“I am the ancient. My beginnings are lost in the
darkness of the past. I am not dead. Nor am I alive. I am undead, forever.”
—Count Strahd von Zarovich [I6 Ravenloft – 2]
I6 Ravenloft |
Yet inside these tavern walls the food is hearty and
the ale is warm and frothy. A fire blazes in the hearth and the tavern is alive
with the tumbling voices of country folk.
Suddenly, a hush falls over the tavern. Even the
flagons of ale seem to silence themselves. The tavern door swings open. Framed
by the lamp-lit fog, a form strides into the room. His heavy, booted footfalls
and the jingle of his coins shatter the silence. His brightly colored clothes
are draped in loose folds about him and his hat hangs askew, hiding his eyes in
shadows. Without hesitation, he walks directly up to your table and stands
proudly in a wide stance with folded arms. [I6 – 7]
That’s a creepy intro, isn’t it? Pregnant with
possibility. Fraught with subtext. Dripping with the essence of hundreds of
Hollywood classics. Such a passage could raise goosebumps if you’re in the
right frame of mind, picturing the passage in Technicolour and Panavision.
Technicolour and Panavision doesn’t seem quite right, though, not for gothic
horror. I’m inclined to see it in B&W, in stark light and cloaked in shadow,
and a thousand shades of grey.
Tis October; the season, I suppose, that more than a few
DMs, and not a few players, would prefer their adventure to have a
certain…theme. There are more than a few scenarios out there that fit the bill,
but I expect that none are as tailored to the season as Call of Cthulhu®
or Ravenloft®.
When I say Ravenloft, I might mean TSR’s 2nd edition campaign
setting—either should scratch that itch.
They might, and would, but I’d like to rewind a little
and draw our attention to the singular adventure module I6 Ravenloft. It’s
the iconic adventure that set D&D down the gothic path that was to be TSR’s
template for its aforementioned, then future, setting. And it’s arguably still
the best gothic horror adventure TSR or WotC have ever produced. Indeed, it
tops more than a few lists as the best D&D adventure of all time,
regardless of edition.
Is it? It spawned a sequel. A setting. And it has been
rewritten under pseudonyms for each edition. That suggests its continued popularity,
and its longevity, I imagine. Reverence, even. Lavished with that kind of love,
it keeps rising from the dead, you might say. But is it truly the best
adventure of all time?
It might be. It’s a challenge, though. Lethally so. It
would be. It’s brimming with more undead than just about every classic horror
film combined, what with its zombies and skeletons, its ghosts and ghouls. But
it wouldn’t have claimed its beloved top spot because of its abundance of undead
“cannon fodder;” it did for its namesake: Strahd. Or should I say Dracula? Bram
Stoker’s classic novel is, without a doubt, Strahd’s inspiration. And, indeed,
for Ravenloft.
Can I say that? You can bet your bottom vial of holy
water, I can. You know it, and I know it. Strahd…. Vlad…. If that were not
enough, Strahd’s castle mirrors Vlad’s reclusive fortress in the Carpathians. Secluded.
Sinister. Strahd also appears to be as attracted to young maidens as Vlad. Ireena
Kolyana and Gertruda vis-à-vis Lucy and Mia. Moreover, he too has maiden
vampires to attend to him, an army of gypsies, and a madman at his beck and
call in Cyrus Belview, whose diet is as deranged as was Renfield’s.
That’s where the similarities end, though. Mostly,
anyway. Where Vlad absconds from his retreat for the happy hunting grounds of
London, our heroes must face our villain in his own lair. And where Vlad’s
gypsies are a little more dedicated in their service of their master in
Stoker’s book, ours take little interest in defending theirs—in text, that is.
The mood is as eerie.
A perpetual rolling blackness of thunderclouds casts a
gray pall over the land. The darker silhouette of Castle Ravenloft looks over
the valley from its 1,000 foot pillar of rock. [I6 – 6]
Black pools of water stand like dark mirrors about the
muddy roadway. Thick, cold mists spread a pallor over the road. Giant tree
trunks stand on both sides of the road, their branches clawing into the mists.
In every direction the mists grow thicker and the forest grows more oppressive.
