as well, in the Creative Campaigns sourcebook. The example they cited was that when the party reaches a city with a temple preparing to go on a crusade, the players would make new characters who are the knight readying to go on said crusade. To bring this around to our example, though: a party that completed The Burning Sword of Justice could offer it as a gift to a local lord in exchange for a deed to land to build their stronghold. At that point, the players could take on a new set of characters who are vassals of this lord doing some initial surveying of this land. (And to ensure that the players still get to have fun with their weapon they worked for, the lord could have gifted it to one of the new player characters.) The key to making a “sandbox” game work is that the players need goals to work towards, and these goals can’t be treated as a means of instant gratification. For all games, though, resources earned or found should be useable: if you’re going to give out mundane rewards like currency, it may be worthwhile to enforce mundane needs. (Like needing to resupply rations, or pay wages to hirelings.) Aaron der Schaedel initially wanted to include an “Old Man Yells At Cloud” joke at the start of this article, and end it with the phrase “And stay off my lawn!” He cut those jokes when he realized this piece would be more effective if he just tied it to sandbox games instead of griping about how gaming has changed over the last 20 years. You can tell him to go back to bed via Twitter: @Zamubei Picture Reference: https://en.wikipedia.org/wiki/Creative_Campaigning “Any axe is a good axe.” Ah, Dwarves. Every races has a certain stigma behind them in small human towns. For the most part, adventurers seem to be the exception to this. Although not every Elf is for equal rights, and not every Halfling is brooding and in (really adorable) plate armor. Of course it's worth exploring these wonderful little worlds of stereotypes because often they're based on a shred of truth. Or in other cases, a rather large pile of truth. 1) Elves A personal favorite of mine, Elves are the pointy eared, bow-shooting, magic-casting tree folk with an unnatural beauty and a thoughtful nature. Beware, because behind that calm and collected nature sits a xenophobe true and true. Who hasn’t wanted to spew racial slurs at everything under the sun every now and then? Humans? Inferior. Dwarves? Idiots. Halflings? Won’t amount to anything. Elves are the gods’ masterpiece and no one can take that away from them. When you start peppering everyone on the field in a volley of well aimed arrows, the party may reconsider using you as gnoll bait. 2) Dwarves Drunken brawling is a fun hobby, and the only hobby that Dwarves probably made into an art. If you can’t drink yourself under the table as a Dwarf, you just aren’t living to their full potential. Not to mention your average Dwarf almost likes their liquor as much as they like their friends, with their Lawful Good tendencies and all. You’ll be the envy of the party, as being proficient in smith's tools lets you maintain and create armour and weapons for the party. But don’t let those pesky Elves get word of your craftsmanship, otherwise they’ll be begging for some of your work. 3) Gnomes Wisecracking and friendly sometimes Gnomes are a little underrated, but when you mix magic and tinkering the results are usually rather splendid. Albeit being so small may have its disadvantages, it usually means you’re just that much harder to hit with a battleaxe. When the going gets tough, Gnomes have a tendency to make the going softer, between a loveable nature and invaluable skills Gnomes are quite the asset to any adventuring group, mostly due to their friendly natures and the neat little gadgets and do dads. Just don’t let them hear you demean their work, or it may spark quite the little fury. 4) Half-Orcs Fury. Gods. Good and evil. These are all the truths that a Half-orc faces in their lives. They all feel the pull of the god that calls to their very blood. All know the anger that makes their heart beat and their blood boil. The very fact that they are seen as being born of evil causes many to end up there. Their tenacity, both of body and mind are what marks Half-orcs. They aren’t made of stone. They’re made of bone, and when they pull yours from your body, you’ll know what it means to be a Half-orc. Bunch of badasses. Of course, real world stereotypes aren’t fun, but games are games, right? Jarod Lalonde is a young roleplayer and writer whose passion for both lead him here. He’s often sarcastic and has a +5 to insult. Dungeons and Dragons is his favorite platform. Although he’s not quite sure if it’s Cthulhu whispering to him in the small hours of the night, or just persistent flashbacks to the Far Realm. Picture Reference: https://www.pinterest.ie/pin/299207968980723733/ If you are familiar with my show, The Dragon’s Horde, then you will also be familiar with the concept of “the sleepy dragon list.” For those of you not in The Horde, the sleepy dragon list is a bit of an albatross hanging from my dungeon mastering neck. In brief, it is a shorthand list of ideas that I have for items, adventures, NPCs, and such. Items on the list include things like “He thinks he is a werewolf. He is not” or “weird (sexy?) key.” Then there is the infamous “sleepy dragon.” It has dwelt within the list for nigh 4 years now, and I have yet to remember what the heck I wanted to do concerning a sleepy dragon. Despite this, I have continued to expand my sleepy dragon list with tons of narrative seeds to get a story on track. One of the most frequent questions we get on the show is from new DMs asking how to get things started. To this I say, ask no more, friends; Pendragon has 7 adventure introductions to get the creative juices flowing! 1) The Herd In the city of Sherrack there is a small village nestled within a grassy basin. Here, traders and farm hands amble about their day selling, harvesting, and discussing the recent goings-on over at Gumby’s farm. As of late, the resident octogenarian and shepherd has had quite the ordeal keeping his flock alive. Every day or two several of his flock go mysteriously missing; stranger yet, more sheep emerge from the woods to to fill their place the following day. Little do Gumby’s neighbors know, that he had recently developed an acute fear of his impending mortality and has turned experimenting on his flock to find the secrets of immortality. And little does Gumby know that the Divine have their eye on him and have sent a couple watchdogs his way in the form of sheep whose wool cannot be sheared. 2) Maiden Voyage The Briny Steed had seen much better days on the sea. Now it rests patiently in harbor, waiting for its next (and probably final) voyage. Through bribery, philandering, and “oh, come on’s” the wannabe captain, Earl Stoutheart has managed to convince the party to commandeer the vessel and sail it across the Scattered Sea. The gang lies in the belly of the ship, waiting for nightfall, but when the time arrives, they emerge to a sight most strange. The ship has already departed on its own accord and seems to be in command of its own heading. It is a ship’s turn to do some commandeering for a change, and the party is along for the ride of a now sentient maritime vessel. 3) Alcohol Poisoning You haven’t heard of the Drinking Hat?! Why, it’s the finest saloon for miles around. Well, it used to be anyway. Built in the husk of an abandoned grain silo, the proprietors of the bar have converted it into a massive, multi tiered drinking house. Tubes snake their way from the mountain of barrels above down to the respective patron, but I wouldn’t go there if I were you. Recently, a group of thieves guilders met an unfortunate end after having their drinks. They could have chosen any number of barrels to sip from, but the poor sods must have gotten one that had been tampered with. Some say it was just bad luck, but I say differently. I say they were assassinated. On my honor as guild master Roan, those responsible for the death of my men will pay with more than just coins. 4) Showstopper The bardic hall in Brint is known nationwide for being the home to more than its fair share of celebrities. The flying Charnelli twins. Finnigan the wondrous. Heck, even Mertick and his performing bear Bathsalts have stopped by on occasion. No one expected a show stopper from Cleopatra though, but a show stopper it was. Everyone assumed she would live and die as a modest tailor until she took the stage to sing. The issue is, no one will ever know how the show actually went, because no one ever left. The morning after her performance, the the owner of the hall found the entire crowd dead in their seats! She has since been arrested for murder, but she says she is innocent and they simply dropped dead in the middle of her act. Cleopatra’s head is on the chopping block, and your party may be the only ones who can prove her innocence. 5) Repo Let it never be said of Matilda that she was anything but a saint. Known for her meek generosity, Matilda enlists the help of the party to help her with a job a little outside the capabilities of a sweet aged woman. The thing is, locals are tired of the stagnant water of the swamp nearby, and they plan on draining it completely. This is all fine and good for most people, but not ‘ol Matilda. She informs the party that she left a large cache of treasure in a lockbox somewhere within the belly of the marsh. Should they find it, she would be more than happy to give them a cut of the booty. The party drudges around in the murky waters, following Matildas instructions closely, but when they arrive, not only do they find treasure but also a corpse clutching the lockbox. Upon further investigation, it appears that the body is wearing a locket with a picture of Matilda inside. Upon further further investigation, the party hears a group of locals approaching. Upon further further further investigation, the party is discovered by the locals (Matilda included) ripping the lockbox from the arms of a dead man. “That’s Harold!” Matilda shrieks, “And that is my lockbox!” Turns out Harold had mysteriously disappeared a year ago, taking both his and his wife’s savings with him. Matilda weeps in the arms of the closest friendly local, but what’s that? Did she just glance over and smirk? 6) The Call Of Pazuzu (I incorporate something similar to the following in each of my campaigns. This cult is kind of like my signature; I would love to know if this inspired an adventure of your own). Your party is headed off for a new adventure in unfamiliar territory. About a day from their destination, a group of naked elves and humans approaches with open arms. They inform the party that they are thrilled to see new faces and are about to, in short, start a celebration. Whether they join the naked folk or not, the party has to pass by the strangers’ camp which has a massive, half finished totem looming overhead. The nudists are busily gathering scrap wood to finish the totem, and they gleefully sing, dance, and try to rope the group into helping. Despite their cordial, unsuspecting nature, these individuals have been waiting a year for that particular night to summon their favorite pestilence demi-god, Pazuzu! An otherwise silver moon slowly begins to shift to a blood red crimson; then, with the totem complete, Pazuzu in all of her pestilent glory animates the statue and chooses it as her personal avatar. Whoops. 7) The Bane Of My Existence “Sleepy Dragon” The role of an effective storyteller can be a daunting task, especially since most of the work of a Dungeon Master happens in real time, but having good narrative seeds chock full of possible hooks and intrigue can make the job that much easier. Nothing feels worse than getting to the table and not feeling like you have enough content to work with; veteran and beginner DMs alike know this. Hopefully you can find ways to plant these seeds if you find yourself in a pinch, and maybe you can start crafting a Sleepy Dragon list of your own! A brief aside, if you come up with a cool answer to the Sleepy Dragon conundrum, feel free to tell me about it at [email protected] so we can feature it on the podcast! Andrew Pendragon is a veteran role player, Dungeon Master, and story teller. His work can be seen featured on outlets like the Chilling Tales for Dark Nights podcast and Youtube channel BlackEyedBlonde, but he takes the most pride in his High Level Games affiliate podcast The Dragon’s Horde where he, alongside his co host, answers listener submitted roleplay questions and weaves them into a false-actual-play adventure! Picture Reference: https://www.deviantart.com/legend13/art/Sleepy-Dragon-s-Teddy-275967993 The Vistani are one of the truly unique elements of Ravenloft, but the familiar tropes of their wagons, evil eye, and card reading can become stereotyped and stale, getting in the way of making an encounter with them a truly memorable and unique experience. To make matters worse, their association with the real-life Roma can lead to unfortunate stereotypes of a people that have suffered from cultural appropriation and marginalization. Below are some options for bands taken to the edge of what it means to be Vistani, stretching the limits to create truly unique encounters far from any real-life association. 1) The Caliglia (Kamii) Vistani normally travel in cyclical routes, but what happens when one of those routes refuses to stay still? In 590, one band had just caulked their wagons to ferry themselves across the Musarde when the Grand Conjunction hit, and they were all swept out to sea! Reading the cards for their fate, their Raunie declared that they must remain on the water until their former route returns to them. The Caliglia traded their wagons for sloops, with which they escort ships between the various seas of the Core and beyond. To avoid static burn, they refuse to set foot on land for longer than a few hours, and always return to the sea before the sun sets. As part of the Kamii tribe, they have turned their metalworking trade to maritime crafts: nails, braces and other ironworks that protect vessels, compasses that predict the weather, and magic cutlasses that draw power from the sea. 2) The Valstike (Corvara) The Valstike tribe roam the lands extolling the virtues of the asylum of Dominia, selling crafts created by inmates, and offering to relieve families and communities of the burden of caring for the feeble minded, insane, or incorrigible. They don’t openly offer outright kidnapping as a service, but some have read between the lines and struck a private deal. If an individual is violently mad--or inconveniently sane--the Valstike excel at live capture, even before resorting to their potent poisons or powerful magic. Their padded vardos have a mild pacifying aura, a variety of restraints, and coffin-sized hidden compartments if necessary. 3) The Biskrem (Vatraska) Only in the topsy-turvy chaos of Vechor could the land change so quickly that Vistani can fulfil their obligation to travel by staying still. The Biskrem run a popular rural inn called The Sundowner (good quality food and rooms, fair prices), that generates a shared unreality wrinkle* among guests that drink their unique brandy. The radius varies depending upon the number of guests, and causes the surrounding landscape to resemble guests’ homelands. The Vistani fix native dishes for the guests out of local flora and fauna that appear when the land changes, and frequently speak of having “traveled,” even though the “camp” is a stationary building. Such an island of sanity is even more popular among outlanders from beyond the Mists, who frequently have vivid dreams of visiting their homelands, and even learn about current events. 4) Lunadd (Canjar) Scholars have wondered, if Vistani are compelled to move in fixed cyclical routes, how do new domains get added to the routes? The answer is found in a rarely mentioned family of the Canjar, whose strange fate allows them to visit each new domain as it appears, BUT at the cost that they can never go back to a domain after leaving. They sell their information to other Vistani during Lunaset, brokering for the supernatural power to add the new domain to routes. Lunadd cannot navigate the Mists per se, being locked on a course to visit each new domain as it appears. To compensate for this loss, and to assist with their mission, they have the gift of speaking the language of anyone they touch. 