Friday, July 1, 2016

The Passion of St. Othric

I've decided to do things a bit differently in my current Krevborna campaign now that the characters have reached third level: before we play I'm presenting the players with some choices about what kind of adventure they want to go on, as pictured in the image to the immediate left. (They are, of course, able to pursue other goals not listed if they're willing to deal with me improvising an adventure on the fly.) 

This time the party consisted of Tarvin Sellvek, nobleman of Lamashtu, the troubled woodsman Luka Lilithian, and Tristam--a warrior who has sworn an oath against a particular vampire. With some prompting from Tarvin, the group chose to take Emilia and her brother to a remote church suggested by the Rue sisters in hopes of removing the demonic taint that still deformed the young noblewoman.

The journey through the forests of Krevborn to reach the church passed uneventfully. (My poor random encounter table has yet to see use this campaign.) The church was discovered to be a large edifice constructed of black marble; massive statues of hooded saints with their hands clasped in prayer stood vigil at the archway leading inside. Also out front were two rough wagons--clearly, the party were not the only visitors to the church.

Luka scouted the area, but nothing seemed obviously amiss. He also used his supernatural connection to nature to determine if anything otherworldly was at work: aside from Emilia's demonic corruption, Luka sensed an aberration within the area. Leaving Emilia and Martinus in a carriage out front, the party walked through the shadowy archway and up the stairs to a door made of slightly luminescent amber blocks. Pushing the door open gave them access to the high-vaulted nave of the church. The walls were of black marble, but had been treated with an amber coating that gave off a faint illumination in the gloom. Wooden pews stood to either side of the aisle, and a forty foot statue of a robed and cowled figure stood at the apse. The large room held several doors, each made of translucent amber blocks.

As the party began to investigate the statue, hoping to find a helpful inscription or legend, a shot rang out...someone was firing at them from inside the statue. As Tarvin and Tristam took cover behind the pews, Luka maneuvered behind the statue and found a hatch that would allow him access inside. He opened the hatch and took a few shots at the would-assailant perched on a platform inside the statue's head, both of which missed. Luka shut the hatch and tried to hold it shut as the shooter attempted to batter his way out--which he did successfully as Luka reloaded his firearm.

A strange combination of melee and stare-down ensued, with Luka trying to intimidate the gunman into standing down, the gunman's ruffian compatriots rushing in with drawn sabers (who completely disregarded the fact that Luka was holding a gun under their friend's chin), and a mix of unusual fighting tactics rarely seen in D&D. Ultimately, the party won the fight by striking to subdue rather than wound, rendering the banditti ineffective with holy magic, and grappling them into submission. Not a single bandit died, but two were knocked unconscious--the remaining two simply surrendered in the face of overwhelming opposition.

Now that a proper parlay was on the table, the conscious bandits explained that they had come to this church to take advantage of its legendary healing properties because the leader of their band had suffered a strange injury in a caravan raid gone horribly wrong. They indicated that their leader had been taken up a set of stairs behind the hollow statue to a room said to possess miraculous powers. Marching their prisoners up the stairs to behold it for themselves, the party found themselves in a rounded room with a bowl-like depression in the center. In the center of the bowl was a bloodied, injured man cradled in the arms of a woman whose grimy face was streaked with tears.

The woman was Alise, partner of the injured bandit captain Rudigar. Seeing that she was out-manned by the party, she handed over her sword. She explained that they had hoped to use the healing power of the pool to cure Rudigar, but found the pool to be empty. They also could not locate the church's priest, as they planned to force him into explaining the mystery of the pool and how it could be used to save Rudigar. Tristam healed Rudigar's wounds by channeling the power of the divine, but though he was no longer on death's door he remained unconscious, groaning, and occasionally writhing.

Leaving the bandits at the side of the empty pool, the party decided to explore the rest of the church in hopes of finding the priest. (Luka kept calling out to the priest, telling him that he was safe from the bandits, but the cowardly priest remained cowering.) Things discovered in the search: a map to a mysterious and unnamed castle (copied hastily by Tarvin), the corpse of an old warrior wearing the garb of a penitant holding on to his sword even in death, and an illuminated religious text called The Passion of St. Othric. The book detailed the life and martyrdom of Othric, as well as the spiritual use his relics were put to after his demise. According to the text, placing the skull of Othric in the sacred pool and shedding sacred blood upon it would trigger the beneficence of Othric to purge the tainted of their afflictions.

