Showing posts sorted by relevance for query castle amber. Sort by date Show all posts
Showing posts sorted by relevance for query castle amber. Sort by date Show all posts

Tuesday, June 8, 2021

Classic Adventures Revisited: X2 Castle Amber

X2 Castle Amber (Chateau d' Amberville)
What can I possibly say about Castle Amber?

This adventure had always been something of a Holy Grail quest for me. I was a huge fan of Tom Moldvay, I had heard this adventure took place in Glantri and it was full of horror elements. As time went on and I still never found a copy I began to hear more; that it was a crazy dungeon full of crazier NPCs. That it is was more of a thinking module and not a hack and slash one and finally, it was heavily influenced by Clark Ashton Smith, whom I always felt was superior to Lovecraft in many respects.

I did finally get a copy from my FLGS, paid a lot for it, and I also got a copy from DriveThruRPG. The module lives up to the hype. It is not a particularly easy module to run and you better spend a lot of time with it. But for me at that time (the mid-90s when I finally got a copy) it became a great addition to my growing Ravenloft collection. It was not officially part of Ravenloft mind you, but so much of it feels the same that it would have been a crime not to bring them together.  

Later I ran it for my family under D&D 5e rules and it quickly became one of their most favorite adventures ever.  I started a trend in my family's games; they love anything done by Tom Moldvay. 

For this review and retrospective, I am considering my original Castle Amber module, the PDF and POD from DriveThruRPG, and the Goodman Games hardcover of the Original and 5e update.

X2 Castle Amber

Castle Amber is an adventure for characters level 3 to 6 for the D&D Expert Set.  It was written by Tom Moldvay, who gave us D&D Basic set half of the B/X D&D line. This adventure shows that.  While the Expert set was more focused on wilderness adventures, this is a romp through a "haunted house."  For many gamers of a certain age this became the template for all sorts of Haunted House dungeons that are still being published today.

Physically the original adventure was a 28 page book with color covers by Erol Otus with the maps of the titular castle in old-school blue on the inside covers.  The art inside is black and white and done primarily by Jim Holloway.  The art has a duel effect here.  Otus was the prime B/X cover artist, so the feel here is 100% his weird fantasy vibe of B/X.  Jim Holloway was also at this time the primary artist for the Horror game Chill.  Come for the weirdness, stay for the horror. 

Averoigne

The adventure is overtly an homage to the tales of Clark Ashton Smith.  The area where it all takes place, Averoigne, is used right out of the works of CAS.  The Amber family would fit right-in in one of his tales and that is the Colossus of Ylourgne, or rather his D&D counterpart, on the cover.  The adventure even includes a reading guide for those that want to read up on the tales of CAS, and I highly recommend doing so.

CAS, and his contemporary H.P. Lovecraft, were no strangers to the D&D world by 1981.  Indeed Molday's pulp sensibilities shine throughout in this adventure as much as they did with X1 The Isle of Dread and B4 The Lost City.  All three adventures have also been updated by Goodman Games for 5e in their hardcover Original Adventures Reincarnated series, making Moldvay their most reprinted designer. Even more than Gygax himself who as of this writing only has 1, soon to be 2.

There is a lot to love about this adventure too.  There are monsters to kill yes, but this is not a kick in the doors and kill the monster sort of deal.  There is a mood and atmosphere here.  In fact this is the prototype for the horror adventures of later date, in particular Ravenloft (which I will discuss).

On one hand, we have a haunted house filled with the not-quite-dead members of the Amber family.  This can be a pulpy nightmare or even a Gothic tale.  The room with the Tarot cards and their abilities gives us a sneak peak of some the things we will see in Ravenloft. On the other we have creatures from beyond that are quite Lovecraftian.  The Neh-Thalggu, or the Brain Collector, is a creepy ass aberration that can give the Mi-Go a run for their money.  

There is travel to other worlds via some strange mists and 16 new monsters. Some of these monsters also appeared in The Isle of Dread, but here they feel a bit different.  Plus what other B/X D&D book can you name that has "Demons" and "Pagans" in it. 

The background of this is rich enough that you want more of it. More on Averoigne and its connection to Glantri, more on the Amber family, and more on the world that this adventure implies.  It is no surprise really that much of this adventure and what it all implies found welcome homes in the BECMI version of Glantri.   

For me though the best connection is the one to Ravenloft. I have to admit the last time I ran this adventure I made the tie-ins to Ravenloft more specific, but I did not have to do much. I have to admit I was rather gleeful inside at the scene where they have to run from the "Grey Mists" to get into the castle.

Classic Modules Today & Revisited

I mentioned the Goodman Games hardcover above, but it really is a gem of a product.  With it, you get the original adventure and a 5e version of the adventure (where was that when I needed it!) as well as some fantastic comments about the adventure itself.  I wish Tom Moldvay had still been alive to give us his thoughts on this.   The 5e version expands on the Castle and those within.  There are a lot more monsters included and there are full NPC stat writeups for members of the Amber family. 

NPCs

Most of all this new version expands Averoigne in ways I would have loved to have had years ago. 

Additionally, there is the Classic Modules Today version published on DMsGuild by Chris Nolen. This one is a straightforward conversion. You need the original adventure but it is a fraction of the cost of the Goodman Games version.  I have both and have used both to great effect.   