[I6 – 6]
There is a deathly stillness in the dark Barovian
woods. [I6 – 6]
But, where Jonathan Harker could leave at any time, were
he able to, our heroes may not.
No one has left Barovia for centuries. This is because
of the trapping fog that exists everywhere in Barovia. Once it is breathed, it
infuses itself around a character's vital organs as a neutralized poison. […]
It does not harm characters as long as they continue to breathe the air in Barovia.
However, when they leave Barovia, the poison becomes active. [I6 – 6]
Suffice it to say, Ravenloft would not be Ravenloft
without Strahd, as much as “Dracula” would not be “Dracula” without Vlad.
It’s because of Strahd that I6 is #1. And it is because
of Strashd that Ravenloft is the challenge it is: A deadly one. Strahd
is a vampire, after all.
Strahd is a slightly above-average vampire. He has the
normal 18/76 strength and his blows drain 2 life levels from his opponents.
Strahd has the usual vampire abilities. He can only be hit by magical weapons
and can regenerate 3 hit points per round. He can assume gaseous form at will
or shape change into a large bat. He can charm person at will by gazing into a
character's eyes, causing that character to make a saving throw vs. spells with
a penalty of -2. [I6 – 3]
If that were not enough, Strahd is also a 10th level
magic user. [I6 – 3]
He's genius and should be played as such. The Hickman’s
even say as much.
Strahd chooses when he attacks. Strahd is supposed to
be a genius, play him as one. Whenever he is aware of the PCs' positions, he is
allowed to make an attack how and where he wants. [I6 – 3]
He knows what the heroes are doing:
Strahd has a variety of spies and servants. They
report to him four times each day (at dawn, noon, dusk, and midnight). There is
a 60% chance that Strahd knows the PCs' location at these times. [I6 – 3]
And he will choose when and where to attack. To his
advantage. [I6 – 3]
Strahd chooses the time and method of his attacks
carefully. […]
- Strahd attacks a single PC for 5 melee rounds, then leaves.
- Strahd calls 10-15 Strahd zombies to attack the party. All of the zombies must attack at the same time in the same place.
- Strahd calls 3-12 worg wolves to attack the party. All of the wolves must attack at the same time in the same place. [I6 – 3]
Strahd knows when to withdraw. He knows when he is in
over his head. If he is losing a battle he becomes gaseous, polymorphs into a
wolf or bat, and/ or summons other creatures to guard his retreat. [I6 – 3]
It goes without saying that Strahd might be impossible to
beat outside his lair. And maybe in the daylight hours…. And even then…. The
players had best hope that the final confrontation isn’t in Strahd’s tome—which
it most likely will be—because even gaining entry will be a harrowing
experience.
‘Nuff said on that.
If Strahd were not enough, there are other vampires in
the keep. Ghouls, skeletons, and zombies, be they the Strahd variety or not. And
banshees and spectres, and wraiths and wights. And in random encounter tables,
too! These are not the disarmed 5e undead. They inflict disease and paralyse.
They have the capacity to drain levels. Permanently! If the PCs are not lucky,
exceedingly lucky, they are going to lose levels, and before long the adventure
will be above their pay grade. That will take a toll on the party. No
one is going to save against all those attacks.
So, is this adventure survivable? It is. If our heroes
are careful. If they have a couple high-level clerics. A paladin would be a
boon, too, I imagine. Even then, they are going to have to learn to travel by
day. That should be apparent, once they came face to face with the undead once
the perpetual twilight sets to darkest night.
I won’t describe the adventure in detail. That would be
onerous. If I did, those who know it would be bored; those who don’t will be
cheated of their future enjoyment. And claustrophobic terror.
I will say that the descriptive passages are works of
art. They set the stage, eevoke the mood, and keep the tension taut.
Take the Burgomaster’s house as example:
The interior of the house is well furnished, although
the fixtures show sign of considerable wear. Obvious oddities are the
boarded-up windows and the overuse of holy symbols in every room. The
Burgomaster is in a side drawing room - dead. He is lying in a room that is
dark, despite the candles burning in his honor. The stench in the house is
horrible. [I6 – 9]
That passage reeks of fear and desperation.