5) Kruug (Equaar) Hinted at in Van Richten's Arsenal, this singular family of Vistani are tied to the lost royal family of Velkaarn, and seek to restore the Bloodknife to its reincarnated owner. Like other Equaar, they have no wagons, but also stand out for only training truly wild animals, such the wolves and raptors that accompany them. Kruug trained animals despise the undead, and never fall under the sway of an undead darklord even if their creature type would normally be subject to a lord’s control. It's said that once the vampire lord Velkaarn is no more, the Kruug will return from isolation in the Mists. If these legends are correct, the Kruug may be the first Vistani family to willingly undergo ritual static burn. 6) Golurn (Naiat) As the domains on their route became increasingly urbanized, one clan left their vardos behind as they prowl the streets of Paridon, Nosos, and other large cities. Upon arriving in a new city, the Golurn spread out fast, darting through alleys solo, or in groups no larger than four. They find good places to perform, or do small chores, using the subtle charm of their heritage to ingratiate themselves. Golurn children and elders are always accompanied by adults who look after them and involve them in the task at hand. Anyone who threatens one of them finds the others are never far away, but those who indulge their presence find their spirits lifted, their minds awakened; far more value than that of any coin they leave with. Perhaps one of the most important elements of any encounter with a people as mysterious and unique as the Vistani is that it should fulfil multiple roles in the story. Atmosphere is always one of those roles, but the above are also intended for situations where the heroes need a challenge, or refuge, or information, or encouragement, or tools. If the heroes really do just need their fortunes told, or passage from one domain to another, consider alternatives to the Vistani from time to time, to help avoid making these powerful and mysterious people into a backdrop for the scene change. * Unreality wrinkles are a feature of Vechor described in the Nocturnal Sea Gazeteer, a netbook hosted by the Fraternity of Shadows. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently running the “Queen of Orphans” Ravenloft campaign on Discord. Picture Reference: http://thecampaign20xx.blogspot.com/2016/09/curse-of-strahd-running-final-battle.html 5 Reasons to Use This Badass WerePanther For Your Next D&D Game: Meet Baron Urik von Kharkov25/5/2018 Hey, Jim here. Before Frankie gets going: if you want to help High Level Games continue to produce great content and launch the careers of the next generation of creators, we'd love it if you stopped by our Patreon to show your support. Of course, if you'd like a little something for your hard earned money, you could always pick up one of our fine game products as well. Greetings, traveler! Congratulations are in order to you. Uncovering a doppelganger is no mean feat. I'm sorry the fiend slipped your grasp, but heartened to hear you already have a lead. As to your query: if, as you say, the monster was seen heading for Castle Pantara, you may indeed need to treat with Baron Urik von Kharkov of those lands. Fortunately, he and I have interacted on occasion in the past, and I would be happy to provide you with a few words to the wise regarding him and his domain. Baron Urik von Kharkov is the Darklord of Valachan. A werepanther as well as a vampire, he rules his populace with the help of an army of werepanther secret police. Each year he selects a bride by lottery, but he is unable to control his compulsions to harm his brides. Within the year, each unfortunate victim is dead by his hands. 1) Demon Lover Baron Urik von Kharkov's defining trait is his tragic marital history. With each annual bridal lottery, his hopes climb higher with dreams of the future, and with each unfortunate illness or accident, his despair plunges deeper than ever before. You may find him most approachable immediately before or after this annual lottery. Baron Urik von Kharkov's story centers around an allegory for domestic violence and the behavioral cycles of an abuser. When first courting potential brides (and potential victims, including PCs), he is attentive, erudite, and elegant. Gradually his demeanor shifts, becoming more demanding and more wrathful. By the time he begins harming people, either his underlings or his wives, he will have given the victim ample reason to believe he's only reacting to their bad actions; maybe even acting for their own good! If his victims ever awake to the realization of how much of a monster he truly is, they will be bound to inextricably to him that escape will be impossible, only a choice of death at his hands or their own. This is a sensitive topic, and should be handled appropriately. While von Kharkov (like many abusers) may believe that his evil actions spring from something within him, a Beast that is beyond his control, this is merely self-delusion. Like all Darklords, von Kharkov has been damned not because of his inherent nature, but the evil choices he willingly made. 2) Of the People The people are Valachan are dark of skin and black of hair, and if you or your companions have a contrasting appearance, you may find that it generates a great deal of attention. The Valachani culture differs significantly from that of the western Core as well, and is often considered 'less civilized' by the less worldly minds of our home realms. For their differences, the Valachani are no less civilized than you or I, and thinking otherwise would be a grave mistake indeed. Baron von Kharkov cuts one of the most impressive figures out of all the Darklords of Ravenloft. It can be refreshing to see a character that not only provides representation for black characters, but is also a character who is educated, powerful, refined, in command and beloved by his people. He has elegance and poise, with an undercurrent of menace, like the mighty feline predators he is so heavily involved with thematically. Rick Worthy and Steven Williams have both given magnificent performances of this variety that you can reference if needed. As well, Valachan serves as a good example of a prosperous and functional black-predominant fantasy nation. There are a couple stumbling blocks to look out for here. The first is the notion of a black man as a domestic abuser. This is a tired trope in fiction, which often ends up played to racist hyperbole or comedic effect. You'll get a better result if you take care to make von Kharkov's actions and relationships nuanced and rounded. Depending on the party's makeup, there is also the risk of running 'white savior' stories, where a group of well-meaning white adventurers deign to travel to a backwards group of people of color to solve their problems. Keep in mind that the Valachani are an independent, capable people, and you should have no trouble giving your players the same impression. 3) Cycle of Pain Despite his lofty status now, Urik has suffered many abuses in the past. Wizards in particular may find little favor to be had in Castle Pantara, as practitioners of the arcane have been no friend to the Baron in earlier days. Like many good villains, Baron Urik von Kharkov has a backstory filled with personal heartache that informs his present motivations. Despite the fact that he's utterly evil, like Erik Killmonger or Hannibal Lecter, von Kharkov has a true horror in his past. He's been enslaved, tortured, experimented on, and cruelly manipulated into harming those he cared about. If he's persecuting those who enslaved him (or people of the same bent) like the Red Wizards or the Kargat, it's easy to muddy the waters and make the PCs really struggle to think about who the bad guy really is. It's important to remember though, that a tragic backstory doesn't excuse his actions. No matter what von Kharkov says, at the end of the day he's still the one responsible for his own actions, and he can't lay the blame for the blood he's shed at the feet of those who hurt him. Remember again, he wouldn't be a Darklord if he hadn't chosen his own path. 4) Thieves in the Night The Baron is a terrifying combatant, to be sure, but the force that truly keeps Valachan in line is the Black Leopards. Forming the backbone of the Baron's authority in Valachan, the Black Leopards act as secret police, ruthlessly enforcing the Baron's will and security through fear and brutal violence. The Black Leopards (many of whom are werepanthers) are Urik's main tool to keep Valachan under his thumb. Given their distinctive appearance and fascist behavior, they make marvelous underbosses. Their stark contrast to the respectable, empathetic populace of Valachan makes them great center-stage bad guys, and their potent supernatural abilities let them pose a threat to even veteran adventuring groups. With fascist groups like the Black Leopards, there can be a temptation to make them appear sympathetic, as though their terrorism and violence is required to keep their borders secure against dangerous outsiders. Although this is the excuse such villains always hide behind, it isn't true in the Black Leopards case. While it's true that the Mordentish look down their nose at the Valachani, the 'dangerous threats' that the Black Leopards' violent actions and interrogations are meant to quell are merely a product of von Kharkov's paranoia and his underlings' cruelty and greed. 5) King Among Monsters I have seen three heroes pursue Baron Urik von Kharkov to their own deaths. Each believed they had the truth of von Kharkov's nature. One believed him to be a tyrannical dictator, a military leader held in power by a team of elite monstrous soldiers. One believed von Kharkov to be a werepanther, using his curse to infect and control the most sadistic and predatory of his citizens to control the rest of the nation. The third believed Urik to be a nosferatu, who drained the life from his captive populace as surely as he stole the lives of his own brides. Each of these heroes perished because none had the full picture: all of them were correct, and it is a blindness to all the facets of the Baron's character that has proved the undoing of many a hero. For the crunch-favoring DMs out there, Baron von Kharkov is a dream come true. As both a werepanther and a vampire, he offers a whole palette of abilities to choose from. As an undead shapeshifter he can ignore a whole range of spells and magical abilities, he can hold his own in combat, and his stealth and intelligence gathering abilities are so extensive it's nearly impossible for a party to get the jump on him. He's even got the ability to suborn feline party members like mounts, animal companions, and familiars to his own service! Best yet, many of the standard weaknesses of his monster types do not apply to him. It's important not to give the party a fair fight, however. Urik von Kharkov was born as a panther, not a man, and understands the need for stealth, ambush, and waiting for the opportune moment to strike. His ability to drain blood (and erase memories), spread disease, and command a wide variety of mortal, monstrous, and bestial servants allows him to ensure that a party on his hit list never gets a moment's peace, much less a short rest. Farewell If you decide to pursue this villain to Castle Pantara, I sincerely hope you find that the Baron has dealt with him first, in a terminal manner. Otherwise I fear it may be you who finds yourself being...dealt with. If you should survive, my own men can meet you at the Mordentish border and ferry you to safety with all available haste. In the meantime, good luck and happy hunting, Frankie “Farshot” Drakeson, Lord Mayor of Carinford-Halldon Frankie Drakeson is a retired rifleman and the current mayor of Carinford-Halldon in Mordent. He is married to Gwendolyn Drakeson, making him Nathan Timothy’s grandson by marriage. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Picture Reference: https://guardians-of-the-mists.obsidianportal.com/characters/baron-urik-von-kharkov The Vistani (and by extension The Carnival) are the default “traveling band” for the setting, but there are many travelers who brave the Mists using safety in numbers. One of the greatest advantages of using such a group in a campaign is that they can appear in a wide variety of domains, whether in the Core, island or cluster. For those times when you need to have the adventure come to your players, here are a few ways to have hell (or heaven) on wheels. 1) Professor Arcanus Since the events of CotN: Werebeasts, Arcanus no longer has the luxury of being a one man show. On the night one of his exhibits came back to life, he was saved by a band of traveling adventurers, but he was revealed as a lycanthrope, and one of their number become a carnivorous ape. They now travel with him under the guise of fellow performers, secretly seeking a cure for both Arcanus and their friend, who has been trained to perform and assist. His new allies have taken on his penchant for showmanship and exaggeration, and they include an anchorite of the Erudite tradition who has had some success navigating the Mists. 2) Morts-qui-Dancent The Book of Sacrifices tells the tragic story of a group of musicians who “just wanted to make music.” They now travel from place to place, compelled to do just that or suffer horrible consequences. The undead musical troupe cannot navigate the Mists, but they are generally content to let fate decide their path. Despite their nature and circumstances, they tend towards benevolence, and uniquely suited to survive anywhere, including places the others cannot, such as the Necropolis or Keening. 3) Black Avlyhn First described in the Notes on Doppelgangers, this annis travels with over thirty of her own murderous doppelganger children, who believe that they are immature hags. They use their talents to play the part of Vistani, but are basically just roving thugs. The ones that have gone through puberty can appear as male or female, but visitors may note that all the children in the band of “Vistani" are female...and identical except for their ages. Recently, the band forced a mist ferryman to bargain for its life with passage through Mists. Since then, Avlyhn has prepared a magic circle to capture the next ferryman they encounter, in the hopes that they will be able to trap it and use it to truly travel like Vistani. 4) Rhennee Stranded generations ago in the Greyhawk setting where they learned to ply the Nyr Dyv, the barge folk may adapt to sailing Lake Kriegvogel or Lake Zarovich. Their distinctive customs and unusual magic are similar to the Vistani but with a few memorable contrasts. Obviously using barges instead of wagons is a significant difference, and PCs expecting a Vetha to break out the cards for a fortune telling might see her pour a bucket of bird entrails off the back of the barge instead. A grim Darkhagard’s distinctive weapon and combat style will make an impression whether he's an ally or an enemy. 5) The Dreamspoken Forbidden Lore introduced the Ildi’Thaan, and the first Gazetteer expanded on the Thaani ethnic group associated with them. But while many Thaani are troubled by dreams of Bleutspur, not all of them follow where the dreams lead. The Dreamspoken are Thaani with budding psionic powers who flee the lure of the Ildi’Thaan, developing their powers themselves while traveling the world. Coming from Barovia where Vistani are so well respected, it’s common for them to run away with with the Vistani for protection. Some of them return to Immol every few years to pick up new Dreamspoken, growing into larger bands that adopt Vistani dress and customs, mimicking Vistani magic with psionic powers. This has resulted in false reports of Vistani boys with the Sight, or Vistani with other unusual powers. 6) The Soldiers Of Truth Warden Cyrus Townsend is a powerful anchorite who leads this band of Ezra’s faithful. With planning and precision, they Mistwalk to a theocratic domain such as Pharazia, astound the locals with a practiced barrage of miracles and proselytizing, and disappear back into the Mists before the authorities can muster a response. Most locals are grateful for the food, water, and healing, but a few risk their lives to hide and read the forbidden texts, hoping to be rescued back to the Core at the next visit. Townsend’s “wonderworking" is an extremely risky enterprise, but its success has spawned imitators, especially among the Nevuchar Springs Sect. The latter, of course, don't always bother to ask people if they want to be rescued…. When looking for a traveling band to play a role in your game, consider the role you want them to play, whether rescue through the mists, a source of information or goods, mysterious foreshadowing, entertainment, healing, or just ambiance. Many of the above can fill those roles while creating a sense of a much larger world, with room for many varieties of travelers braving the Mists to see where fortune brings them. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently running the “Queen of Orphans” Ravenloft campaign on Discord. If you want to help High Level Games continue to produce great content and launch the careers of the next generation of creators, we'd love it if you stopped by our Patreon to show your support. Of course, if you'd like a little something for your hard earned money, you could always pick up one of our fine game products as well. Greetings, traveler! I must say I’m relieved you survived your excursion in Lamordia. Also, I wouldn’t worry overmuch; I’m sure the Baron’s soldiers will eventually tire of looking for you. Since hiding in the basement of a safehouse can get quite dull (as I well remember!) I thought you would appreciate a little light reading material. Thinking of Mordenheim’s wayward creations got me thinking about the nature of corruption. It seems as though corruption from a person or thing’s original purpose is a not uncommon occurrence in the Mists. We’re all familiar with notable examples like Blackroot, of course, but the once noble treant is hardly the only such case. 1) Splinterwaif Travelers through the unspoiled wilderness may have encountered the elusive dryad: an innocent forest spirit tied mystically to a single virgin tree. Folk legend holds that harming the tree harms the maiden, and should the tree perish, so too will the dryad. (Folk legend also holds that driving a knot on said tree will compel the spirit to become your bride, but I suspect the latter part of the tale has more to do with woodsmen starved for feminine affection than actual fact.) But what happens if the tree is not merely cut down, but hacked to pieces, sliced and planed, rendered into dozens of boards, and then hammered together with iron spikes to fashion a pigsty, fish stall, brothel, or other shelter of slaughter or vice? Are fey spirits not just as prone to malevolent haunting as human spirits? They are. Such atrocity can give rise to a splinterwaif: a dryad spirit twisted by hatred and abuse. These hideous creatures lurk in slums, junkyards, and alleys, stalking children and the infirm to drain the life force of the living to sustain themselves. Only small, woody shrubs remain where their victims once stood. Stats for the splinterwaif can be found in the Monster Manual III. 2) Midnight Unicorn Many outlanders I’ve spoken to have told me stories of the noble unicorn: a creature of purest innocence, which dwells in forest glades and blesses those it deems worthy with protection and healing. Legend has it that the touch of their horn can banish any impurity, even poison or illness. The only such being I’ve encountered was far from these legends. Its coat was as black as coal, and a fierce malevolence burned in its glowing red eyes. The silver horn spiraling from its skull sported wicked barbs along its razored length. Most disconcerting of all was the unearthly shriek that it accompanied its arrival. When it vanished, just as suddenly, the silence was nearly as terrifying. If I had to guess, I would suspect that unicorns are occasionally drawn in by the Mists just as Outlanders are. Their close connection to the land, like elementals, eventually seeps into their very being, and they find themselves twisting into a hateful mockery of their former selves. Black unicorns can be found in the Monsters of Faerun compendium. 3) Boxwood Defenders Once, on the invitation of Lord Pennybore, I travelled to Darkon to attend a large dinner party. Woefully, it turned out to be an ambush, as Pennybore (in reality the hidden Blackburn-Bruce scion I’d been hunting for nearly a year) had laid out an elaborate trap to kill me. Perhaps most terrifying was his hedge maze. Filled with blind turns and dead ends, as well as dozens of boxwood sculptures, each trimmed to the shape of a fearsome soldier or diabolical beast, it was very nearly my tomb. The sculptures came to life, and I found myself pursued, unarmed and unarmored, through an unlit maze, stalked by living extensions of the hedges themselves. I’ve heard that such creatures can be created by skilled mages, but I fear that exposure to too much wickedness (and the tainted nature of the Mists themselves) can lend these guardians a cruelty they would lack in their ‘natural’ state. To add boxwood defenders to your haunted mansions, check out the topiary guardian statistics in the Monster Manual III. 4) Cyclopes Religion is a powerful thing. When twisted by grief and neglect, that power can be terrible indeed. Although rare, I’ve encountered more than one instance of a religious idol persisting even after the death of the congregation that once worshipped before it. Regardless of the tenets of the original faith, these fallen icons mar their features beyond recognition and pursue eternal vengeance against those they hold accountable for the loss of their faithful. (I assume there’s a convoluted reasoning at work, but typically this category includes everyone they meet.) Dripping spectral blood from their ruined visages, they strike fear into the hearts of those they assault, and madness in the minds of any unfortunate enough to touch their ectoplasmic vitriol. Fortunately for most, these cyclopes tend to be somewhat unsociable. They are most often found in the wild, isolated places their faithful once gathered, haunting the sites of their former glory. Unfortunately for you, these are just the sorts of places your profession sends you to time and time again. Renegade religious statues use the rogue eidolon stats from the Monster Manual II. Conclusion Scholars have gone back and forth on the corrupting nature of the Mists and the truth behind outlander tales of unadulterated versions of some of our more common monstrosities. If nothing else, these sorts of discussions make an interesting diversion when one is hiding from overzealous law enforcement. If you continue to have difficulties, send word in a return missive and I shall see what I can do to find a suitable escape for you. In the meantime, good luck and happy hiding, Frankie “Farshot” Drakeson, Lord Mayor of Carinford-Halldon Frankie Drakeson is a retired rifleman and the current mayor of Carinford-Halldon in Mordent. He is married to Gwendolyn Drakeson, making him Nathan Timothy’s grandson by marriage. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Picture Reference: https://www.pinterest.com/pin/156218680804888437/ This is Leyshon Campbell. Before I give you some totally free content, including shortcuts to some of the finest game materials ever made, I want to thank High Level Games for dragging me back into a hobby that I love. They are truly a Makerspace for game designers, and they deserve support. If you see the value here like I do, check out our Patreon, or pick up one of our excellent products. Lycanthropy in Ravenloft is intended to be a curse rather than a blessing, but it's a curse that is notoriously hard to lift. According to the official guide to the subject, once the progenitor is dead, there’s a ritual involving a number of high level spells cast on the afflicted person in their beast form, with saving throw penalties reflective of how deeply the beast has taken hold. If the afflicted doesn’t have the means yet to kill the progenitor, obtain the spells or make the saves, their life becomes a matter of managing the dread disease. Here are a few suggestions to make that easier. 1. Get Informed Do you change with the phases of the moon, or the tides? What about violence, hunger or the smell of blood? Use redundancies, such as manacles inside a locked and barred room. Not only is this safer, but it will give you a rough idea of how strong it is by what doesn’t work. Read up on cheap STR/DEX poisons, such as whiteshoot root. The worst they can do is paralyze, and they can make other precautions more effective. Learn about the laws wherever you go, especially smaller offenses that warrant jail time. Getting thrown in jail for unpaid fines may prevent manslaughter. If anyone knows of your condition, they may lock you up longer than you intend, but that’s still more manageable than running free. 2. Get Help Many champions of the Mists are familiar with precautions against lycanthropy, but some are more helpful than others. George Weathermay may take pity, especially if he sees a connection to his nieces. Ivan Dragonov might be convinced to assist in hunting down the progenitor, with strict warnings as to what will happen if they delay in a cure. Carnagan Wolfe may not know about being infected, but might share some insight of his life on the fringes of werewolf society. And an infected lycanthrope in truly dire straits might learn a lot from Vjorn Horstman, even if they have to escape his lab after learning it. 3. Get Magic Finding a relic like the Hands of the Dawn Healer might be a bigger quest than getting cured, but it’s certainly worth following up on rumors, especially if you’ve hit a dead end on your bloodline. Anyone wearing a Wolfspaw Amulet can trap the beast in any corner, alcove or pit on very short notice. Some shared party items like magic manacles, a bag of holding or portable hole could keep the beast in check for a few days and then turned to other uses the rest of the month. A Silver Amulet of the Beast is a comprehensive solution, but it’s not a shared item, and may work best financed through a sponsor or on temporary loan from an ally. Finally, if you start to transform, buy yourself a little time by drinking a spiritual purgative. It may only hold off the curse a few rounds or minutes, but that may be enough time to get someplace more secure. 4. Get Hunting Even if you don't have all the ingredients for a cure, tracking down the progenitor is a great way to gain needed experience. If you were lucky enough to be infected by a true lycanthrope, this means only one hunt, but occasionally it means tracing back through any number of infected to find the original. As Celia Whitmoor and her companion Argent can tell you, the danger and logistical difficulty of a long bloodline hunt belie the fact that this is an emotionally grueling journey, with any number of false ends where you find not the object of your quest, but another hapless reflection of what you are turning into. It may be best to lay out some rules for how long you will hunt, and how much you will tolerate, until you decide to try for control instead of cure. 5. Get Control Taking control of the beast is no easy choice; even attempting will make it more difficult to be cured in the future, and success will prevent it entirely. Van Richten’s Guide had no rules for it, but John W. Mangrum wrote up some pretty good rules in the Book of Shadows (“Wild at Heart”). The Duskpeace Outcasts are the obvious ones to turn to for this kind of help, but the Keepers of the Black Feather might offer some small assistance to other kinds of werebeasts, if you’ve proven yourself a worthy ally. BONUS: Get Re-infected As a third option against control or cure, some might consider re-infection. Only the most recent phenotype takes effect, so why not replace your slavering wolf with a more fastidious panther, or less hungry rat? The ideal might be to join a flock of wereravens, but there are also outlander varieties of tigers, bears or boars whose beast-selves are not evil. It’s up to the DM how a “reboot” against a different phenotype interacts with ranks in control shape. Managing an afflicted PC requires a tricky balance; if lycanthropy is too easy to lift then it loses its gravitas, but it shouldn’t be so harsh as to make the PC unplayable or derail the rest of the campaign. By making plans and taking precautions, you can make lycanthropy an ever-present part of the life of a character while still allowing them to have as productive a life as an adventurer in Ravenloft can have. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently running the “Queen of Orphans” Ravenloft campaign on Discord. “The punishment should fit the crime” is a good general rule, but there’s plenty of room for exceptions. One of the worst curses in Ravenloft canon is the mishamel, which has nothing to do with a specific crime, but exists as a general deterrent against offending the Vistani. Likewise, stealing from Ankhtepot’s tomb causes a character to age a year every day, but there’s no clear reflection of the crime in that punishment, either. Even matching the severity of the crime only applies to the most traditional curses of vengeance; as explained in my earlier article, it’s possible to receive a powerful curse for a small offense, or even for a good deed, under the right circumstances. With that in mind, here are some plug-and-play curse ideas that are just looking for the right opportunity. 1) Adventure Magnet “Live you always among monsters, and see everyone you love die beneath their claws!” With those words Madame Radanavich unwittingly set Rudolph Van Richten on the road from humble herbalist to a legendary scholar of the occult. I thought of this when one of my players came up with a great character concept that was just too practical for an adventuring career. On the first adventure, the PC turned down a desperate woman’s plea, and was cursed that “Those without help will always find you, until you cannot stop your ears to their cries!” The character who was too practical to pursue adventuring found adventure hooks just landed on the doorstep, refusing to be ignored. 2) Marked For Death The Final Destination film series portrays a struggle against rabid coincidence that makes for a good Lethal curse. There are many ways to reflect it in the rules: all attacks against the character might be treated as critical threats (i.e. automatic hit, roll for crit) or do max damage. Traps or spells that should randomly select a target always select the PC, and they don’t ever get a save against area effects. To truly create a sense of faceless danger like the films, have the PC save once a day to avoid a freak accident. This is a good substitute for lycanthropy in some break-the-curse adventures, as some players might see lycanthropy as a bonus. 3) Shadow Boxing While the Vistani see curses as serious business, other creatures such as Midnight Cats might be much more inclined to play around. An animated shadow is often just the ticket for comic relief, as would be a harmless silhouette on the wall or floor pantomiming commentary on the PC’s words and actions. This can be customized for specific situations, such as a shadow that depicts the truth when the target lies, or taunts people the target respects. Such a curse might never rise above the Frustrating level of severity, but it gives lots of opportunity for roleplay and can even entertain the players as it frustrates their plans. 4) Unnatural Aura The Scent of the Grave feat offered in Van Richten's Arsenal is often an example of being blessed with suck (Warning, TV Tropes link). If your PCs can find a bonus in normal animals being frightened or aggressive in their presence, then more power to them, but most people would consider that a curse. For every situation where they avoid being tracked by bloodhounds, there are many more where horses spook and bolt, wolves attack, dogs cause a ruckus or cats yowl and hiss until the locals start whispering about witchcraft. It works far better as a curse than taking up a feat slot, but if you think your PC is getting too much mileage out of it, add the additional effect that food spoils quickly in their presence, such that they can’t save any for longer than a day. So if your PCs are on the fast track for some mojo but you don't know the specific whammy you want to put on them, consider a generic version. Punishments don't always have to have that perfect fit, as long as they are punishments. After all, it's really what people do about it that makes them unique. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. Picture Reference: http://dndspeak.com/2017/12/100-curses/ The Ravenloft game offers some ways to live with lycanthropy, but some players don’t need much encouragement. It gives them better combat ability, which is the reason they are an adventurer anyway, right? Sometimes players need a reminder that something that tries to kill everyone you love is a bad thing. If your infected PC is trying to talk the others out of a cure, here's how to write them a reality check. 1) No More Murder Hobo Because lycanthropy keeps the “victim” alive while threatening people they care about, the severity of the curse is a reflection of how much they have to lose. Those who are most tempted by lycanthropy tend to be rootless, living only for the next adventure. Give them roots: the bartender who gives them leads, the kids who admire them, the cleric who patches them up. Consider a big adventure that gives them a cool base of operations, complete with a couple of loyal staff. Once they have something to lose, the curse takes its proper perspective. 