Plays Well With Others

Castle Amber is a fantastic adventure and I am a big fan if you can't tell.  What I enjoy the most about it is that by the nature of the adventure itself and how it is written it can easily be added to any world and slotted into any sort of campaign. For me it was a no-brainer for my Come Endless Darkness campaign.  While that campaign is overtly a "Greyhawk" again the nature of it allowed a side trip to Mystara/The Known World. I would later use it as the "front door" to my Ravenloft adventure.  It was something I have wanted to do for so long and it worked so well I want to do it more.  A lot more.  While I gladly mixed and matched Basic, AD&D, 3e and 5e in my games, it is now much easier now that everything I want speaks the same, 5e, language.

Castle Amber & Ravenloft 5e

I have long postulated that not only is Castle Amber a Proto-Ravenloft, but Barovia is from Mystara/The Known World.   These connections are made more explicit with the D&D 5e adventure Curse of Strahd.  With the 5e Curse of Strahd, 5e Van Richten's Guide to Ravenloft, and Goodman Games 5e Castle Amber this is now a trivial effort.

Ravenloft and Castle Amber

In fact, using the same process from Chapter 2 of Van Richten's Guide to Ravenloft you could easily make the Averoigne of Castle Amber into a Domain of Dread. 

Averoigne is Gothic Horror and Dark Fantasy, with some Cosmic Horror and some Folk Horror.  I could turn up the horror elements a little, but I would not need to do much, to be honest.  Thinking back to my original running of X2 Castle Amber and I6 Ravenloft using the then-new 5e rules I had great fun. If I had tied them closer together then it would have been fantastic. 

Black Rose

Back in the early days of this blog I discussed a game I wanted to run; Black Rose, a combination of Blue Rose and Ravenloft.  Now with the 5e version of Blue Rose out, it would be a lot easier. 


I will have to write my review of the new Blue Rose Adventurer's Guide

This also begs for a good (or Goodman) version of B3 Palace of the Silver Princess for 5e.

Castle Amber is easily one of my favorite adventures and the appeal of it has only grown for me over the years.

Links

The Black Gate ran a fantastic series on Clark Ashton Smith.  I won't link all of them here, just ones that are germane to this discussion, but they are all good.

Thursday, April 28, 2016

A to Z of Adventure! X is for Expert.

X is for Expert.

This is not some attempt to grift the Challenge.  The Expert Set adventures were given the code X.
Of course, the most famous of these is X1, The Isle of Dread.

I got this adventure along with my Expert set back in the early 80s.  It is an obvious King Kong homage, but it is a great one.  It is another one of those adventures that people keep coming back to time and time again.
Maybe second only to B2 and B1 in terms of numbers of players, but The Isle of Dread is one of the best Basic-era adventures out there.  In today's frame of mind the adventure is equal parts Pirates of the Caribean, King Kong, and Jurassic Park.  It is a heady cauldron of tropes, ideas and just plain crazy fun.  It was included in the original Expert set and it still had expanded maps and more creatures.  I never understood why the creatures where not just in the main book, but it did make the module special.
What was so nice about X1 over B2 is you had the feel it was more integrated into the Expert rules; it felt like a logical extension.

This is also the first published adventure I ever ran for my son.  Up to this point I had ran ones I had made up for him.  He was young (6 or 7) and adventures like "Cave of the Stinky Goblin" or "Trouble in West Haven" were more appropriate for him.  But X1 had the great big dinosaur on it and he loved dinosaurs.

We had a blast. To me, 20 some odd years later, it felt like a very different adventure.  There is a lot of untapped potential here. Enough for several adventures really.
Later on I bought my son his own copy to run sometime.  It was also the first time that my kids began to recognize Tom Moldvay's name on the covers of adventures.

X2: Castle Amber
Another one of my "holy grail" items. I managed to score a copy when I moved to Chicago.
There is so much to love about this adventure, but I have detailed it all before in these pages.
Again, this is another Tom Moldvay adventure and we all loved it.

The other X modules came out a bit later and were more tied to the newer Frank Mentzer-edited Expert Set, as opposed to the Cook-Marsh-edited set I had owned. (I guess these modules should have really been called "E" for expert then). Of these I only later owned Quagmire.  I got it cheap at a used book store in Carbondale, IL.  I completely gutted the module and only kept the tower and swamp.

X3 Curse of Xanathon
X4 Master of the Desert Nomads
X5 Temple of Death
X6 Quagmire!
X7 The War Rafts of Kron
X8: Drums on Fire Mountain
X9: The Savage Coast
X10 Red Arrow, Black Shield
X11 Saga of the Shadow Lord
X12 Skarda's Mirror

In particular, I would like to get print copies of X4 and X5 for my Second Campaign game.  Saga of the Shadow Lord also sounds like a lot of fun!

This is my problem...too many great games/adventures and so little time.

Thursday, October 10, 2024

In Search of Barovia (Ravenloft)

 I have been talking about the AD&D 2nd Edition campaign setting Ravenloft. Every domain in the Land of Mists / Domain of Dread is a copy of some land from one of the other campaign worlds. Darkon and Tovag are copies of old Oerth. Hazlan and I'Cath are from the Forgotten Realms; Thay and Kara-Tur specifically. Sithicus and Falkovnia are from Dragonlance. Lamordia seems to be from an Earth-like world given it has the same months we do. Even Eberron creator Keith Baker has a Domain in Ravenloft from his world. 