Since both Emilia and Rudigar were both in need of a good purging, the search became a double one: find the priest and the skull-relic of St. Othric. A shrine was discovered: inside was the statue of a woman holding a great sword, lit candles at her feet. There were also two corpses in this room, the bandit scout the party had been on the lookout for and another armed penitent--they had stabbed each other through and fallen together in a heap on the cold black marble floor. The party felt drawn--or perhaps fascinated--by the statue but the effect proved to be only momentary. In the next room Othric's skull was discovered in a carved niche.

As the party prepared to perform the ritual outlined in the Passion of St. Othric by themselves (and a bit concerned about where they would find the required saintly blood), the timid old priest (Father Victarius) finally appeared. He had taken refuge in the lecture hall when the bandits entered the church. He was sorrowful that his compatriots (the last two Knights of St. Othric) had fallen protecting the church, but was willing to oversee the ritual to heal Rudigar and Emilia. However, before that plan could be discussed further, a blood curdling scream was heard to issue forth from the room of the sacred pool.

Thundering up the stairs, Tarvin, Luka, and Tristam found that Rudigar's body had split like an over-ripe fruit and that a large, maggot-like creature had emerged from his sundered form. The maggot-thing was feasting on Alise while the remaining bandits pressed themselves against the wall in terror. The party battled the aberrant thing (Luka had detected its presence within Rudigar when he was scouting), using pistol shot, blades, and holy magic to dispatch it--but not before it managed to sink its maw in Tarvin's leg, sending a paralytic poison coursing through his system. Luckily, Tristam's sacred healing was able to revive the fallen nobleman-adventurer.

Once the aftermath was cleared away in the sacred chamber, Emilia was brought forth and placed in the bottom of the empty pool. The skull of Othric was placed beside her. After hearing of how he was able to cure Tarvin, Victarius believed that Tristam's blood would be enough to enact the mysteries of St. Othric. Tristam let a few drops of his blood fall upon the skull of Othric...the small drops soon grew in size, pouring over the skull, filling the pool with sanguine liquid that shone with holy radiance. After a few moments, the sacred blood receded as quickly and miraculously as it had come. Although those present could not see the transformation directly because of the robes and veil that Emilia wore, she emerged from the pool returned to the form of a beautiful and clear-eyed young woman. The remaining bandits fell to their knees in prayer at the sight of this miracle.

The party stayed the night and helped the priest to bury both his and the bandits' dead. The remaining bandits pledged their service to St. Othric, intending to let their service at the church atone for their lives of sin and murder. The priest encouraged the party to take the sword of Knight Armin and the Passion of St. Othric with them, in hopes that the former would be used in the continuing fight against darkness and that the latter would spread knowledge of the now mostly-forgotten saint. Before they left, Victarius explained that Tristam's oath against the undead seemed of a path with that of Othric: Othric too had pledged himself to ridding the world of vampires and was martyred for his cause.

* * *

The spoils

XP: 283 each (four bandits subdued, one Sluurgian Maggot dispatched)


  • The Sword of Armin (longsword +1, but whoever wields it gains "Destruction of vampires" as an Ideal)
  • The Passion of St. Othric (can be copied by a scribe, if you pay for it, or can be studied as a downtime action--which grants +2 Wisdom)
  • A map to an unknown castle (but there are people you might show it to who could give you more information)
  • Martinus send each party member the equivalent of 500 gp in ready coin and expensive trinkets. He encloses a hasty note telling each of you that he is eternally indebted to you for helping his sister. Emilia also encloses a much longer letter to each of you; you can tell from her letter that she is kind and far less self-centered than her brother.

Extra: For purging Emilia of the demonic corruption you each get Inspiration at the start of your next adventure. 

Oh and if you were wondering where you stood in terms of your renown with the various factions so far:

Wednesday, June 29, 2016

New Background: Hamlet

So you want to play Danish royalty...good luck with that. PDF here.