2) Dangle Mistletoe One special type of community tie bears special mention. Have an NPC show interest in the PC by sending little gifts or calling in favors to make a job easier. If the player takes the bait and the relationship starts heating up, remind them that the beast will target their love interest. Make sure the NPC is playing hard enough to get that there’s lots promised and nothing delivered… yet. Even the most juvenile player should be moved to get rid of this barrier to romantic entanglements off-screen. 3) Share The Pain Make sure the other party members are on the front lines when it comes to every kind of collateral damage. A party that is sick of mending the furniture is your best ally for dealing with a lycanthrope-happy player. Remind players that infected characters may have a harder time gaining XP, and infected paladins, clerics, druids and rangers could lose much more. In the rare situation that everyone still lines up for infection, make it clear that their beastly selves will destroy the group, either by going separate ways or just killing each other. 4) Wake-Up Calls If you think a hangover is bad, how about waking up a murderer? Make a small table of random places the PC might wake up after a night as the beast. In a jail cell. Naked in the woods. In an animal cage. On a lab table. Lost in a subterranean cave. Even just waking up a few days north of the rest of the party could ruin a lot of adventuring plans. It's OK to let them see the table so they know what might happen, even let them make suggestions, but don't let them see you roll, and don’t just announce what the results are. Some things are best found out the hard way. 5) Fools Rush In Lycanthropes target people that their host feels strongly about, and there are plenty of other strong feelings beyond love or friendship. If the infected PC feels strong hatred against the villain of the story line, have the beast go for a direct attack, rushing in with all of the rage felt by the host, but without the reasoning to actually do the job. It might do a lot of damage and take out several lackeys, but infected survivors could pose a greater threat to the party. After the PC wakes up as a prisoner in the villain's lair, offer a temporary replacement character. By the time the original has been rescued, the player will hopefully have learned the lesson, and will be first in line for a cure. Other media may be full of heroic werewolves, but the specifics of each mythology have to be taken into account, and Ravenloft lycanthropes are not those of Hollywood. Unless you’ve agreed to loosen the rules for them, lycanthropy should not be an enhancement to the character. It should be a disaster waiting to happen that they will work hard to be rid of, and count themselves blessed when finally free. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. Picture Reference: http://otherworldmystery.com/werewolves-arent-real Greetings, travelers! Spring approaches and love is in the air. It seems like every civilization I hear of, from the dour Mordentish to the most bizarre of outlander cultures, celebrates a holiday around this time of year focused around romance, whether of the noble and sophisticated type or of the more…fleshly variety. While sharing a candlelit dinner with the Lady Drakeson, it occurred to me that we often consider love to be the sole province of goodness, the ultimate indicator of a soul’s purity. Tragically, this isn’t the case. The blackest of hearts can occasionally find another that beats in unison with their own, and woe to any that cross their path. Such villainous paramours feed on one another, becoming in tandem a far greater threat than the sum of their individual iniquity. Should you desire to investigate any of these forbidden romances, I would tread with extreme caution. Creatures who have only one bright light in a life filled with darkness are given to protecting it, and monsters such as these are not known for their restraint. There are a few such affairs that I’m familiar with throughout the world; most of them come to my attention as the likely cause of the death of a correspondent such as yourself! 1) The Doomed Lovers Travelers along the road to Valachan occasionally encounter the specter of a woman some distance off the road, vaguely discernible and in great distress. Those kind-hearted and foolish enough to investigate rarely return. I believe this apparition to be the departed soul of Lizibet Moore, who fled her home to wed a rakish Dementlieuse actor. Conventional wisdom claims he either abandoned her in the moor, or killed her himself. Moved by this story, I attempted to lay her to rest myself in my youth, a mistake which nearly cost me my life. You see, Romero, her paramour, did not abandon her: he simply could not navigate the treacherous Mordentish swamps, and drowned in the bog. His love, upon finding his remains, killed herself in sorrow. Shunned by their own families, their love denied by the very ground beneath their feet, the two found in death the union they were denied in life: Lizibet now roams the moor in ghostly fashion, luring victims to her lover. His own form preserved by the bog, Romero projects upon his victims the terror he felt as the black mud filled his lungs, damning even those who escape him a slow, lingering demise from his cursed touch. The two lash out at any living being that comes within their domain. Those who do not freeze in terror at the sight of Romero find themselves split further, as Lizibet attempts to possess those most capable of harming her lover. They’ve amassed a small fortune in stolen treasures by now, which they believe will finance the bright future that they don’t seem to realize they can no longer attain. Lizibet is a 5th level rogue as well as a ghost with the Malevolence and Corrupting Touch abilities. Romero uses the statistics for a mummy. 2) The Singers Speaking of dangers to travelers, should you find yourself along the coast of Dementlieu, for the love of Ezra, plug your ears! The first strains of singing you hear may likely be your last. A tiny, lush island off the coast of Dementlieu, too small to even have a name, is the home for a woman who lures travelers to their deaths, although stories vary as to her identity. Some give her wings and clawed feet, and call her Cymone, citing the rocky island as her nest. Others claim she dwells in the tidal pools and drinks the blood of travelers, and name her Cold Brigitte. Aslaug de la Plage, the keeper of the lighthouse, dismisses these stories as superstitious nonsense. In reality, there is not one monster, but three: Cymone is a harpy, Cold Brigitte is a watery fae known as a glaistig, and even the lighthouse keeper who protects their secret, Aslaug, is herself a sirine. The three are not merely compatriots, but lovers, but those who think to join them are in for a rude surprise, as the lovers feast on their prey: Aslaug devours their minds, Cold Brigitte drains their lifeblood, and Cymone gorges on their bodies. The overlapping effect of not one but three songs of enchantment is usually enough to incapacitate entire groups of heroes. Should that fail to work, Cymone can always take to the air while Aslaug and Brigitte retreat to the safety of deeper waters (potentially luring an enchanted captive or two to their own drownings as well). It would take a dedicated group of adventurers indeed to dispatch this wicked love triangle! Sirine statistics can be found in the Monster Manual II. Glaistig statistics can be found in the Monster Manual III. 3) The Artists In the past decade or so, the works of a singular artist have begun to spread across the eastern core. A sculptor who works in marble, this mysterious artist is like none before him: rendering in stone the tiniest details, so fine as to be unbelievable, his figures so lifelike that one could swear they could spring to life. A small brass plate bearing a serpentine insignia, usually on the breast or the center of the back, marks each statue as his. This dark work is the result of a medusa named Mukondi, who claims to hail from a land she only calls ‘the Shaar.’ She was an isolated threat, living alone on the plains near the border of Darkon and Nova Vaasa, before a chance encounter with a shipwreck survivor named Phidian, a maedar. If you’re unfamiliar, a maedar is the extremely rare male form of the medusa. Immune to the gaze attacks of their female peers, maedars instead have the ability to restore petrification victims (which they rarely do). The pair now practice an extortion scheme, kidnapping the loved ones of the wealthy and powerful, then demanding exorbitant ransoms to return them. Should any of their victims fail to pay, then there is soon a new statue on the market. (Phidian drills out the hearts of these statues, which he replaces with the brass plug that is their signature, thus preventing anyone from returning Mukondi’s victims to life.) I believe Azalin is aware of their presence, but since they confine their depredations to Nova Vaasans (or those that are not his citizens), the lich’s forces do not confront them. Statistics for maedar can be found in Dragon Magazine #355. 4) The Outcasts Dazin Cade was an accomplished illusionist, and a renowned adventurer. Like many heroes before him, he chose to brave Castle Ravenloft. The bones of his companions lie moldering in Strahd’s flooded dungeons, but Cade himself was given the curse of vampiric immortality, and was put to work in his new lord’s service. In some forgotten volume of arcane lore, Dazin stumbled across a mention of the Cult of the Nightfoe, and was immediately entranced. The defunct religion venerated a nameless destructor figure of ethereal beauty and incredible danger. Although his research indicated that Strahd’s forces had destroyed them all centuries ago, he became fixated on the cult, determined to locate its remnants. In a hidden shrine in the Balinoks, north of the Luna River, he found what he was looking for. None of the priestly sacraments remained, but the dark visions he received as he slumbered told him he had found what he was looking for. He fashioned a new image of his deity: an icon forged from an obsidian-black metal, so cold as to sap the life from any foolish enough to touch it. So great was his devotion that the Nightfoe has given life, or a cruel semblance of it, to this statue. Dazin Cade and the statue he has named Nightbane dwell now as both lovers and co-conspirators. They have even begun abducting those who wander too far into the mountains and cursing them with undeath, raising a new cult of vampiric spawn to worship at the Nightfoe’s feet. Even without their underlings, Cade and the Nightbane are a terrifying combination. Dazin specializes in spells of light and shadow, which seem to energize his lover in an arcane way. The Nightbane may never speak, but it can certainly act, and it does so by emulating the god whose image it was created in, in his role as a destructor. He can even send out cascades of necromantic energy that peel the spirits away from the living to reinvigorate his vampiric partner. Should the two grow much larger in power or influence, they may be forced to relocate, or else deal with the forces of Barovia’s monarch, who is unlikely to view the presence of a rival with good humor. Dazin Cade is a human vampire, and a 9th level illusionist. Nightbane uses the statistics of a shadesteel golem (Monster Manual III), but with an Intelligence of 18. 5) The Duet Many travelers have seen Zidora and Seoci. Although the two range all over the Core, they usually stay near Kartakass, where their abilities are most appreciated. They actually have a reputation as folk heroes, although this is far from the case. In reality, the pair are brigands and murderers, who spin elaborate tales of their victims’ monstrosity after the fact. They use the guise of a pair of adventurers as a cover to rob the defenseless and evade the law. Zidora is half-Vistani, an image she sometimes accentuates to add to her exoticism, if she thinks that would be to her advantage. She is a skilled at dancing, singing, and several instruments. Her lover, the Tepestani Seoci, is a tall, powerful man with long hair and a perpetual shifty grin. His skill is far more specialized, limited to the violin and a vast store of ribald songs and off-color jokes. Seoci possesses a magical violin that makes him particularly dangerous. It entrances its victims, and makes them more susceptible to musical attacks. Conveniently, Zidora is a gifted sorceress, specialized in just such attacks. Eventually, these two will run afoul of the wrong prey, but until then they live fast and carefree, lost in their own self-destructive romance. Zidora is a 9th level sorceress specializing in sonic attacks. Seoci is a 9th level bard with a violin that functions identically to Pipes of Pain. Conclusion Love may not be the soul province of the goodly, but it is undeniably good. The presence of such bonds of true love within the most wicked of beings points to their core of humanity; it offers the hope that even the most sinful among us might be saved, or at least be offered a taste of salvation among our own self-inflicted damnation. Take care, should you engage any of these beings. I have considered hunting some of them, but then I think of the lengths I might go to in order to protect Gwen, or she to protect me, and I inevitably decide that such dangerous hunts might be better left to the younger and more vigorous. As always, safe travels and happy hunting, Frankie ‘Farshot’ Drakeson, Lord Mayor of Carinford-Halldon Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Picture Reference: http://skyrimphotos.blogspot.com/2012/08/ghost-lovers.html The Ravenloft setting uses “Powers Checks” to reflect the gifts and curses imposed by the mysterious Dark Powers upon those who transgress moral laws. This gives some structure for great stories of corruption and redemption, but the exact game mechanics of these checks have always been open to questions by fans. It’s even worse when the player supports their character’s decisions, and enforcement of the rules spirals into an argument about who has the correct moral compass. If you want to include temptation in your game, here are 4 optional rules to keep Powers Checks from going the route of politics and religion.
1) Whispering Shadows Assign each player the “dark side” of another PC. During gameplay, these “shadows” entice their target to commit acts that are worthy of a Powers Check, and can actually offer specific boons that will come from giving in--the DM decides the corresponding penalty. If the controlling player accepts the offer, the player that offered it gets a token they can trade in at any time to turn one die roll into a natural 20. This is a great opportunity for players to roleplay temptation, as well as get to know other characters better. 2) The Burden Of Time Ravenloft PC’s study tomes of forbidden lore, brave sinkholes of evil, steal cursed objects, and worse. Reflect that general attrition of the soul by having players roll percentile dice when they level up, 1% cumulative for every 1000 XP they earn (10K for higher level groups). When someone fails, go through their most recent actions and find an appropriate offense. If nothing works, consider foreshadowing (see below), or change the powers check result to a failed horror check. 3) Foreshadowing If a player argues that their offense wasn’t that big a deal and shouldn’t be punished, let them look for a better opportunity. The failed roll becomes foreshadowing of what the PC is about to do, rather than what they have done. Of course, while the Dark Powers are interested in little things done for good reasons, such as white lies and grave robbing, it’s best to only share the results of these rolls with the DM in case the player is eyeing that “Betrayal, Major” column in the rulebook. 4) Probation Some players look at roleplaying as a chance to behave however they want without any consequences. While powers checks can help discourage this, the system is not designed as a teaching curve. If one of your players is playing Chaotic Stupid, consider a probationary result. When they fail the roll, they don’t suffer the consequences immediately. Instead, the PC is on probation: anything additional within the next (in-game) week that warrants a check will cause them to fail. So depending on whether you need some more structure or flexibility, one of these rules may give you what you need or inspire you to create your own tweak. Just remember that whatever rules you use should be applied consistently, so that the Dark Powers feel like an omnipresent moral hazard instead of the whims of the DM. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. Picture Reference: http://thecampaign20xx.blogspot.com/2016/03/dungeons-dragons-guide-to-curse-of.html I did not see that one coming! – My favourite D&D creatures, and why I think some of them are underused. The first moment when I got hooked on D&D was, oddly, when I opened the Monster Manual for the first time. I was thinking in purely narrative terms, and a book filled with physical prompts to the story felt like Cthulhu had smiled upon me. Since then, I’ve fought with many of these creatures, and although I love the sameness of some (I’m ok with Dungeon = skeletons), I do feel some creatures don’t get enough time in the limelight. So these are some of my choices, random, and in no particular order. 