But there are two notable exceptions. 

  1. First, there are no core domains from Mystara. 
  2. Secondly, the black heart of the Core Domains, Barovia, does not have a "home world."

Why? Because Barovia is from Mystara!

The Mystara-Ravenloft Connection

Now, please keep this in mind. None of this is supported by real-world evidence at all. There was no secret cabal of ur-Developers at TSR deciding this was true and leaving breadcrumbs for me to find. This is less than circumstantial evidence. This is full-on Conspiracy Theory, tin foil hat territory. No, this makes conspiracy theories look like rational arguments. This is conclusion shopping at its lowest.

But at least it makes more sense than some conspiracy theories. So adjust your tin foil hat, make sure your webcams are turned off, and your phone is nowhere near because we are going down a rabbit hole.

Evidence From the Novels

The Ravenloft novels...were a wild bunch. But we can at least assume they were canon. In the first one, "Vampire of the Mists," Strahd does not know about Faerûn when he meets Jander Sunstar. Jander also does not know about Barovia.  Likewise, in "Knight of the Black Rose," Strahd has never heard of Krynn or Lord Soth, not something that would been true for someone of Strahd's age and position. Everyone knew about Lord Soth. The best evidence comes from "I, Strahd: The Memoirs of a Vampire," where Strahd describes his lands and also mentions he has never heard of Azalin (Azalin Rex) or Oerth. 

These are all strikes against Oerth, Krynn, and Abeir-Toril.

Most of the novels in the Ravenloft line are self-contained, so no mention either way of what worlds they might be from originally. 

Evidence from the Campaign Worlds

Going the other direction, we know that the Gods of Krynn keep a pretty tight hold on their world. So much so that Spelljamming and Outer Plane travel to and from Krynn is very difficult. One more strike against Krynn.

The Forgotten Realms have nearly ever square inch of their world map accounted for. If it had been the Realms, we would have heard about it by now. One more strike against Abeir-Toril. OR at least the Toril part, "Forgotten Abeir" might be a different story.

Dark Sun's Athas is a desert wasteland filled with Psionic-enhanced creatures. So there is no way it is from there.

The World of Greyhawk's Oerth has a LOT of land that is unaccounted for. So, we need to find a way to rule it out based on the campaign setting.

Eberon was not created yet, so that one is out as well. 

None of this tells us where Barovia and Strahd are from. It just tells us where they are not from.

So, what does Mystara have to offer us? Well, a lot really.

Mystara

While Tracy Hickman is best known for Dragonlance, that is also one-half Margaret Weiss. So, I am not ready to say Ravenloft is from Krynn based on the Hickman connection alone. But there is another Hickman publication, and it is from Tracy AND Laura Hickman, just like Ravenloft. That is Rahasia.

Rahasia was written by the Hickmans and features body-snatching undead witches, a strong horror trope. Even in the 5e era, The Curse of Strahd adventure, lists Rahasia as an influence. Plus, there are some other solid connections, like finding the same wines in Rahasia's Wizard Tower and in Ravenloft Curse of Strahd. Rahasia is a solid Mystara, or at least a BECMI adventure.

There is also Castle Amber. This Expert Set adventure is explicitly Mystara with the inclusion of Glantri. It also reads like a "Proto-Ravenloft."  I have discussed the Castle Amber/Ravenloft connections before. 

Averoigne was later added to Glantri and the Amber family is said to have come from Old Earth. In many ways the Earth of the Ambers is very, very similar to the Earth of Ravenloft's Gothic Earth.

So, another set of near-evidence is connecting Ravenloft to Mystara. What else do we have?

The vampires of Mystara are more diverse than vampires of other game worlds. This collection of Vampiric Bloodlines at the Vaults of Pandius attests to that.

Immortals vs. The Dark Powers

Mystara and Ravenloft are both settings largely devoid of gods. There are the Immortals of Mystara that cover the same role as gods, but are explicitly not gods. Ravenloft has its Dark Powers which are also not gods. In fact, there is even some evidence that gods worshiped in Ravenloft might only be reflections of the Dark Powers. This all runs pretty counter to most D&D worlds, especially Krynn and Abeir-Toril where the gods are important and very active in the affairs of mortals.

Could the Dark Powers be Chaotic Immortals? I think that is a question best left un-answered, but it has, to quote Stephen Colbert, a bit of Truthiness to it.

Another factor. Both the Immortals and the Dark Powers have a history of scooping up land, countries, even entire civilizations and hiding them away. The Immortals do this with the Hollow World, and the Dark Powers do it with the lands of Ravenloft.

Barovia could have been scoped up and planted elsewhere, and both the Dark Powers and Immortals could have covered it up.  Which does lead into my next point.

Lands

Mystara is a strange patchwork of cultures and lands. Vikings live right next to a Khanate, and on the other side of these steppes is fantasy Wales with bits of Renaissance Italy. These lands only make sense when you realize the Immortals have a hand in moving people around.

Same is true for Ravenloft. Only here, there is less movement. 

Barovia is also small, only 24 miles East-West and about 10 miles North-South. This makes it smaller that an average hex on many Mystara maps. A place like could come from anywhere. More to the point it could go missing from anywhere.