Monday, June 27, 2016

The Best Books I Read in 2015

Nothing more arbitrary than a top-ten list and nothing more empty of meaning than the "listicle," but someone asked me what books I enjoyed most in 2015 and so here we are. I could tell you why I loved this books, but I'm going to let them sell themselves on their own merits with an excerpt.

K. J. Bishop, The Etched City

Her phantom conscience–that odd, purely intellectual, unemotional organ which had grown, like scar tissue, to replace her original conscience, lost in the war–didn’t inflict her with actual feelings for any of this suffering humanity, but she felt an aesthetic objection to the squalor and lowering of human dignity

Drew D. Gray, London's Shadows: The Dark Side of the Victorian City

The killer epitomized all that was rotten in the slums of Whitechapel–a phantom born out of the filth and degradation of Godless communities. From the moment he started killing poor women, ‘Jack’ became a cultural construction used to serve a multitude of diverse causes. He was purifying angel, an enlightened reformer and a harbinger of revolution.

Ann Radcliffe, A Sicilian Romance

His passions were vehement, and she had the address to bend them to her own purpose; and so well to conceal her influence, that he thought himself most independent when he was most enslaved.

Emily Bronte, Wuthering Heights

It was a strange way of killing: not by inches, but by fractions of hairbreadths, to beguile me with the spectre of a hope through eighteen years!

Charles Brockden Brown, Wieland

Whoever has pointed steel is not without arms; yet what must have been the state of my mind when I could meditate, without shuddering, on the use of a murderous weapon, and believe myself secure merely because I was capable of being made so by the death of another?

William Faulkner, The Unvanquished

I could see that too, who had had no presentiment; I could see her, in the formal brilliant room arranged formally for obsequy, not tall, nor slender as a woman is but as a youth, a boy, is, motionless, in yellow, the face calm, almost bemused, the head simple and severe, the balancing sprig of verbena above each ear, the two arms bent at the elbows, the two hands shoulder high, the two identical dueling pistols lying upon, not clutched in, one to each: the Greek amphora priestess of a succinct and formal violence.

Louisa Baldwin and Lettice Galbraith, The Shadow on the Blind and Other Stories

She walked erect before us, there was that in her bearing and appearance which reminded me of some distinguished Frenchwoman at the time of the Revolution, and I thought how many a proud head like hers had fallen from its white shoulders under the guillotine.

Felix Gilman, The Half-Made World

The Hotel’s luxury was for show, for outsiders, for the travelers who were only passing through. Was it meant to seduce? Liv took it as a threat–it said, Look how much our factories can make, and how easily. We could buy you.

Stephen Bates, The Poisoner: The Life and Crimes of Victorian England's Most Notorious Doctor

Poisoning only died out as a relatively common means of murder with the increasing certainty of forensic detection … and with the introduction of more stringent rules regulating over-the-counter sales of poison. Divorce-law reform, making it easier to escape a disastrous marriage or malign partner, also eventually helped.

James Thomson, The City of Dreadful Night

This little life is all we must endure,
The grave’s most holy peace is ever sure,
We fall asleep and never wake again;
Nothing is of us but the mouldering flesh,
Whose elements dissolve and merge afresh
In earth, air, water, plants, and other men.

We finish thus; and all our wretched race
Shall finish with its cycle, and give place
To other beings with their own time-doom:
Infinite aeons ere our kind began;
Infinite aeons after the last man
Has joined the mammoth in earth’s tomb and womb. 

Friday, June 24, 2016

Fresh Graves for Old Bones

Having returned from a winery dealing in demonically-infused absinthe with a retinue of the lost and damaged (two people whose sanity has been blasted by the horrors they were subjected to, one woman transformed into something monstrous by the machinations at work at the winery, and the transformed woman's traumatized brother) in tow, Grimm and Tarvin made an appointment to meet the Rue sisters at the Black Orchid tea house to seek their advice about what could be done for their new charges. 

This time, only Morrigan Rue was able to meet with them, her clothes noticeably torn and perhaps stained with blood. Morrigan offered that she might know of a church in Krevborna that could aid the transformed Emilia; she also seemed to think that recuperation in an asylum would be the best thing for Petro and Mirella. 