1) Aarakokra (Humanoid Eagles/Hawks) The Aaarakokra were one of the first things to get me into D&D, and this is no exaggeration. I opened the Monster Manual (MM) and there they were, first entry. Oddly, it wasn’t as a creature that I saw them, but NPC’s. I saw a major avian civilisation, living in sprawling towers and cliffs. I saw a people like humans, with good guys and bad guys, but that could fly. I ended up using one as an apothecary in my first adventure, and ‘caw caw’’d her voice throughout. I then lost my voice for 3 days. 2) Were-things (Polymorphs Human/Animal) I love werewolves, always have. The MM opens up other possibilities, were-tigers, etc, but lycanthropy is a favourite. I think it could work well as a cursed character, revealing him/herself as a were-creature at the worse possible moment. Also, their ability to infect others makes them a much bigger threat than usual. 3) Doppelgangers/Mimics (Shapeshifters) Perhaps in the same way as the previous entry, I find doppelgangers and mimics inherently interesting. Anything and anyone could be something or someone else. The possibilities are endless. I simultaneously like the tragic aspect that a creature with all faces and shapes might lack one of its own. 4) Dragons I am ambivalent about dragons. I mean, is there any creature more iconic in this game? It’s in the name! I’ve come across dragons on many games I’ve played, and they were usually used as the uber-boss. One game, they were the brains behind the operation, and were the ones hiring the party, which was a nice variation. I don’t know, I just feel they’re played just as Smaug (From The Hobbit fame), stuck in a cave shouting threats. I think Shadowrun might have ruined dragons for me. Dragons should be pulling the strings behind the curtains, they are certainly powerful enough, and old enough, to do it. And if you meet it in a cave, it’s because a) it wished for it to be so or b) the players were so amazingly cunning they surprised it (yeah, right….). 5) Drow (Subterranean Elves, Dark-skinned, White Hair) The Drow were originally presented as ‘cave elves’, and as the Aarakokra, they have a deep and intricate backstory that usually gets ignored. Now I’m not saying you need to know everything ever written about them (I certainly don’t!), but the moment a drow appears, people immediacy assume he or she is evil, which I think is a serious reduction in the potential of the race. I once had a Drow selling sausages and kebabs out of a cart in the middle of town, during the day. He had a massive cloak to protect him from the sun, and the origin of the sausage’s meat was dubious at best, but it was good to see my players waiting for him to do something evil/treacherous. He didn’t. He was a seller of kebabs. Even the change was correct. 6) Ghosts Another creature I consider underused. Maybe it’s attacking the party because it has a purpose? Maybe it would actually help the party if someone took the time to figure out WHY it is haunting or attacking the party at that point? 7) Gnolls (Humanoid Hienas) I *love* gnolls. They’ve got a face only a mother would love and an aggressiveness to match. I think they work well in packs, but for me, their value lies as the stupid minions of the mid-level baddie. You know what I’m talking about. The jailer that falls asleep with his back to the cell? The guard that is busy smoking, and ignores the moving shrub? I can easily see them as a threat AND as comedy relief. 8) Merfolk (Mermaids/Mermen) I’d use these guys every near-water adventure I could think of. Maybe there’s a parallel adventure to the party’s happening in the depths, and then suddenly both collide? They’re bound to a civilisation down there at least as advanced as ours. So why wouldn’t their duke get a party together to research what the heck the surface-dwellers are up to? Boom, now you have two parties in the half-sunken temple trying to get the artefact at the same time. Good luck with that. 9) Mind Flayer (Octopus-headed Humanoid) The Ilithids are Cthulhu-looking interdimensional brain-suckers, and this is pretty much everything anyone needs to know about them. They are properly dangerous, but I’m fascinated about running an adventure in one of their lairs (maybe with the party pretending to be some of their slaves), with the party constantly exposed to technology WAY beyond their ken. And when you meet an Ilithid every other room…. How’re those persuasion rolls going for you? 10) Minotaur (Bull-headed Very Large Humanoid) Massive creature that is fine as opposition, but I believe works equally well as an NPC (See above). I had a minotaur cloth merchant in one of my adventures. I had to create him in a second, I opened the MM and there he was. He had a string between his horns, with a number of ribbons of fabric floating in the breeze. He was his own billboard. And these are my first 10 underused creatures. What are yours? Rui is a Portuguese scientist that, after ten years doing strange things in labs, decided to become a teacher. Then, two years ago, like he was bit by a radioactive D20, RPG’s came into his life, and he’s now juggling teaching, playing and GMing quite happily. He lives in the UK with his partner Joana, an ungodly number of potted plants, 4 to 5 RPG’s at various stages of completion (and across as many rule systems), and maps, cursed idols, evil necklaces, and any other props he can get his hands on. He’s been writing for HLG for a few months, and is one of the resident vloggers. He can be reached at @Atomic_RPG. Picture Reference: http://menaceminis.blogspot.com/2014/07/walloping-krong-and-low-life-miniatures.html Greetings, traveler! It was kind of you to contact me. I always appreciate the chance to offer my assistance to a fellow adventurer, even one as experienced as yourself. The mysterious circumstances you describe: clergy found in their own shrines and cathedrals (which had subsequently been defaced), their throats torn open, left me quite puzzled until I noticed an additional detail in the sketches you provided. The vandalism and the destruction of holy iconography does not extend above chest height: the perpetrator is quite short in stature. I believe you are dealing with a child vampire. Able to put on the act of a starving, freezing orphan, they are usually welcomed into the place of worship by a merciful clergy member, who is in turn killed for their trouble. Child undead are a terrible tragedy, but are all too common. All manner of undead can come in a childish form, and in some cases can be even more deadly than an adult version of the same creature. Fortunately, there is a sharp divide in the psychology of undead children, and understanding where any specific creature falls in that spectrum could mean the difference between life and death for the prospective monster hunter. Type One: The Innocent Don’t mistake my hyperbole: these creatures are far from innocent. However, the first type of child undead does share a certain lack of development common to small children. They act the way children act, because as far as they know, they are still children. They respond mentally and emotionally to problems as adolescents do, and can often be confounded due to this limitation. (Although sometimes this limitation is more of a burden to an adventurer trying to parley or outwit such a creature.) Undead of this variety may believe they have the same needs as a living child, and often come into conflict with the living while seeking food, shelter, playmates, or the protection of adult authority figures. A child like this often has a protector that provides for their unholy needs and shields them from any direct challenges to their deluded worldview. Aukagaak and her child mummies are an example of such a relationship. Ghosts are far and away the type of child undead most likely to fall into this category. Any type of undead which can both largely pass as human and create spawn without conscious effort (vampires, most commonly) are also likely candidates. More than one adventurer has confronted a vampire parent-child bond hoping to destroy what they believed to be an abomination turning children into undead only to discover that it is the child who is the master and their ‘adoptive parent’ the spawn! One final word to the wise: if such children as these teach us anything, it is the true folly in believing that childhood equates to innocence. Empathy develops during childhood, sometimes later in some children than others. A child turned to undeath before this process is complete can be capable of horrifying acts of cruelty, made even more horrifying by the cherubic countenance that conceived of them. Type Two: The Grown-up Eternity is a long time. For many children cursed with undeath, their mental and emotional development is not hindered by the stunted physical maturation. Indeed, one vampire I interviewed indicated that he’d seen a child vampire whose physical condition made her even more motivated to increase her intellect and experience, to avoid being treated like a child. Undead of this stripe have the psychological maturity of their actual age, not their apparent age. They are often erudite and well-spoken, and capable of laying plans of great cunning. Such creatures may play the role of a child in specific circumstances, usually while feeding or preparing a trap, but when dealing with those who know what they are, tend to revert to speaking and acting like an adult. Merilee Markuza, the child vampiress from Lamordia, is one of the best examples of this type. Creatures that cannot ignore their undead nature, either due to horrific deformity, a feeding compulsion, or a required intent to have become undead, are the most common children in this category. Child liches are not terribly common, but not so uncommon as to never be encountered. Child mummies are frightfully common, unfortunately, and tend to function identically to their older counterparts, especially those that have been placed as sentinels over long forgotten tombs. Fortunately, undead of this stripe often suffer from insecurity. They act as adults because they desire to be adults; a privilege which has forever been stolen from them. Dealing with them amicably requires one to treat them at all times as though the child is a peer. Patronizing or ridiculing them for their physical age is a certain way to enrage them, a tactic that more than one adventurer has used to deceive creatures of this ilk. Type Three: The Changeling The most insidious type of undead child is one that has the full knowledge and experience of an adult, but still chooses to act in the manner of a child consistently. Such monsters enjoy occupying the social position of a child. People go out of their way to protect children, children have few to no obligations or expectations, children can break social morays or go ignored if they wish to: the advantages are endless. Like Innocent undead, they often have families or adopted protectors to shield them from harm. Undead that live in clusters can frequently give rise to these abominations; vampires, ghouls, and lebentods are the most common examples. The horrific nature of their existence makes the self-delusion of the Innocents difficult, but the communal nature of their kind makes it easy to slip into a child’s role. The diminutive undead receives the protection and special treatment they so desire, while the older undead assuage their own psychological trauma by going through the motions of living relationships, helping them to ‘normalize’ their own existence. It’s not uncommon for community members to be just as surprised as adventurers to discover the ‘child’ in their midst is not nearly so naïve as they had believed. Adventurers faced with this type of undead would do well to never forget that its childlike appearance is its primary defense mechanism. By keeping its façade going at all times, the creature is often able to convince heroes to treat it as though it were a child even though they most certainly know it is not. Many times this proves to be a fatal mistake. In Conclusion: Growing Up The attacks you described in your letters seem almost certainly vampiric in nature. Confronting such creatures is often even more dangerous than confronting more mature specimens. Their supernatural strength ensures that they do not suffer the weakness that a human child would, and their undead abilities are under no inhibition whatsoever. Complicating this is your own empathy: heroes are invariably compassionate and helpful at their core, and nothing compels compassion like the plight of a child. Undead youths rely on this, and you can go into your investigation assured that your empathy is their greatest weapon. Safe travels and happy hunting, Frankie Drakeson, Lord Mayor of Carinford-Halldon. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Image Reference: https://www.vanityfair.com/hollywood/2015/06/birgitte-hjort-sorenson-game-of-thrones-wildling-undead Suddenly Talesian froze, still kneeling over the dismantled sculpture, his eyes snapped shut in the middle of lifting out the handful of enchanted cloth at the heart of the explosive device hidden within. We all wanted to ask what was the matter, but after three minutes holding our breath, we remained silent by force of habit. “Sheth...could you...help me up?” Talesian said slowly, softly. I looked at the others. Lorne and Lydia stirred. They were both closer, surely they could help him without setting anything off. “Only Sheth!” his quiet vehemence drew them up short, his eyes still shut. “Plainsman,” he said to me, “your time has come. The last layer of the weapon is protected by explosive runes; the trap will still kill us all--and everyone upstairs--if anyone reads but a single word.” I helped him to his feet as the others turned their backs, and he patted me on the shoulder with confidence I did not share. “Describe what you see, and I will guide you. Your illiteracy is our best protection now.” Most good roleplaying games have elements of mystery, suspense and thriller, after all, as these are plot based and can apply to any setting. But sometimes you want to push things further and create something that combines genres. Even if you’re not a fan of Smash Up, there’s a lot of fun to be had when you mix the tropes of one genre with the setting and elements of another. If your players are pining for Secrets and Spies while playing Dungeons and Dragons, here are some ways to give them the feel for what they want without changing settings. 1) Secret Whispers The message cantrip can give the feel of modern spy thrillers with agents whispering to each other through hidden earpieces. A social venue the PC’s have crashed allows for lots of whispering back and forth as they distract the mark, case his room, etc. Note that message can work through a scrying sensor, allowing for the “handler” to call shots from a vantage point on the roof, nearby apartment, or getaway vehicle. If the PC’s are too low level to have message work reliably through a scrying sensor (5% chance per level for a scrying spell) perhaps their patron provides the targets of the spell with a some minor magic that “boosts the signal.” 2) Codes and Riddles Codes and ciphers are perhaps the easiest element of spy thrillers to import into fantasy, at least for the party rogue. To kick it up a notch toward spycraft, emphasize the use of regular code books, rotating keywords, and other trappings of old-school cryptography. If your group is into props, making your own code grille for them to decode messages with is a surefire winner. And speaking of codes, the locking wards on doors and chests in fantasy games and settings doesn’t make most people think of computer passwords, but it could. To make the party rogue feel more like a computer hacker, have them focus on the individuality of the person who made the wards for their own personal use. That evil high priest they are investigating...what’s his favorite scripture? 3) Magical Message Drop But what if the secret message isn’t written at all? Have PC’s discover that an enemy agent gets instructions via magic mouth spells when they arrive in a particular public place. Suddenly all those ranks in disguise (or equivalent spells or items) have yet another purpose, as they try to impersonate the agent and get the magic mouth to speak to them instead. But what if someone mistakes them for the real bad guy? Having to stay in character during an impersonation gone wrong is a tried and true staple of the spy genre, and a great opportunity to play “double or nothing” with the information they are after. 