Like Mystara, Ravenloft is a hodge-podge of lands and cultures. 

Time Lines

Additionally, I can use some dates from the novels to narrow some ideas down. Now, a note about time. Time seems to run differently in Ravenloft, so I can't put an exact formula for it. There isn't one. I just have to try to deal with it. The only hard and fast rule I will adhere to is that there is no travel to the past.

WORKING: Timeline

This timeline is a work in progress with changes being made all the time. 

I will add and move details around as I discover them. I am using the Forgotten Realms DR calendar here since many worlds have had interactions with the Realms so it helps with the dating. Any date in Red is a fixed date, one I have confirmation of.  I have squared all the dates yet. Part of the issue is that Mystara's year is different from the other worlds.  Some of the dates do not line up right yet, I am working on those.

This shorter timeline is based on these works: 

I still have a lot of work to do on these and some funky math to make them work. This is, of course, assuming that time passes the same way in all the realms, and I am not making that assumption.  I could hand wave and say "it fits" but I at least would like to find a large enough whole for Barovia in Mystara to fit.

The Art

This one is a little more interesting in my mind.

Both the early Mystara Gazetteer line and the Ravenloft line share the same artists. Now this is not a huge surprise. There were a lot of books being pumped out by TSR in the AD&D 2nd Ed days and only a few artists. But they typically were used on various projects in various combinations.

Both Mystara and Ravenloft shared the same cover artist, Clyde Caldwell, and the same interior artist, Stephen Fabian. And some of the parallels are striking.

Count Strahd and Prince Voszlany
Count Strahd (Ravenloft) and Prince Voszlany (Glantri)

Victor Mordenheim and Rafiel
Victor Mordenheim (Ravenloft) and Rafiel (Mystara - Shadow Elves)

Count Strahd and Prince Voszlany look like they are related, and Victor Mordenheim and Rafiel look like they went to University together.

The Caldwell covers are fairly part-and-parcel with the look of Ravenloft from the start. So seeing all the books side by side they do "feel" right together.

CLyde Caldwell covers

Likewise the Stephen Fabian interior art has a dark spookiness to it and his style is so unique that when I picked up a 1990 copy of Anita and saw his art I knew it right away.

Maybe I need to make a witch, named Anita, (or Anita Tina, I always wanted a character with a palindrome name) from Mystara, Glantri in particular, who gets stuck in Ravenloft. I like this.

--

Of course, none of this is true. But it feels true, and isn't that better than the truth? At least that is what Leonard Nimoy, the Patron Saint of "In Search Of," has to say.

 

Links


Products

Monday, September 8, 2014

Castle Amber by Candle Light

Running behind on posting (and reading).  We got slammed by a freak storm in Chicago and we were without power from Friday afternoon to Sunday morning.

Friday we went out in the hope that the power would be back soon.  No such luck.  So we spent the night reading by flashlight and candle light.  I grabbed my old 2e Ravenloft Boxed set to flip through.

Saturday was spent grilling everything in the fridge so we would not have to throw it all out.

Eggs, toast and bacon on the grill. I might never eat inside again.

We then spent the day preparing and playing one of my favorite modules X2 Castle Amber.

And trust me, nothing was quite as fun as playing it all by candle light.



We played it under 5th edition rules.  Unlike Bone Hill, I did not have 5e stats for all the monsters in this adventure.  But fortunately the conversion process was very easy and most I could do one the fly.

Yeah that is my 1st Ed. DMs screen.  I had my kids grab everything and they also got that.

So far 5e is still working very nice for us.
Castle Amber is also a great adventure to play and run.  The kids are having a blast.  They managed to get through the west wing and they even found an intelligent magical sword.  I am not sure what do with that one yet. I hand-waved it for now since I have not found any D&D5 rules about intelligent weapons yet.

My family is loving this adventure so far and I have to admit I was rather gleeful inside at scene where they have to run from the "Grey Mists" to get into the castle.

The nice thing is that even though this feels like a "monster of the week" adventure there is a great tie-in to the overall "Cult of Chaos" plot I have been weaving through all the adventures.  Yeah, yeah I have seen the posts that D&D isn't supposed to be "cinematic" or "storytelling".  Screw that. I do what my family and I enjoy.   My youngest spends his time playing looking for any clues that might help him understand more about the mystery and my oldest wants to read Lovecraft now.

So next time they will finish the central forest and hit the East Wing and then beyond.

Thursday, October 31, 2024

Review: Ravenloft Honorable Mentions

 Not full reviews really today, but some honorable mentions of books and accessories you can use with Ravenloft.

Castle AmberHeroes of HorrorDread Metrol

X2 Castle Amber (Basic)

I have talked a lot about Castle Amber and how it is a Proto-Ravenloft setting. Droping this into the Domain of Dread seems like a no-brainer to me. 

B7 Rahasia (Basic)

Likewise I have talked about Rahasia and this one come from Tracy and Laura Hickman. Content from this adventure has found its way into official Ravenloft products for 5e.

Heroes of Horror (3.5)

The lack of proper Ravenloft material for 3e can be partially remedied with Heroes of Horror for D&D 3.5. Though this one moves away from Ravenloft's quasi-Gothic horror and looks for something more D&D like.