And take Madam Eva’s tent:
Within, all is dimly illuminated in pools of red
light. A small, low table stands across from the doorway, covered in a black
velvet cloth. Glints of light seem to flash from a crystal ball on the table as
a hunched figure peers into its depths. She speaks. Her voice crackles like dry
weeds. Her tone soars and falls like the wind outside. "At last you have
arrived!" Her sudden cackling laughter bursts like mad lightning from her
withered lips. [I6 – 11]
I love Madam Eva. She’s a cunning old bird.
I’ve gushed on about this
module thus far. It deserves such praise, I think. It’s well written,
beautifully imagined, brilliantly realised.
Even the artwork is top rate.
But is Ravenloft
perfect?
Is anything?
Few Barovian citizens are detailed.
The Barovians |
That’s the extent of them.
Not a single building in the town is mapped. More damning
is the question, “how have these people have survived?” The simple answer is
that they survive because it’s Strahd’s desire that they do. They are his
larder, so to speak. But there’s nary a farm noted on the map or in the text. There
is mention of food—at Strahd’s table, at least:
In the center of the room, a long, heavy table stands
covered with a fine white satin cloth. The table is laden with delectable foods
of every type: roasted beast basted in a savory sauce, roots and herbs of every
taste, and sweet fruits and vegetables. [I6 – 14]
Not so much for the villagers. So, I ask you, how are they
sustained? Where do they get their food?
No villager has left Barovia for centuries. Those who
tried never returned, dying from the vile snapping teeth of the Barovian wolves
and the choking deadly fog. [I6 – 6]
Which is quite a different statement from:
No one has left Barovia for centuries. [I6 – 6]
It’s presumed (by me, at least) that the gypsies can.
The gypsies were given a potion by Strahd that cancels
the effects of the fog. This potion is jealously guarded by Madam Eva, who
buried it in a secret place. [I6 – 6]
If the villagers have not left in centuries, I presume
it’s the gypsies that have brought their necessities in. Otherwise, how is
Bildrath’s mercantile restocked?
Bildrath trades with the gypsies when they pass
through. [I6 – 8]
Obviously. But how does Bildreth pay them? By fleecing
adventurers, it would seem.
Bildrath […] will sell the PCs anything on the
official AD&D shopping list, except items found under "Religious
Items," "Livestock," and "Transport." Everything is
ten times the normal price. [I6 – 8]
Food and sundries aside, one wonders how the people have
survived predation for centuries.
The poor villagers of Barovia have been terrorized for
centuries by "the devil" Strahd. [I6 – 6]
Their constant state of fear would take its toll. Personally,
I expect that the villagers would have been driven mad, long ago. As they must
have been.
Mindlessly, Arik cleans glasses, one after the other.
When they are all clean, he starts over. If spoken to, he takes orders for
drinks in a dull, hollow voice. After serving drinks, he returns to cleaning
glasses. Arik ignores all questions. [I6 – 8]
[Mad Mary] is lost in her sorrow and despondency. She
barely recognizes the presence of anyone in the room. [I6 – 9]
The priest has been praying and chanting throughout
the night. His voice is hoarse and weak. [I6 – 9]
Barovia |
The townsfolk aside, the Gypsies are underutilized, at
best. And under realised.
Gypsies' traditions, humor, and language are dark and
mysterious. Only the gypsies can pass through Barovia at will. Their leader,
Madam Eva, foreshadows the events that befall adventurers. Gypsies may be found
anywhere. [I6 – 32]
They are usually noted as NE, but in one instance as LN;
and yet madam Eva is CN.
Their purpose?
They “work for” Strahd.
It was they who delivered “the Burgomaster’s” letter to
the PCs.
His accented voice speaks, "I have been sent to
you to deliver this message! If you be creatures of honor, you will come to my
master's aid at first light. It is not advisable to travel the Svalich woods at
night!" He pulls from his tunic a sealed letter, addressed to all of you
in beautiful £lowing script. He drops the letter on the table. "Take the
west road from here some five hours march down through the Svalich woods. There
you will find my master in Barovia."