4) Macguffins More than any other genre, spy thrillers are driven by small but powerful items prized by the superpowers on both sides. The fantasy genre tends to use maguffins that are powerful for their own sake--the One Ring, the Sword of Shannara, Hand of Vecna, etc. To make a fantasy adventure feel more like Her Majesty’s Secret Service, consider having the PC’s quest for powerful, portable things that they can’t use themselves, such as command words to a powerful golem; rare ingredient for epic spells; the remains of a powerful artifact that can be re-enchanted. Have rival teams of adventurers hired by the other side, both groups fighting to deliver the goods to those who can actually use it. 5) Gunpowder Plots, Minus The Gunpowder The rare gunpowder in fantasy settings is probably better suited for firearms than for a weapon of mass destruction. For a bomb threat, consider instead a necklace or wand of fireballs rigged to break, so that all the charges are released at once (if players aren’t sweating, feel free to count out the d6’s you’d roll for a fully charged device). Explosive runes might be activated at a distance using a spyglass or scrying device, and could set off other effects. The shrink item spell can be used to shrink a bonfire and its fuel to a piece of inert cloth 1/16th the original size, making for an interesting “time bomb” as the duration runs out, or the spell can end early by a collision with a solid surface. This spell lends itself to sabotage; even a simple block of wood could do devastating damage expanding to full size in the right space. 6) Set Pieces And Chase Scenes Finally, good spy thrillers keep a sense of urgency using breakneck chases and treacherous set pieces for the fights. It’s easy enough to import this into a fantasy setting using carriages, carts, and caravels for transportation, but be ready to take it to the extremes. Players are used to fast movement in the middle of combat, with spells and monk abilities to fly around. Don’t let them use these mobility options. Force them to fight bare-knuckled with the baddies in a small space that’s moving swiftly toward oblivion...and then crank up the Mission Impossible theme to eleven. So there you have it: six ways to cross the genres and mix some spy thriller into your D&D fantasy setting for a change of pace. Who knows? If your players like it, you could build an entire campaign around these kinds of intrigues, with them as agents in a shadow war between secret societies. Leyshon Campbell has been playing and writing for gaming for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He ran an extended spy thriller campaign in Ravenloft called “Kara’s Daughters.” http://oriath.wikia.com/wiki/Eyes_of_Sodos Secret societies are one of cornerstones of the Ravenloft Setting, but they tend to fall into background roles of either cannon fodder for the villain, or temporary resources for the heroes. Having played many games with secret societies and made three of my own (Memento Mori, Kara’s Daughters and the soon-to-be-released Ward Zero), here are some tips for getting the most out of them: 1) Information Is The Highest Form Of Currency Some “underdog” secret societies like the Shadow Insurrection, L’Ordures, and Sons of Gundar make obvious allies for anyone fighting the same foe, but things can get too cozy; these are secret societies, after all. To keep the mystique in a long running alliance, remember that equipment and even spellcasting is cheap, but secrets, once shared, are spent forever. Outsiders should have to submit to lengthy vetting and use excellent diplomacy to pry a single critical secret from groups like the Duskpeace Outcasts. Offering money tends to backfire, because it suggests the one offering does not know how valuable information is, or how dangerous. 2) Splitting The Party Even if one PC is a member, the rest of the party should not be insiders by default. Some heroic groups (i.e. the Society of Huntsmen, the Lamplighters, the Circle) don’t limit fraternization with outsiders, but a member of the Brotherhood of Broken Blades draws suspicion if their party includes arcane spellcasters. Many others are somewhere in between: a member might lead the party on one adventure on behalf of the society, share a little “need to know” info on the next, and offer nothing of value on another. Variety is the key; a member of the Green Hand or The Woodcutter's Axe need not confront the group’s enemies around every corner. 3) The More, The Merrier Any of the “underdog” groups might welcome all classes, such that an entire party could join. Likewise, any party might join the Order of the Guardians and just report on any evil artifacts they find. More options become available with restricted character creation: a Carnival-based campaign with a party of Troupers, a “special investigations” team for La Serrure et Clé composed of calibans, or an all-elf strike team for the Children of Wrath are all possibilities. In all these cases, the restriction is on race, so the party might include members of any class. Class restrictions are more difficult; if The Noble Brotherhood of Assassins needs serious muscle for a particular job, or the Knights of the Ashen Bough need a spellcaster to erase Drakov brands, they would probably contract with an outsider ally rather than recruit someone. 4) “Congratulations…” Even if a PC doesn’t seek membership, someone might feel they earned it. Groups like the Fraternity of Shadows or Kargatane make offers one can’t refuse based on their own sense of worthiness. The Échansons, Ildi'Thaan, Vilushka, or Witches of Hala might choose someone based on their bloodline. In cases like the Stalkers, Ata Bestaal, or even Keepers of the Black Feather, membership includes lycanthropy, such that a character might be “accidentally recruited” during a fight. In all these cases, the PC is not really an outsider, but their loyalty is in question. Even otherwise good groups may take drastic measures if someone with too much knowledge of their inner working turns them down. 5) Membership Has Its Privileges Members of most non-evil groups should be glad they joined most of the time. Physical tokens of membership frequently include masterwork items suitable for enchanting, if not minor magical items. Support societies like Société de Legerdemain, L’Académie des Sciences, and the Veiled Palm shouldn’t require more than dues (including discounted prices for supplies), reporting anything of interest, and keeping group secrets. If social obligations aren’t part of your game, this can also apply to “underdog” or “heroic” societies. If assigned to do more, the majority of the work should be within the PC’s comfort zone and rewarded fairly. Plots that pit group loyalty against friends, family or conscience should only come after the PC has built a strong identity as part of the society. 6) That Wasn’t In The Brochure! Many secret societies have hierarchies, and some evil ones can appear harmless or even heroic to those at the lowest levels. A PC might spend decades in La Confrérie des Rêveurs* before finally discovering who (or what) they’ve been “feeding.” Insurrectionists in Mortigny might revere the long-dead martyr Simon Audaire long before being formally introduced to him in the, er, “flesh.” Many more groups are not stated as having such a layered structure, but could easily develop one, such as the Scions of Purity, Syndicate of Enlightened Citizens, League of Nine, and The Scions of Yakov Dilisnya. Allow PC’s to benefit from such associations as much as possible before learning the Awful Truth. Such “malign paradigm shifts” are among the most devastating horror checks, and are among the penultimate thrills of playing in a horror setting. 7) Give Me Your Tired, Your Poor Finally, while truly evil cults may only fit as antagonists, you can still get more mileage from the Dark Delvers or Cult of the Straw God by emphasizing their insidious ideology. Long after the party has destroyed Mother Fury, have them discover a Howling Clan revival among the frustrated poor of some distant town. An old ally suffering nightmares of the Dead Man’s Campaign might be groomed for membership in the Lustmorde, or a treasure-seeking rival enthralled by writings about the Seven Scarabs. This could make for a truly epic struggle to destroy not just a dangerous cult, but a dangerous idea. Such challenges have been covered previously for destroying Sinkholes of Evil (RLDMG), and for fighting bogeymen (DTDL). Whether allies, mentors, rivals or enemies, the people who make up these groups have committed themselves to keep secrets from their fellowmen. It’s a grave choice that players may be faced with, to join them in bearing that burden of secrecy, or to drag the truth into the light of day to kill it. Either option can pose a challenge for PC’s of any level, and raise the kind of complex moral questions that keep players coming back to Ravenloft. *La Confrérie des Rêveurs was described in an article of the same name in Quoth the Raven issue #6, a Ravenloft netbook hosted by the Fraternity of Shadows. Matthew Barrett has been playing and writing for Ravenloft for over twenty years, starting with the Kargatane's Book of S series (as Leyshon Campbell). He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently working on a Ravenloft-based experiment in crowdsourced fiction using his “Inkubator” system at inkubator.miraheze.org. Pic Reference: http://www.theendofhistory.net/most_recent/history-terrorism-secret-societies/ These days when we talk about roleplaying games, most people will think immediately of Dungeons and Dragons, the godfather of them all. We all love D&D, and its enduring legacy shows that even with a few missteps (anyone remember 4th edition? I wish I didn’t), it’s still the most popular RPG – a gateway drug for most of the new wave of geeks. Among the plethora of games popping up everywhere, it’s the Marlon Brando to all these fancy new Johnny Depp types. But our favourite hobby should not be above scrutiny. As always with the old guard, we tend to overlook some elements that really need discussing. If there’s one thing to take away from the next gen of tabletop RPGs it’s that the cornerstone of roleplaying games – the actual “role playing” – has been neglected far too long. Which is why I would argue that D&D at its core, is more of a skirmish wargame than a roleplaying game. I think it’s worth looking into what that means, what the alternatives are and in what ways D&D can change. After all, it still has to live up to its historic title of daddy of all RPGs. 1) Mathematics Over Story What is a roleplaying game? It’s a game where we play roles. Pack up, people, we’re done here. Or, well, to give it more detail, it’s a game – in this case we’ll be referring to the tabletop variety as opposed to video games – where a group of people (usually referred to as the “party”) play certain characters in a fictional universe. Often, it’s to fulfil an objective (or a “quest”), or a series thereof strung together into a “campaign”. Now if those inverted commas made you feel like you’re at the world’s most pedantic TED Talk, bear with me, we’ve got to get some definitions out of the way. The basic premise of the roleplaying game has changed a lot over the years. Where once the “role” in question was simply one’s part in the overall squad dynamics (what youngsters these days call the “meta”), through the power of imagination it has taken a much greater significance and these days characters have grand backstories that fit a role in the greater fictional Universe. Party dynamics are about more than just synergy of abilities. These are people who live in our imagination, who have relationships, hopes and expectations – and a reason to exist in this world, something that drives them towards achieving their goals. Conversely, a wargame can have a pretty broad definition, but at its core it is a simulation of conflict – usually some form of combat – that pits two or more opposing forces on a battlefield, whereupon they smack the relentless crap out of each other with the power of MATHS! It’s a numbers game. Now tell me if this sounds familiar. “Ok, so Jenny is on the opposite side of the golem, so that means I’m flanking. So that’s 3d6 sneak attack damage, +1 from my dagger of Awesomeness, another 1 because constructs are my favoured enemy from multiclassing to plumber, so that’s a total of… let’s see, carry over the 1, and multiply the dice because critical, add another die for inspiration and… what do you mean it doesn’t have any discernible anatomy?!” In its basic form, D&D is a numbers game. You can take away the names, the plot, and the setting; what you’re left with is a squad-based skirmish wargame not unlike Age of the Sigmarines – which also has its (ridiculously complicated) backstory with established characters and all that. If you watch popular D&D shows on Twitch like Critical Role, you’ll notice that there are three basic types of episode: role-play episodes where people talk a lot, shopping episodes (everyone’s favourites), and fight episodes where more than half the runtime is one or more (but usually just one) scenes of prolonged kerfuffle. It takes three hours to play out less than a minute of real-time fisticuffs. And that’s 5th edition; can you imagine if this were Pathfinder? Speaking of which… 2) Over-Emphasis On Combat Let’s face it. D&D is about fighting. If you look at the Player’s Handbook, most of it is dedicated to showing you how your character can bring the pain. And sweet mercy, can you deliver. While you get all these details on all your characters abilities, and feats and spells and equipment, you get all of 4 pages dedicated to personality and background. And that ends up being just another tool to help in fighting in most cases too. And 5th edition isn’t as bad as previous versions of the formula, either. In fact, one of the things I liked the most about the latest incarnation of my favourite game was that it made your characters feel more like people, encouraging you to create actual believable persona, rather than just killing machines. I mean, they’re still XP-generating homicide homunculi, but it’s generally frowned upon these days if you only play a murder-hobo. You do possess a set of skills that function outside of the smackdown arena, but they’re over-simplified to the point where most of the time it’s just a roll of the die, add some numbers… woop, I guess diplomacy has failed us this day. And then everyone draws their weapons. While we’re on the topic, can we just talk about… 3) Alignments Crikey, remember the ones in 4th edition? I wish I didn’t. If the hallmark of a wargame is that it needs tables to quantify and explain everything (looking at you, GW), then this should cement D&D’s reputation as a wargame. We're looking at a system where even one’s morality is relegated to one of nine options on a board. Introducing Sigmund, Archmage of the Order of Freudian slips. He pays his taxes on time, so he’s Lawful Stupid. His nemesis is his former apprentice, the sorcerer Carl “Forever” Jung, who had a dream about a vision wrapped in an enigma, so he’s Chaotic Millennial and just wants to watch the world burn. What does it all mean? I have no idea, but I just know I don’t want to have to fill in a form to tell me what I’m supposed to be. While I understand that it creates a framework to help some people inform their character decisions, I’d really rather be allowed to make decisions that fit my character without worrying if my GM wants to switch my alignment because I nicked a broom from a necromancer. You might as well start every game with a Myers-Briggs test. Dibs on the INTP Warlock. How does this help defeat the dragon in the titular dungeon? It doesn’t, because… 4) It’s All About That Base (Attack Bonus) Congratulations! You’ve levelled up. You’ve shish-kebabbed enough kobolds to make a bridge over troubled waters, you’ve got so many goblin teeth stuck to your boot that Nike wants to have a word. You’ve gained some hitpoints and you feel better. And you are better... at killing things. Especially if you took one of the melee classes. Sharks gotta swim, bats gotta fly, fighters gonna fight forever till they die. The rogues get a little better at thievin’ but they mostly get better at stabbin’. Heck, even the bards get better combat spells as they progress. D&D is about the power fantasy. And the easiest way to achieve that is to physically overpower your enemies in the tried and true test of combat. And the more the story progresses, the better you get at it. But there are other ways to drive a story, other stories to be told and other ways to do it. The idea of progression in a roleplaying game is meant to drive the narrative forward. To progress with the plot. Uncover new characters, new villains, allies, new