Dread Metrol: Into the Mists - An Eberron / Ravenloft Crossover (5e)

Keith Baker, the creator of Eberron gives us an Eberron/Ravenloft crossover. Over 100 pages.

She is the Ancient: A Genderbent Curse of Strahd (5e)

I reviewed this in detail a while back. Great new take on the classic Ravenloft adventure. 

And a couple of really good map packs. Suitable for any edition: Castle Ravenloft Battle Maps and Tessa Presents 113 Maps for Curse of Strahd.

And that ends my exploration into Ravenloft for this Halloween. Who knows, maybe we will return again next year! Plenty of AD&D 2nd products left to explore.


Friday, October 10, 2014

Averoigne via Ravenloft

Chances are we are going to go see the new Dracula movie tonight.  But tomorrow I would like to get in some gaming.  My home group is nearly done with Castle Amber so given the season (and their levels) I want to segue right into Ravenloft.




For those that have played it you know that Stephen Amber send the party back to their own reality once they free him.  But what if he didn't? What if didn't have the power to do that since freeing him also meant letting go of all his power.  Stephen fades, Château d' Amberville crumbles to dust and the party is left standing in the mists.  Where are they to go?

Easy.

Castle Ravenloft.

I have for years talked about the similarities between Château d' Amberville and Castle Ravenloft and the connections between Mystara and the Demi-Plane of Dread.  It is likely that this is all taking place in the Demi-plane of Dread (Ravenloft) or the Dimension of Nightmares (Mystara) where even the Immortals fear to go.

Why do this?

I was thinking about the Doctor Who Series 2 episodes "Rise of the Cybermen" and "Age of Steel".  The Doctor, Rose and Mickey (who had not traveled with them before except for one episode) get stuck in an alternate universe.  Mickey stays behind.
The pay off on this is when we get to the Series 2 Finale and Mickey is back, and not just back, but since he traveled through "the Void" he and Rose are saved from being killed outright by the Daleks and it was Mickey who passed on his time travel energy (or void energy) to the Genesis Ark.

What's the point of this?  Well the reason they went to the parallel universe were not apparant at the time, but paid off in the finale.  From a story arc they all, including and especially Mickey, needed to go to that parallel universe when they did.

My players are in Ravenloft because they have to be.  They needed to free Stephen Amber and stop the Amber family because that gets them to Castle Ravenloft which in turn gets them the Sunsword and the Holy Symbol of Ravenkind.   They are going to need those in the coming darkness.

Monday, June 8, 2015

Castle Amber, Butterbeer and the Order of the Platinum Dragon

Sunday was a humid, rainy day in Chicagoland.  So what better to do than stay inside and play some D&D!

We decided to finish up Castle Amber taking them straight through all the wilderness encounters.  The boys meet Skylla, though true to her rumored appearance in the D&D cartoon she appears as an old woman. They also have no idea that she is evil.


She did help them a bit on where various towns were.  She wanted out of the Averoigne to get back to Glantri.  There is a small problem now, but I will get to that.

The boys decided that the name of their group is The Order of the Platinum Dragon. We celebrated with some homemade butterbeer.


It was quite good, but we could saved time and had the same amount of calories and fat with we had just drank some melted butter with a couple tablespoons of sugar.

The Order managed to dispatch the Beast of Averoigne and The Colossus of Ylourgne. They were able to con and bribe the Ring of Eibon from the Archbishop.  All in all, a really good session.


The Order summoned the Tomb of Stephen Amber and the mists closed in on them.  Normally that is where the adventure ends and they are back in their own world.  Instead when the mists cleared they discovered they are in Barovia.  Well, they don't know that yet, all they know is they are not home yet.

The Sword of Sylarie was not destroyed as per the module. It is half of what will become the Sun Sword.

So up next it is the Order vs. Castle Ravenloft.
Time to grab my copy of Ravenloft and start reading again.  Should not be to bad, I have run this many, many times.

It's going to be a lot of fun!

Wednesday, October 2, 2024

Review: I6 Ravenloft

I6 Ravenloft (1e)
 For this October, I am going to focus on Dungeons & Dragons' own horror setting, Ravenloft. I am not going to review every Ravenloft product, nor am I planning on a review of every Ravenloft product I own, but I am going to focus on some select items. To that end I am starting with where it all started, the classic Ravenloft module, I6. 

I6 Ravenloft

by Tracy and Laura Hickman. Art by Clyde Caldwell. (1983). Color covers, black-white interior art. Cartography by Dave Sutherland. 32 Pages.

I have talked about this adventure a lot. It is one of my all-time favorite adventures. Maybe less for what it is and more for what it meant to me.

Ravenloft was originally an adventure for First Edition AD&D, released in 1983, and written by Tracy and Laura Hickman's husband-and-wife team. It was part of the "I" or intermediate series of adventures. Most of these were not linked and only shared that they were higher levels than beginning adventures. Ravenloft, given the code I6, was for character levels 5 to 7. 

Ravenloft is not your typical dungeon crawl, and it is very atypical of the time's adventures. There is less of the typical Howard, Moorcock, and Tolkien here, and it is pure Bram Stoker. 