Since Tarvin and Grimm had done her a great service in retrieving the books of demonic lore that Josep was using to blend "demon's milk" into his absinthe, Morrigan also disclosed that she and her sister had uncovered Strahd von Zarovich's plan to annex their homeland of Krevborna and assimilate it into Barovia. As such, they were leaving Barovia through a path through the mists known only to them in hopes of returning to their homeland to prepare for Strahd's invasion.

(I'm not sure if this is overly clever, but I've pulled a "reverse Ravenloft": usually in Ravenloft campaigns the characters get sucked into the world and struggle to escape; here, I'm having Ravenloft be something that sneaks into your world and attempts to colonize it instead.)

Through a deft bit of rhetorical maneuvering, Tarvin managed to pawn off Martinus and Emilia to Morrigan's care. Grimm and Tarvin both agreed that they would travel back to Krevborna with Morrigan and Pandora in three days. Which, of course, gave the pair ample time to shore up their ambitions with the deeds they'd recovered and accept Ivara Olashenko's invitation to dinner. Ivara lives in an old manor house, complete with stone gargoyles upon the roof. While they ate borscht and roast chicken, Ivara evidenced both her gratitude to Grimm for saving her life and a keen interest in "ghost stories." 

She also seemed interested in the prospect of adventure, so much so that Tarvin offered her the chance to accompany them to Krevborna (!!!). For dessert, they were presented with fruit pastries bought from a strange old woman famous for the dream-like effects wrought by her confections. After a few bites of his, Tarvin got lost within himself, dreaming of his own nobility and the deference he craves. Grimm was unaffected by his pastry, but Ivara's eyes rolled back in her head as well--she later claimed to have dreamed of mountains of books and a loving pet snake. This left Grimm in an awkward position, waiting around for hours while his host and master indulged themselves in magical reveries. 

With a few days to kill before leaving Barovia, Tarvin and Grimm decided to return to the Death House to test some theories about the connection between Strahd's land and their own Krevborna. They found the house as they left it, but decided to give the children's corpses in the nursery proper burials. They located a church with an adjacent burial ground. However, they heard strange sounds coming from within the tool shed where they hoped to find a shovel. It turned out that the church's altar boy, Milos, a hulking red-headed boy with a pocked and pimpled complexion, lived within the tool shed. A few coins and some fast-talking got him on his feet to dig graves for the children. 

Whilst digging the graves, though, he voiced his surprise that the priest was allowing them to set anyone to rest within the burial grounds because "the ground wasn't any good." When pressed on what he meant by that, Milos told them that since the relics of the church's patron saint were stolen the burial grounds were unhallowed. Sensing that he knew more than he was letting on, Grimm and Tarvin plied him with wine and took him into their confidence, after which he revealed that he had stolen the saint's bones at the request of a carpenter in town because he badly needed extra money to help feed his family.

The carpenter's shop was unmistakable due to the coffin-shaped sign in front of the two-story brick building. Grimm picked the lock of the side door, allowing the duo entrance into a showroom filled with different makes of coffins. Stealthily scouting the building, the pair managed to surprise the old carpenter in his bed and *ahem* apply some pressure to make him explain himself. He revealed that he had been commanded by Strahd himself to make away with the saint's relics so that the church might be left vulnerable to Strahd's undead minions. Under duress, the carpenter indicated that there was a secret panel in his wardrobe where the relics were hidden. 

Grimm and Tarvin returned to the church with the relics, intent on restoring them to their proper place within the church's altar. As they made their way down the church's central aisle, they spotted a woman sitting in one of the pews; as they approached the altar, she moved to stop them. She was a pale woman in a tattered dress, beautiful save for the fangs and claws that marked her as one of the unclean. 

The pair must battle their way to the altar, then. The woman proved supernaturally fast and strong; she used her claws to fasten into Tarvin's flesh and draw his neck to her ravening maw--he felt his life's blood gushing from his torn throat as he sank to his knees and prepared to leave his life before the church's altar. And then...a voice came out of the darkness, offering him his life again in return for...something of him. Fearing death, Tarvin chose to take the offer. Although still covered in his own arterial blood, he found that he was no longer wounded. Meanwhile, Grimm (who was having better luck against this creature with his silver sword) managed to catch the woman beneath the armpit with his blade and drive her to the ground, where she quickly turned to ash.