areas to explore, developments to unravel. Most games do this through interacting with the world and overcoming challenges. World of Darkness focuses on “story beats” where your character’s progression can be tied to them overcoming their own flaws, or fulfilling personal ambitions. FATE rewards story points for actively failing – if you indulge in your character’s shortcomings, or actually choose to fail an otherwise guaranteed success, your game master will reward you for making the game and story more interesting. It’s called failing forward, and it’s one tool that storytelling uses to drive the narrative. Narrative in D&D is often driven by hacking and slashing your way through opposition, because… 5) At Its Heart, It’s A Dungeon Crawler D&D has come a long way. But at its inception it was what we do today when we’re too tired of the social intrigue, the personal drama and the complicated plots. You get a crew, crawl through a dungeon, murder some monsters, kill the dragon and steal its shinies. It’s adventure capitalism at its finest. D&D came out of the wargaming scene. It had ridiculous tables and – my gods, do you people even remember ThAC0? (Yes, and we liked it, damned kids. Strength had percentages, AC dropped, and it was still called "Back-stab" and that was good enough for us! -VP Quinn) I wish I didn’t. It still has a long way to go. And it has changed a lot already, in good ways too. 5th edition is a blessing. It’s a lot of fun and it is very inviting to new players. And we need those. Our geek culture is spreading and more and more people are joining us in our favourite hobby. But pretending it’s above reproach won’t help anyone. While it’s a good tool for experienced GMs to create absolutely amazing stories in fantastic settings (see the previously mentioned Critical Role, Maze Arcana in Eberron, and many more), in its bare-bones incarnation, what you’ve got is a manual for a wargaming experience. GMs often have to improvise and think outside the confines of the book to create the actual roleplaying. There’s supplements and hundreds of blogs to help house rule your way to a complete adventure, but often times a GM might struggle to accommodate their players’ desires – and ultimately that’s what drives the immersion that helps people really get in their characters’ shoes. Even in combat – the activity deemed most important by the restrictive ruleset – often times a player will get an idea that sounds cinematic and cool and they’d love their character to be able to pull it off. But if it ain’t in the rules, it ain’t happenin’, ranger. When you have too many rules – and far too many feats (looking at you, Pathfinder) – what you get isn’t a roleplaying experience, but an invitation to a litigious session where rules lawyers fight over whose interpretation of the Magna Carta that is the handbook (and all its supplements) fits the scenario better. At this point, you’re not playing characters, you’re playing dress-up with stats. At its best, D&D can accommodate all. You want to just slay the dragon and get the loot? Can do. You want an epic fantasy campaign with Game of Thrones level of deception and backstabbing? That’s possible too. In the end, it all depends on your DM. And I learned from my Dungeon Master, who learned from his Dungeon Master, in an unbroken line all the way to the Gygax that started it all. It’s safe to say that this renaissance we’re enjoying now might not have happened without the tabletop dungeon crawler. Hopefully, by shining a light on the things it still needs to improve and the mechanics we may or may not enjoy we can learn from the experience. If the backlash to 4th edition taught us anything it’s that people want more roleplaying and not just another mathematics-driven wargame. 5th was a step in the right direction. Let’s hope we see this game move in more nuanced and open directions in the future and keep pushing the boundaries of our tabletop experience so that we may all level up our gaming. I’m off to play that INTP Warlock now. Something of a modern day caveman, Ian fell down the rabbit hole of roleplaying games ages ago and has refused to emerge ever since. In his daily life, he wears many hats. When he’s not wearing the hat of the dungeon master, he studies cultural anthropology, writes short stories and occasionally posts on his own blog. You can find more of his stuff at https://cavemanblues.wordpress.com/ Image reference: http://cardweb.info/20170616010436_tabletop-world-medieval/ Greetings, Traveler! It's been awhile since our last communication. Word of your success against the vampire nest in Berkenheidt has reached us here in Carinford-Halldon. I'm glad the information I provided for you was able to prove useful. My old companion Kelly has just sent me an interesting treatise, written by his apprentice Rigi. The girl has become fascinated with the nature of familiars in the Lands of the Mists, and while her work is a trifle basic, I thought the information might be of some use to you. Spellcasters of various stripes have often found the assistance of a familiar, an animal imbued with a small fraction of the mage's soul, to be invaluable assets in their craft. While able to enhance spellcasting potential, heighten mental acuity, or impart other, more bizarre powers, these companions are also often just as useful for their natural abilities. Such boons come with a price, however: the portion of the soul that empowers a familiar is never drawn from the better aspects of one's psyche. Inevitably, the creature, while fanatically loyal to its master, continually exhorts them to greater heights of evil; constantly counseling them to give in to the darker side of their nature. What follows are a selection of the most popular familiars found within the Dread Realms, and an analysis of the abilities they impart. 1) Lamordian Opossum Few creatures are as vile as the Lamordian opossum, sometimes known as the bog opossum or the Musarde river rat. Their pale fur ends in yellowish tips, making their fur the color of tobacco stained cotton. Their long, toothy snouts are capable of opening wide to emit a malicious hiss, and their lashing, naked tails complete the odious package. A few of them are, instead, a smoky black in color. While the pelts of these 'ink opossums' are valuable, the eerie red eyes that accompany such coloration discourage most trappers from pursuing them. As familiars: The Lamordian opossum encourages the worst aspects of their master's avarice. They urge their masters to take whatever they wish, and to take more than what they need. These familiars are at their cleverest when they are planning a way for themselves or their masters to take something which does not belong to them. Benefit: Opossums are marsupials. When not actively raising kits, they stuff the pouches on their bellies with all manner of bric-a-brac they have stolen whenever they have gone unnoticed. Any spellcaster with an opossum familiar always counts as having a spell component pouch. 2) Mordentish Sentinel Hound The Mordentish passion for dog breeding seems to surpass their interest in virtually everything except ghost stories. Although these animals seem broadly similar to outsiders, the Mordentish can tell individual breeds apart at a great distance. Among these breeds, the sentinel hound is of particular interest to the spellcaster. Their distinctive short height and elongated frame, with their long, sleek black coat makes them recognizable even to non-Mordentish. However, it is their spectral silence that makes the breed truly remarkable; every true-bred example of the species is totally mute. As familiars: Sentinel hounds are used for watching herds or guarding camps throughout the night, and as such are hyper-vigilant to the point of paranoia. When bonded with a spellcaster, they are fond of pointing out suspicious behavior or nefarious possibilities, often where none exist. Unfortunately, they are disconcertingly correct many times, leading their masters to ever increasing heights of suspicion. When danger is revealed, the sentinel hound exhorts its master to attack without hesitation or mercy. Benefit: Spellcasters with a sentinel hound as a familiar may always roll for initiative, even if they are surprised, although they can still be caught flat-footed. 3) Bird-of-Fortune Found throughout Sri Raji and in some parts of Hazlan, the bird-of-fortune has gained favor as a companion pet for fashionable nobles throughout the Core. It's lustrous plumage drapes down extravagantly. Its brilliant bronze and gold coloration would be enough to make it truly impressive. However, when the bird-of-fortune raises and fans its peacock-like tail, with the white, bronze, and gold display studded with prismatic whorls of color, even the most jaded stop to admire its beauty. As familiars: Birds-of-fortune are imbued with their master's arrogance. They remind their master constantly how marvelous the two of them are, and never allow the master to be taken in by thoughts of doubt or failure. For those lacking in confidence this can be a boon, but for those susceptible to hubris, a bird-of-fortune can turn their master into the most grandiose braggart imaginable. Benefit: When calculating caster level for dispel or spell removal effects, a mage with a bird-of-fortune familiar counts his caster level as four levels higher for his spells with a range of 'self.' 4) Invidia Swine Neither swine nor actually from Invidia, this rodent is about the size of a large rat. It has a much shorter snout, no apparent tail, and such an abundance of fur that they appear to be rounded fuzzy globs with tiny feet. They form the basis of the food chain in parts of Verbrek and Valachan, where they are occasionally raised in hutches by peasants to supplement their diet, as Invidia swine breed rapidly. As familiars: Content to hide in a pouch, backpack, or pocket, Invidia swine are quick to point out danger to their masters. They also encourage their masters to new heights of amorous action, insightfully pointing out those who display even the subtlest hints of romantic desire. For the shy and reserved, this can provide a great benefit, but more than one repugnant Lothario in the Core boasts an Invidia swine as a familiar. Hazlik has sent one of these creatures to Dominic d'Honaire as a pet; the latter seems ignorant of the subtle message. Benefit: The mage bonded to an Invidia swine is adept at hiding. When receiving an AC bonus from cover, they increase the bonus by +1. 5) Strahd Slug The Strahd slug is the name given to the black leech, common wherever damp conditions can be found across the Core and beyond. The name was made common by naturalists loyal to Azalin and has since become the standard appellation everywhere but Barovia. These tiny animals latch on to their victim’s (or master's) flesh and feed on very small amounts of blood. When engorged, they can be one to two inches long, and can show vivid stripes of blue, green, or red coloration. As familiars: Strahd slugs encourage their masters to do as little as possible. They advise their mages to delegate responsibility and manipulate others to lighten their own workload. Masters with leech familiars either gain a needed calming balance on their personality, or else become lazy and wheedling. The necessities of the slug's diet often means their masters are pale of complexion. Benefit: The constant effect of a leech cleansing one's blood grants a master with such a familiar a +4 bonus on Fortitude saves against poison and disease (magical or otherwise). 6) Sickle-Beaked Goshawk A lesser hawk species that thrives in the fields of Falkovnia, the sickle-beaked goshawk is renowned for its viciousness when threatened. It is particularly noteworthy for its habit of attacking other predators to steal their kills. Even much larger animals can be driven away when faced with the long lacerations of the bird's razor sharp beak. With its red belly and tawny back and wings, the goshawk is most frequently seen as the familiar of the rare Falkovnian magic practitioner. As familiars: Fitting to the land the bird calls home, the goshawk is a proponent of conquest. They encourage their master's to conquer others, whether for power, spells, or prestige. They are always plotting how best to increase their master's standing, and mages with such a familiar are some of the most ambitious in the Demiplane of Dread. Benefit: Mages with a goshawk familiar have a +2 to their initiative rolls. 7) Harp Goat The harp goat of Kartakass takes it's name from the mane of long, fine black hair that shoots up from the animal's spine. These goats, which grow no larger than housecats, are common pets in the mountainous land of Kartakass. Loyal companions, they are renowned for their humorous qualities; in addition to being easily trained to bleat for comedic effect, they eat nearly anything and are almost always hungry. Despite this, they can go long stretches without food, and are every bit as sure footed as their larger kin. The harp goat is a natural choice as a familiar for Kartakan wizards, particularly because it arouses no suspicion. As familiars: Harp goats are gluttonous creatures, and that is a trait they attempt to pass on to their masters. What is good in moderation is better in excess, they say, and should their masters be stopped from indulging, either through external conflict or just their own moderation, the goat is always prepared to offer strategy or justification to fulfill whatever hunger needs satiation, whether that be food, drug, or a desire for power. Benefit: Harp goats grant their master a +4 to Fortitude saves to resist dehydration and starvation. Conclusion Are the benefits of keeping such a familiar worth the temptation they provide? The truth, the Lady Gwen tells me, is that the temptations the familiar brings forth were already present within the mage. The familiar merely gives them voice. Whether one has a familiar or not, the darkness within us is always like unto a beast; if it is not allowed to feed, then it will eventually turn inwards to consume us entirely. Safe travels and happy hunting, Frankie Drakeson, Lord Mayor of Carinford-Halldon. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter. “Now wait just a minute,” Mitchifer steps around the bar and holds up a hand. “Do you know where she’s taking you?” The leather-clad woman fixes the innkeeper with her single good eye, and her smile tightens. “I thought this place had a strict policy of neutrality.” “It is, er, it does, but—“ “This Inn has portals that lead to realms of fire, endless oceans, ice that will freeze a mortal solid within seconds. Do you warn people against going to such places?” She waves her cigarette around languidly in its long holder to punctuate her speech. “No, but—“ “Heavens that shatter sanity, bottomless abysses of immortal rage, hells that flay the soul into an ashen shell—your doorways lead to all of these places, yet you extend a warning against them following me to a rather ordinary city, to perform a rather ordin--. ” “They need to know!” Mitchifer fumes, his wizened white beard twitching with each syllable, until he recalls his professionalism, turns stiffly away from Kazandra, and looks you in the eye. “You need to know…there’s no coming back. To the inn, maybe…if you’re lucky. But follow her through THAT door…and even if you make it back here, all the others may be closed forever. That place doesn’t let people out. It takes countless people in every year, but the ones who get out in a century, I may not need both hands to count.” The Land of Mists is infamous for pulling in hapless adventurers to play with, but sometimes the Mists themselves become too well known. Players familiar with the setting may start to get suspicious any time an ordinary fog rolls in, and if someone actually casts Fog Cloud they might throw dice at the DM. If you feel the Mists are too hackneyed to roll out the fog, consider one of these alternate beginnings to your Weekend in Hell: 1) (Un)Natural Phenomenon If your PC’s are alert for fog, consider other natural phenomenon with an unnatural presence to it. Snowstorms work well in the winter, or in cold regions. A desert might have a sandstorm, heat haze, or a full mirage. But of course, all of these are just different ways to lose their bearings, so don’t rule out the possibility that they might just get lost in the woods. 