Ravenloft is Gothic Horror—or, more to the point, it is the Hammer Horror flavor of Gothic Horror laid over the top of Dungeons & Dragons. Harker was a milder-mannered English solicitor. The heroes here have fought dragons, goblins, and other real monsters. How can the Lord of Castle Ravenloft measure up to that?

Quite well, really.

I  picked up this adventure when it was first released and essentially threw it at my DM and told him he had to run me through it. It was everything I had hoped it would have been. Remember, my Appendix N is filled with Hammer Horror, Dracula, and Universal monsters. This was perfect for me. 

Ravenloft was a huge change from many of the adventures TSR had published to that date. For starters, the adventure featured an antagonist, Count Strahd von Zarovich, who was no mere monster. Yes, he was an AD&D Vampire, but he was meant to be run as an intelligent Non-player Character.  Before this, the vampires have been the unnamed Vampire Queen of the Palace of the Vampire Queen, Drelnza, the vampire daughter of Iggwilv in The Lost Caverns of Tsojcanth, and Belgos, the Drow Vampire in Vault of the Drow. By 1983, the amount written on all three of these vampires would not even be as long as this post will be. Strahd was different.

Strahd had a backstory, motivation, and intelligence, and he was ruthless. The goal was to destroy him, and that was not an easy feat by any stretch of the imagination.

The adventure also introduced some new elements. The dungeon crawl was gone, replaced by a huge gothic castle and a nearby village. The adventure could be replayed and unique given the "Fortunes of Ravenloft" mechanic, which allows key items, people, and motives to change based on a fortune card reading.

Finally, there were the isomorphic, 3D-looking maps from Dave Sutherland, which helped give perspective to many levels of Castle Ravenloft. 

The adventure was an immediate and resounding hit. This adventure, along with the Dragonlance Adventures, also by Tracy Hickman (and Margaret Weis), led to something many old-school gamers call "The Hickman Revolution." They claim it marks the time between the Golden Age and Silver Age of AD&D, with the Silver Age coming after 1983. While yes there was change, a lot of it was for the better.

For me, it was a dream come true. Vampires had always been my favorite creatures to fight in D&D, and I was an avid Dracula fan. I bought this adventure and then threw it at my DM, saying, "Run this!" 

I grew up on a steady stream of Universal Monsters, Hammer Horror, and Dark Shadows. That's my Appendix N. So, an adventure set in pretty much the Hammer Hamlet where I get strange locals and have to fight a vampire? Yeah, that is what D&D was to me. You can almost hear Toccata and Fugue in D minor while running it. 

I find that the people who don't like this adventure don't see what makes it great. This is not Lord of the Rings, Conan, or some other Appendix N pulp fantasy. This is Hammer Horror. Strahd has to be played with a combination of charisma, scene-chewing villainy, and absolute brutality. In other words, it is exactly like Christopher Lee playing Dracula.  Even the nearby village is filled with terrified but pitchforks in the ready villagers. 

That is not to say the adventure doesn't have its problems. At times, the Gothic elements are shoved into the Swords & Sorcery fantasy of D&D. And...let's be honest, some of the puns on the headstones in the lowest level are more than cringe-worthy.  If played properly, a vampire like Strahd could wipe out a party, and that is not counting all the other monsters (gargoyles, really strong zombies, werewolves) in the castle. Though Strahd suffers from the same issues that Christopher Lee's Dracula did, completely obsessive that blind him to some obvious blunders. But that is the nature of vampires, really. 

Ravenloft three different printings
Original, 25th Anniversary Edition, Print on Demand Edition

I have played through this once, and I have run it four or five times. I would love to try it sometime under the Ghosts of Albion or WitchCraftRPG rules. I took my D&D 5e group through it when they completed Castle Amber to make for a "Mists" series. It was fantastic.

I even got my original module from 1983 signed by Tracy Hickman the year I ran my family through it.


Much like Dracula, Count Strahd and Ravenloft keep coming back for more and more. 

All versions of Castle Ravenloft
All versions of Castle Ravenloft, so far.

I am sure there will be even another version of this adventure out for D&D 5.5/5r. And I am just as likely to buy it.

Wednesday, December 12, 2018

BlackStar: The Influence of Clark Ashton Smith

For the past month, I have been reading all the stories of Clark Ashton Smith in roughly chronological order.  In many ways, I like his works more than I do of H.P. Lovecraft's.  I find CAS easier to approach and his protagonists more relatable. '

Recently I just finished Marooned in Andromeda first of what is commonly called "The Captain Volmar Stories". The next one was A Captivity in Serpens and a third, which I have not gotten to yet, The Ocean-World of Alioth.  What struck me was how much they were like Star Trek.  Add in the Lovecraftian like horror of Marooned in Andromeda and you practically have a blue-print for what I want in BlackStar.

Indeed, the Trek connection has not gone unnoticed.  Ronald S. Hilger and Scott Connors the editors of the Night Shade collection in which all three stories appear make not of the similarities between Captains Volmar and Kirk.  Captivity in Serpens presages the Next Generation episode "The Most Toys" with it's crew member in captivity for a personal collection.

While doing some research this morning I came across the beginning of an adventure I had started back in the late 80s / early 90s for the then Next Generation version of FASA's Star Trek RPG.