Amid the continued silent stares of the patronage, the
gypsy strides to the bar and says to the wary barkeeper, "Fill the
glasses, one and all. Their throats-are obviously parched." He drops a
purse heavy with gold on the bar. With that, he leaves. [I6 – 7]
So:
The gypsies are in the service of Strahd von Zarovich
and fear the consequences of disobedience. [I6 – 32]
The gypsies were given a potion by Strahd that cancels
the effects of the fog. [I6 – 6]
The gypsies will carry dirt from his crypt to his new
home. [I6 – 5]
Yet they work for themselves.
Bildrath trades with the gypsies when they pass
through. [I6 – 8]
Madam Eva |
Yet they are fiercely loyal to Madam Eva.
This old woman may seem crazed and mad to the PCs but
she is, in fact, quite cunning and sharp of mind. She is never fooled by
adventurers (she has seen a good many in her time) and is very neutral. She
serves Strahd as long as that benefits her and her troupe. She never gives aid
and never needs any. [I6 – 11]
[O]ne of the gypsies tells [the PCs], "It was
fated that you would visit this humble camp. Madam Eva foretold your coming.
She awaits you." [I6 – 11]
Its shortcomings are few and far between, though. The PCs
were never meant to spend much time in the town of Barovia; and, depending on
which fork in the road they choose once they leave that besieged town, they may
never meet Madam Eva at all.
That would be a shame. The fortune telling is a great roleplaying
moment. I suggest you move the gypsy camp. To where? Perhaps just before the
town. Have the PCs follow the gypsies from the very start when they were given
that luring letter. Why not follow such a person? Once past the gate, they can
watch the gypsies come and go and discover early on that they cannot. That
might raise their hackles concerning these gypsies. Once they, the PCs,
discover that they are in as dire straights as the Barovians they will
empathise with the villagers all the more quickly.
They’re in the same boat, after all.
“…the world seems full of good men—even if there are
monsters in it.”
―
DraculaRavenloft was published as a stand-on-its-own
adventure, long before it became a brand or a setting. Long before it became a
demi-realm. That means that at one time it could be placed anywhere. Sadly, or
maybe fortuitously, I6 does not have a sword-and-sorcery, or a high-fantasy
feel. It doesn’t scream Greyhawk, does it? Its tech is gothic, not
medieval-esque.
That said, where then might Ravenloft fit in
Greyhawk? Some secluded corner of Keoland? I’d like that, but I’m not sure the
topography there conforms to Barovia’s. It requires rivers, waterfalls tumbling
from towering cliffs amid dense forest. Veluna? Perhaps, but Veluna’s patron is
Pelor, NG and not LG. Perrenland would suit, given the names, but Perrenland is
a little narrow, to my mind, confined as it is within its enveloping mountain
ranges to fit the thematic isolation of centuries Barovia suffers.
My choice is the Pale, betwixt the Rakers and the Troll
Fens. That might be best. It’s isolated. Few would travel there, given its
dangerous local and its isolation. Even Pholtus fits, standing in for the sun
god in question.
Thoughts? Do you agree? Where might you place this
disparate adventure?
One must always give credit where credit is due. This post is made
possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard
Lakofka among them.
Nor could this post exist without the
wizardry of Tracy and Laura Hickman, without whose inspiration and tenacity,
this adventure would not have seen the light of day.
The Art:
Cover Art, by Clyde Caldwell, from I6 Ravenloft, 1983
The Castle, by Clyde Caldwell, from I6 Ravenloft, 1983
Strahd, by Clyde Caldwell, from I6 Ravenloft, 1983
Undead, by Clyde Caldwell, from I6 Ravenloft, 1983
The Barovians, from Curse of Strahd, 2000
Mad Mary, from Curse of Strahd, 2000
Fair Barovia, from Dungeon #207, 2012
The Fortune Teller, from Curse of Strahd, 2000
Count Strahd von Zarovich, from Curse of Strahd, 2000
Sources:
1015 World of
Greyhawk Boxed Set, 1983
2009 Monster Manual,
1st Ed., 1977
2011 Players
Handbook, 1st Ed., 1978
2011A Dungeon Masters
Guide, 1st Ed., 1979
9075
I6 Ravenloft, 1983