Returning to the Blue Water Inn, the pair found Ivara waiting from them, reading a book by candle light in the common room. Tarvin went to clean himself and head to a well-deserved rest, leaving Grimm to a strange conversation with Ivara about the nature of serving others versus choosing mastery of one's self--is it better to be the dagger that is a tool used by others or to be the hand who wields the dagger for one's own gain?

Oh, and Ivara has decided to take Grimm and Tarvin up on their offer of travel to Krevborna. Perhaps she'll find that adventure she's been wondering after, no?

* * *

The spoils:
XP - 200 each
Loot - none!
Extras - for restoring the relics to the church and laying Rose and Thorn to rest, Tarvin and Grimm each gain inspiration
- Tarvin has been touched by the darkness after accepting a new lease on life; more on that at a later date (note: rolled a 13 for this)

Wednesday, June 22, 2016

Sandman: Fables and Reflections

Some things we lose, and some things we just give away.

It's always a choice, though, when you look narrow-eyed and shrewd upon it. A choice that shapes the direction of things, a choice that gives purpose to the story as we tell it or as we will someday come to tell it.

And so it is with Fables & Reflections, a collection of self-contained issues before the next big arc of the Sandman Saga. The pace of Sandman is one that needs space and time to gather up steam for the next big advancement of the plot; the issues that allow for that building of momentum are slight, but generally serve to foreshadow the importance of themes that are about to lurch into prominence. In Fables & Reflections, those themes are all about what we lose, the consequences of that loss, and our role in making the choices about what we will lose and what we will just give away.

"Fear of Falling" is about a playwright on the verge of losing his chance at success and the act of giving away your fear of fulfillment.

"Three Septembers and a January" recasts the historical Emperor Norton as a gambit in a bet between Dream and his younger siblings, illustrating the importance to holding on to dignity as a communal act instead of grasping at baser, personal desires.

"Thermidor" tells of one of Lady Johanna Constantine's adventures during the Reign of Terror. (Yes, she is the ancestor of that other Constantine.) This story introduces Dream's son Orpheus, and also links Orpheus to loss in a myriad of ways--he has lost his father, his body, and his head becomes "lost" to the people actively searching for it. Or are any of those things truly gone? Or has Dream simply chosen to toss them aside?

"The Hunt" is a fairy tale in the Eastern European style told by a werewolf grandpa to his thoroughly modern granddaughter. The old tales, too, are things we might lose sight of--either willingly or by failing to see their value.

"August" shows Augustus Caesar donning the attire of a beggar so that he might think in peace without the interference of the gods. What he thinks on: should he choose to let the Roman Empire decline and fall? Has he lost himself to the trauma inflicted upon him by the rapist Julius Caesar?

"Soft Places" finds Marco Polo discovering that man's thirst for mapping, exploration, and putting a name to the mysterious places of the earth might strip them of their particular arcana--is it better to know or to dream?

"The Song of Orpheus" retells the Greek myth of Orpheus, but in terms of Gaiman's own developing Sandman mythology. What else could it be about but letting go or being forced to let go? Love, life, faith, family, everything.

"The Parliament of Rooks" returns to Lyta Hall and her son Daniel (remember them from The Doll's House arc?), and Daniel's encounter with Matthew the raven, Eve, Cain, and Abel in the Dreaming. Much like "The Hunt," we're stuck in a cycle of telling stories and choosing which ones we keep and which we do not.

"Ramadan" takes us from Baghdad as the jewel of all cities to a modern war-torn version of the same--do we discard the glory of the past for an enduring present?

There are cycles at work in these seemingly unrelated stories: rulers who go among their people and must make choices about what will remain of their kingdoms and what will not ("Three Septembers and a January," "August," "Ramadan"); stories that fade or lose their mystery ("Fear of Falling," "The Hunt," "Soft Places," "The Parliament of Rooks"); familial belong as a decision that is made over and over again ("Thermidor," "The Song of Orpheus," "The Parliament of Rooks").

Some things we lose, some things we just give away.

Monday, June 20, 2016

What is "Easy to Prep" and Why Haven't the Big Publishers Noticed?