I mentioned this last month as the adventure "Ghost Ship".  As time went on it was the Enterprise B (lost according to my notes in 2329, the Enterprise C was launched in 2332), but before that, it was the USS Excelsior.  In my document here it predates even that and it was the USS Necromancer.   Astute readers might recall that the NX-3113 USS Necromancer is one of the "Ships of the Line" of the Mystic Class.   The Necromancer seems to be a bit on the nose for this.  Instead given the writings of CAS and the main representative of his work in the OSR world,  Astonishing Swordsmen & Sorcerers of Hyperborea, it seems best to call the ship the NX-3102 USS Sorcerer.

I was thinking that maybe I could use the events of the CAS Capt. Volmar stories to give my Horror Universe a bit more of a backstory. Volmar's ship was called Alcyone.   The Alcyone system is about 445 light years from Earth, so not sure if I could say Volmar is from Alcyone. So I going to say that the Alcyone was his previous command.  His name is Howard Solomon Volmar since he has been compared to Robert E. Howard's creation, Solomon Kane.

There is so much more here too.

Seedling of Mars deals with an alien craft that lands in California in 1947 (the future from CAS' then perspective) that carries a group of scientist to Mars where it's one lifeform is a planet-wide hybrid of plant and animal that is near god like.  While CAS' martian is a benign entity, it does have the look of a Lovecraftian monster.  One could imagine a great Cthulhuoid beast in its place.  The deal that makes with humanity is less for their benefit and more Faustian in return.  Indeed in CAS' tale, the being wipes out much of the Earth's population but it's ok since those are the ones that were not scientifically minded.  The rest of humanity is relocated onto Venus. Still, while this story is more Science-Fantasy it just needs a nudge to push it out of the light and into the dark of Horror.

Clark Ashton Smith in My Games
It is fair to say that CAS has had more influence on my games than Lovecraft has, save for the effect Lovecraft had on CAS himself.
In my regular D&D 5 games (and before that) CAS has had a huge effect on my game universe as detailed here:


For these, I made a special effort to reread or in other cases re-read all the Averoigne stories to get a good feel of Medieval Horror.  It was great.

These days the Atlantis and Hyperborea tales of CAS are well handled by Astonishing Swordsmen & Sorcerers of Hyperborea.   Actually, I would love to use AS&SH as the system for a Zothique game.  I have already taken ideas from it for BlackStar and plan to have the PCs travel to Yamil Zacra: The Infernal Star.

Depending on how my BlackStar game goes I could conceivably pull another "Where No One Has Gone Before" and send the poor crew of the Protector to Earth, 250-300 Million years in the future.

I could combine this with the "Ghost Ship" idea above. Though that might be too much.
Alternately, I could alter my Starcrash on Hyperborea adventure idea to Starcrash on Zothique.  I kinda like that idea. Shades of "The Time Machine" here too.  It would also give the option of something I wanted to try in some other games.  I have wanted the PCs to run into their future-incarnations; their reincarnated souls as it were in new bodies.  The excuse I would give is that the Earth is so old now that old forms are being reused.

If I wanted to bring in some Atlantis I could just use some of my ideas for Doggerland.

The Black Gate ran a fantastic series on Clark Ashton Smith.  I won't link all of them here, just ones that are germane to this discussion, but they are all good.

Monday, September 12, 2022

Monstrous Mondays: Pathfinder Bestiaries 2 and 3

Continuing my overviews/reviews of the various D&D-related monster books, I am coming up on a few I bought in PDF form only.  I'll talk about that and what these books have to offer that is different from other, similar, books.

Pathfinder Bestiary 2
Pathfinder Bestiary 2 

PDF. 336 pages. Full-color covers and interior art. 285 monsters.

This book is also available in a Letter hardcover version (first published) and a smaller softcover Pocket-Edition (6.4" x 8.3").

This is the second of the Pathfinder Bestiaries and it was published first in December 2010, just a little over a year after the first Bestiary in October of 2009. My expectation here was to get all the monsters "left over" from Bestiary 1, or at the very least, monsters from various Paizo products published in the last year.  We did get a little of each, but not as much as I expected and instead got a lot of new and even many original monsters. A few that I had not seen in print before. 

There were quite a few monsters here I was a little surprised and happy to see. Among them were the Chupacabra, Dhampir, the Jabberwock (our cover model), Neh-thalggu (more on that one in a bit), and the Wendigo.  I wanted it most for the wendigo, but the others were a nice touch. The big surprise was the Neh-thalggu or the Brain Collector that originally appeared in module X2 Castle Amber. I used this as my base to convert to 5e when I ran Castle Amber and of course, my players never encountered it. 

There are a few other "mythos" monsters here too. Denizen of Leng, Gug, Hound of Tindalos, and Leng spiders. We will see even more in future Bestiaries.

The nice innovations that Pathfinder brought to these monster entries are the nice single page, or most often 2-page spread for every monster. Stat blocks are better organized to find what you need when you need them.

Pathfinder Jabberwock

I can print out a bunch of monsters for an adventure and stick them into my folder with the adventure and notes and not need to cart around a bunch of different books; just the material I need.


Pathfinder Bestiary 3
Pathfinder Bestiary 3 

PDF. 320 pages. Full-color covers and interior art. 268 monsters.

This book is also available in a Letter hardcover version (first published) and a smaller softcover Pocket-Edition (6.4" x 8.3").