2) All Aboard! If your natural phenomenon is a storm at sea, you may want more than a little spinning compass action to evoke the Bermuda Triangle. Consider the Ship of Horror,* a cursed Mistway into Ravenloft in the form of a ship. Ships of any kind deserve special mention, though, because crew provide lots of redshirt opportunities, with some left over for more nuanced storylines. Nor is spacefaring immune to strange detours--the Spelljammer supplements specifically said the crystal sphere for the Demiplane of Dread was an unknown color, floating somewhere out in the phlogiston… 3) Stable Portal People forget that the Black Box listed stable portals into the Demiplane, at least one in each of the popular settings of the time. Word might reach the PC’s of a misty doorway that no one has ever returned from, and even the greatest sages and diviners cannot see what is on the other side. If someone or something of exceptional value went through that doorway, the PC’s might be called upon to venture through after it. 4) Reading a Book “Van Richten’s Guide to the Mists”** travels the multiverse outside the demiplane, appearing as a “Van Richten’s Guide” to whatever someone happens to be hunting. It’s just an ordinary book that gives excellent advice, but when someone questions its origins out loud, the reader and anyone within earshot is marked for the Mists. Solving the mystery of its accursed origins within the demiplane might allow someone to return home. 5) The Lonesome Road The Headless Horseman’s endless road domain can extend into other worlds, making for an exciting introduction to Ravenloft when he selects the PC’s to attack. If defeat look imminent, consider allowing the PC’s to escape the Horseman by leaving the road. Normally this is not allowed, but since the goal is to get them into Ravenloft, it makes sense that they might escape the Lonesome Road only to arrive in another domain. 6) The World Serpent Inn*** This planar nexus-turned-saloon lends itself to scavenger hunt adventures throughout the multiverse. Doors throughout this structure lead to all the known prime, inner, and outer planes, and the ever inscrutable, always affable Mitchifer (servant of the even more mysterious Owner of the Inn) somehow maintains a strict neutrality that allows devas and devils to dine in relative peace. Of course, the DM will have to decide how the rules for such easy interplanar travel reconcile with the Dark Powers’ rules about leaving the demiplane. 7) Nightmares and Dreamscapes Under most rules for lucid dreaming, it is possible for any dreamer to visit other dreamscapes, and even wander into the ethereal. Should an outlander dreamer wander into Ravenloft, that character might be condemned to return every night, even though their body remains in their home plane. Such a character might pursue adventures in two worlds until they find a way to reunite. 8) Sucked in With the DL If you have a game villain whose story is drenched in pathos, why not have them become the demiplane’s newest Darklord? The PC’s might get sucked in when they fail to stop an Act of Ultimate Darkness--the atrocity that draws the attention of the Dark Powers and makes him a darklord. This gives them a second chance to stop the bad guy, but also a change of pace as they discover how the laws of magic and nature work differently. If the players enjoy it, they may consider staying in Ravenloft, but if not, defeating their old nemesis for good will win their freedom from the Mists in the tradition of the original Weekend in Hell adventures. *The Ship of Horror was first introduced in the 2E module of the same name. It was updated for use post-Conjunction in the Nocturnal Sea Gazetteer, a netbook hosted by the Fraternity of Shadows. **Van Richten’s Guide to the Mists is detailed in the Book of Secrets, a netbook hosted by the Kargatane. ***The World Serpent Inn was first introduced in 1E Tales of the Outer Planes, and updated in various supplements. A free download is available from Wizards of the Coast. Matthew Barrett has been playing and writing for Ravenloft for over twenty years, starting with the Kargatane's Book of S series (as Leyshon Campbell). He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently working on a Ravenloft-based experiment in crowdsourced fiction using his “Inkubator” system at inkubator.miraheze.org. Image from Skyrim, which may or may not be a Dread Realm. Since before the first Monster Manual, dragons were designed to be the ubiquitous challenge of D&D. They were in the name, after all. So it was only natural that Ravenloft, a setting where dragons were scarce and the iconic critter was the bloodsucking vampire, introduced vampire subspecies and age categories. Vampires were the new dragons: iconic foes with sufficient variety so that the DM could scale them to be a challenge for a party of any level. Subsequent editions added vampire spawn and templates for the same reason. But Ravenloft is also about foes with backstory, which doesn't always match up with traditional scaling methods. Suppose you want your 3rd level party to fight a vampire, but Joe Peasant (as a spawn) doesn't fit the bill? What if your PC pick a fight against a known vampire that would normally be too powerful for them? What if a later story demands a reasonable excuse for how they ran afoul of a centuries-old nosferatu and lived to tell the tale? When dealing with an imbalance of power, it pays to know your classics, and this concept has been written about for centuries. "The Art of War" states that when waging war against a more powerful foe, it is critical that you control the time and the place of the fight, and wait for the right moment. Sun Tsu may not have been a gamer, but when it comes to vampires, it turns out he was especially accurate: vampires have special weaknesses when it comes to timing and placement. If your PC's are below the level where they might survive a standard toe-to-toe, consider giving them one of these forms of good luck. 1) Let Sleeping Vamps Lie As Jander Sunstar said to Strahd Von Zarovich, "One peasant with a planting stick is more than a match for you during the day." It's a classic trope of vampire hunts for the PC's to explore the crypt while the sun shines, facing traps and tricks and guardians only to find the creature's resting place as the sun is setting. It's no crime against narrative to allow low-level PC's to face fewer traps and guardians and actually get there in time to stake the monster in the coffin. Or you might reverse the idea, letting them stumble into the creature's path just after midnight when it is active, and let them figure out ways to stall and hide and evade until they run out of options...and are rescued by the rising sun. 2) Burning Daylight Of course, the other think about daylight is, well, the light. Apart from nosferatu, who merely lose their supernatural powers, sunlight destroys vampires more effectively than anything, and they know it. Even a first level party stands a decent chance of surviving if the creature has been forced to take shelter in the shadow of a tall tree or tower at noonday. Forced to forgo sleep to keep moving, only a narrow band of shadow between it and oblivion as the day marches on, it could tear to pieces anyone who comes too close, but a low-level party that avoids eye contact might engage in a prolonged battle of wits that gives new meaning to "burning daylight." 3) Location, Location, Location While some vampires may tolerate the sunlight for a brief time to escape the PC's, hardly any can ignore the restriction on entering residences uninvited. According to Van Richten's Guide to vampires, only those who normally reside in a place can issue a proper invitation. To give a first level group a strategic advantage against a vampire, let them encounter it seeking entrance to a place where they are guests. Not knowing who is a resident, the creature dominates a PC or NPC guest for an invitation, but still cannot enter. The rest of the party figures out there is something unusual going on as the dominated PC tries to secure an invitation from an actual resident, with the vampire pacing on the doorstep in frustration. The party will get a good challenge out of fighting the dominated character (and perhaps some summoned animals) before the creature moves on to easier pickings. 4) Death Takes a Holiday Restricted as they are by their requirements for blood and sleep, vampires are not prone to travel. Those who undertake a long journey must bring their coffins with them, and those without loyal quislings to haul them in a wagon frequently find themselves stowed in the hold of a boat. This is not in itself a violation of the prohibition against crossing running water...but the creature cannot leave the boat except to set foot on land. This is easily compounded by the above restrictions on sleep, sunlight and invitations: passenger staterooms are not separate residences, but crew quarters are. If passengers are few, a vampire might be forced to choose between gaining a new invitation every night so it can shallow feed, or risk arousing suspicion by feeding from the same people twice. Count Dracula himself was forced to depopulate the entire crew of a ship one by one to make the journey to England. If only one of those crew had knowledge of vampires, and could explain to the others how to hold them off, that ocean voyage might have ended much differently. ++++++++++++++++++++ So that’s four ways your low-level PC’s might gain the upper hand against a vampire, but then what? If the creature escapes, it will surely have a long memory of its defeat, and it will never allow itself to be caught in such circumstances again. If the PC’s managed to destroy it for good, it may have had a mate, sire or spawn that would likewise hold a grudge. Allow the PC’s their moment to lick their wounds and pat themselves on the back, but they had better not count on luck next time. Luck is a fickle ally, and you never know when the forces that tipped the scales for you might side with the monsters instead. Matthew Barrett has been playing and writing for Ravenloft for over twenty years, starting with the Kargatane's Book of S series (as Leyshon Campbell). He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently working on a Ravenloft-based experiment in crowdsourced fiction using his “Inkubator” system at inkubator.miraheze.org. Image is from Ravenloft 3.5 and is titled Races of Ravenloft Why am I comparing these two particular editions? Simple story: I have had limited interaction with D&D from 3rd through 4th editions. But AD&D 2nd was my jam and 5th is a new friend. Less simple story: (TL;DR) I had a hiatus from regular gaming when my daughter was first born until she reached the age of 7. As a full-time student and then worker, my hours with her were interrupted often and were few and far between, and so I decided to spend more quality time with her. During those years, I missed a few things in the cultural gaming sphere. One of the behemoths I played regularly BC (Before Child) was the much-moduled AD&D 2nd Edition. I was quite familiar with most of the classes and some of the races that I could work with. My grognard husband was slow to tune into the 3rd edition (though was happier with 3.5 when it showed up in 2003) and so I had limited experience with either. My jump back into gaming post-child was GMing a 4th edition Dungeons and Dragons starter module for a group of largely brand-new gamers. It was my first and last foray into 4th. We parted on friendly terms. But now I am back in routine with a weekly game, as last year I was won over by the changes in 5th, but none-so-much as the improvement on the Ranger class. 1) Requirements Schmirements Honestly, I still have a love of the ability requirements that made 2nd edition character classes very focused on being good at certain things. But having minimums in Strength and Dexterity (13) and Constitution and Wisdom (14) could result in different table-rules being enacted.
Not only can the requirements be tough to get, but it limits the broad range of abilities that this character could have. Maybe there is a Ranger who has always been great from afar, flinging arrows without enemies knowing what is coming. Do they also have to be strong, hardy, and wise as well? I would argue that it is not necessary. 2) More Balanced The Ranger in 2nd Edition seems to have been a favoured class of Min/Maxers from near and far. I played in more than one group where I have seen that personality coupled with that class. The Ranger’s ability at first level to double their attacks with two handed weapon style with no penalty and a +4 for attack rolls on favoured enemies made a ton of people that really just wanted to be a Fighter choose the Ranger class instead. In order for a Fighter to even have the chance to come close to matching that, they needed to look in extra books for fighting styles and choose ambidexterity as a trait so they could wield those two weapons. And favoured enemy for the fighter? Not a chance. The only thing they could do is get really mad at some orcs. Those who wanted to game the system as much as they could had it in spades with the Ranger in 2nd. In 5th, they seemed to have figured out how to make the all classes both varied and less gameable. They rightly brought in new abilities and choices near the beginning of the levels for each class that presents not only the ability to do cool shit, but the opportunity for fleshing out characters. In 5th ed. at 2nd level, the Ranger can choose their favoured fighting style (and yes, two handed is still an option) that works with their back story, their world, and their physical prowess. Looking at archery, defence, dueling, two weapon fighting, or close-quarter shooter, there is a great variety of style without being too dominant over other classes or overly detailed and cumbersome (I am looking at you Palladium Fantasy RPG.) 3) More Logical Progression Along with the choice early on for fighting style in 5th edition, there are also the beginnings of other Ranger benefits that are acquired early on. Favoured terrain provides bonuses for everything you do in that area, including helping out your group as they traverse the woods/prairies/mountains/candyland with you. For 5th, your favoured enemy is not just how angry you get at them or how well you can hit them (thanks 2nd.). Now you know much more about that enemy such as their customs, how to track them, and even an ability to speak to them in one of their own languages. This is so much more beneficial than the “Hulk rage” approach earlier in D&D. They also introduce Ranger spells immediately into the character class. Rangers innately have this ability to use magic in a way that makes sense for their environment. They also have their own compendium of Ranger Spells to choose from instead of glomming onto selected Priest spells like they do in 2nd. In the earlier incarnation of spell casting, for some reason the Ranger hits 8th level and knows some priest spells. In the Player’s Handbook, there is no explanation for this effect. (Though with the multitude of books written for AD&D 2nd, I am sure it has to be explained somewhere.) It seems disjointed and out of nowhere. And this is not the only ability that seemingly comes from left field. At 10th level, there are 2d6 followers of no particular race or species that start to show up. I won’t get into the theory behind this one, but I do think a more consistent progression makes more sense when playing a character. 4) Archetypes Archetypes may be my favourite part of 5th Edition Dungeons and Dragons. As each class reaches 3rd level, they are confronted with a choice in path for their character to take. With a Ranger they receive a choice between the Hunter Archetype or the Beast Master Archetype. Your Hunter knows the reality of their situation well. They are able to best defend and attack those who would threaten civilization. They are well aware of the wilderness, but they are not a wild animal. Their attacks are meant to strike blows specifically at their enemies. If you choose Beast Master, you are the bridge between the wild and the civilized. You are able to have a beast companion to help you keep your two worlds from completely colliding with disastrous effects. This animal companion will not only follow you, but will fight alongside you. Either pick at 3rd level further defines your role in the campaign, which is what I love. In the end, the 2nd edition Ranger just wasn’t built as clearly as 5th. But without the work done early on in Dungeons and Dragons, we wouldn’t have what we do today. Bravo, D&D, you have kept us coming back for more. For a general overview of how the editions rolled out see this wikipedia page. This article was written by Vanessa who is a sarcastic, 30-something wife and mother. She likes things and stuff, but not simultaneously. When she isn’t involved in things and stuff, she teaches middle school science, math, art, and other random subjects. She loves new teenagers in action. They make her laugh and shake her head and her world is much better with laughter. She thinks everyone should be roleplaying. She is also trying out this new twitter handle at @sarasma_nessa |
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April 2023
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