A question I asked a while back on G+: What published adventure "modules" are easy to prep and run? And what makes them so usable at the table?

These were the answers that cleaved most closely to the heart of the question:

Adventure Name: Isle of Dread
What makes it easy to prep and run: modicum of details, regional maps, minimalist npcs

Adventure Name: Stonehell
What makes it easy to prep and run: room maps and keys fit on a two-page spread

Adventure Name: Sleeping Prince of the Feathered Swine
What makes it easy to prep and run: clean layout, concise text

Adventure Name: Tegel Manor
What makes it easy to prep and run: 2-line room descriptions

Adventure Name: Rusted Vault
What makes it easy to prep and run: excellently organized, concisely written

Adventure Name: Castle of the Mad Archmage
What makes it easy to prep and run: two line room descriptions

Adventure Name: Greyhawk Ruins
What makes it easy to prep and run: compact descriptions, cohesive levels

Adventure Name: Death Frost Doom/Tower of the Stargazer
What makes it easy to prep and run: extremely clear, well explained

Some Observations We Can Make From This Admittedly Slim Data:

  • The people on G+ that responded almost universally cited D&D adventures as their examples. (There was one honorable mention of Savage Worlds.) This, in itself, is a fact that asks questions: Did I skew he answers by using the word "modules" in the first place? Is G+ the hang-out of choice for people who like old D&D things? Is it just that D&D is actually synonymous with RPG adventures in our heads? I think all of those became factors that colored the kind of answers I got.
  • The overlap in answers is obvious: people are willing to buy (and recommend) modules with fewer words in them. Words like "compact," "concise," and "minimalist" detail the commonalities of what people agree on that make an adventure easy to prep and run.
  • Most of the things on that list? Made by small-press or hobbyist publishers. Again, that could be an artifact of who I polled, but I think it would be wrong to discount the ideas that small publishers have less at stake (and can therefore take bigger creative risks) and that creative inertia has set in among the major RPG publishers for reasons that are both economic and cultural.
  • Two people noted a preference for two-line room descriptions; is that the Platonic ideal? 
  • The primary skill to master if you want to make a more verbose adventure a better experience to run: taking notes with an eye toward condensing the material. If we were chefs and not gamers, I'd advise you to learn to make reductions, not gravies. 
All of this seems to beget more questions: Why do modules that are a far cry from two-line descriptions outsell those easier to prep adventures? And why haven't modules published by the big dogs of the industry changed all that much in formatting and design throughout the years if there are writing practices out there that are better suited to this kind of creative product?
  • The answer to both, as far as I can tell, is that they don't have to. There is no economic pressure on the big publishers to innovate within the space of "the adventure module"; their adventure lines seemingly must sell well enough to actively promote a mindset that assumes that the wheel does not need to be reinvented.
  • This is, of course, a pretty good example of base-superstructure at work: the economics of what has sold in the past and what continues to sell for the big publishers dictates the assumption that more expansive or dense or maximalist adventure products hit the sweet spot of being both desired and profitable, which in turn feeds into a publishing culture that doesn't have to imagine anything beyond or even explore the boundaries of the way adventures have traditionally been written and sold, which in turn feeds into an economic situation where those products dominate the marketplace, which in turn feeds into a culture get the picture.
  • Which is interesting because that kind of inertia actually dictates that any innovation will come from outside the people working on adventures for the big publishers. Hegemony, even the minor key sort of publishing elfgame books, frequently chooses the shape of its own resistance.
  • We're also going to need to be a bit uncomfortably honest for a second: most adventures that get sold aren't actually purchased by people who will run them. (And this is regardless of who published them.) If that's the case, formatting them for table-use doesn't have to be a priority, counter-intuitive as that seems.
  • Of course, none of this means that change is impossible. Best case scenario: someone who can innovate makes a big enough splash to get the chance to change publishing practices from the inside. Worst case scenario: that person gets the chance and nothing changes in the long term anyway. Most likely scenario: we continue to be better off in most case just sitting down and writing our own adventures.

Thursday, June 16, 2016

Howls of the Damned: Isa, Lychgate, The Howling Void

What I've been listening to lately:

Isa, Songs of the Dead

Lychgate, s/t

The Howling Void, The Triumph of Ruin