This one was released a year after the Pathfinder Bestiary 2 in December of 2011. Like the previous book this one surprised me with the new of new to print creatures it has.

We do get some classics like the Axe beak and Lammasu from the original Monster Manual. The Adherer, Dire Corby, and Huecuva from the Fiend Folio. The Bandersnatch and Jubjub bird to go along with our Jabberwock. And one of my favorites, the Dimetrodon (always have a soft spot for these guys).

We get another new Cat Lord (originally from Monster Manual II).

Cat Lord

So this one certainly feels like an expansion to the first two. One could make a good argument that all three are really part on one whole given the mix of new and classic monsters.

Like the first two this book also has monsters 1 to a page or across 2 pages. Making printing easy (well, not so much on your printer) but allows you to mix and match monsters as you need. Doing a "Lewis Carol" themed adventure? Print out the Jabberwock from Pathfinder Bestiary 2 and the Bandersnatch and Jubjub bird from Pathfinder Bestiary 3 along with whatever else you might need. 

Both books make good use of the OGL and have some previously published OGC here. They also release all but a tiny bit of IP as Open to the OGL for any and all to remix and reuse. 

They are quite a treasure trove of creatures.

Sunday, September 21, 2014

Another Great 5e Weekend

It is the the first weekend of Fall (more or less) and that means a lot of yard work for me including cleaning up my wife's garden.  I don't mind. I love getting all the fresh veggies.



But this weekend was also a great 5th Edition D&D weekend.

Began our time picking up a couple copies of the newest Monster Manual.



The new Monster Manual is a damn attractive book.  Like so much of D&D5 it reads like a "greatest hits" of D&D.  Yest there is still plenty of room for more books especially a Fiend Folio.

Tonight the family explored the temple in Castle Amber.  They might more of the crazy Ambers and manged to get one character turned to stone.  Fortunately for the paladin, the sorcerer still had a wand of negation that could undo one magical effect.  So our paladin was back.

But the dice were cold tonight and we stopped after a couple of hours.  Still, more fun to be had at Castle Amber.

Thursday, December 27, 2018

Spending some time in Zothique

I am living is a timeless void...err...or I am on Christmas vacation till the new term starts.

This has given me a chance to catch up on my blog reading and of course, I find some good stuff to use.

Zothique by Goulven Quentel

Eric Fabiaschi over at Swords & Stitchery has been posting about Clark Ashton Smith and Zothique for a long time.

Here are some of his most recent posts.


While I originally went into reading these with ideas for my BlackStar game, but instead I am more convinced than ever that an Astonishing Swordsmen & Sorcerers of Hyperborea game based in Zothique would be fantastic.


There is the Zothique d20 Guide from George Hager on the Eldritch Dark website.
Converting it to OSR-compatible stats is not difficult, but I'd need to read it over more for proper AS&SH conversion.


Part of my New Year's Resolution includes playing more "Basic Era" D&D and clones, and AS&SH is a part of that.  I figure before I take it and make something new with it I should at least figure out how it's played out of the box.

I do plan on hitting more BlackStar in the new year as well.

Monday, November 14, 2022

Mail Call: HYPERBOREA

Another Old-school mail call this week and this one is quite timely. I finally got my Hyperborea leatherette Players and Referee's Guides.

Hyperborea leatherette Players and Referee's Guides

If you have been here for any amount of time you know of my love for Astonishing Swordsmen & Sorcerers of Hyperborea, now just called HYPERBOREA.

This new set, 3rd Edition, does not disappoint.

HYPERBOREA

As you can see it comes with the HYPERBOREA Player's Manual, the Referee's Guide, the Atlas of Hyperborea, dice, and a matching dice bag.


HYPERBOREA

HYPERBOREA

HYPERBOREA

HYPERBOREA


HYPERBOREA

HYPERBOREA

Now I have all three editions of this game. I don't need all three, but I can't find myself parting with any of them.

AS&SH and to a degree HYPERBOREA was where I started my ideas for the War of the Witch Queens, but I have moved it on to Old-School Essentials now. I would still LOVE to do something with HYPERBOREA, something special really. 

HYPERBOREA is firmly in the AD&D rules camp of the OSR clones, though it does only go to level 12. 

Part of me wants to run the Dark Wizard Games modules from Mark Taormino. There is some overlap in themes to be sure. I just wonder if some of the Eldritch Weirdness of HYPERBOREA would be lost in the Gonzo weirdness found in the Dark Wizard adventures.

HYPERBOREA and Dark Wizard Games

I have talked before about how great these would be for B/X or OSE, but maybe this is where I need to go. 

Another option is this.

D&D Classics

Now, this would work and The Lost City and Castle Amber both have solid Clark Ashton Smith vibes. Into the Borderlands and Expedition to the Barrier Peaks also fit the tone of HYPERBOREA well. Same with Isle of Dread which is very sandboxey.  The Temple of Elemental Evil is the odd one out unless I do a little massaging. 

Level wise I think it all might work.  Into the Borderlands covers levels 1-3. Isle of Dread covers 3-7. Barrier Peaks covers 8-12. The Lost City 1-3 (though I argue more like 2-4), Castle Amber 3-6, and Temple of Elemental Evil 1-8 (or more). I can already see how I could do this, to be honest. The trouble is I have run most of these with my kids already.

Still might be fun as an intellectual experiment.