Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Tuesday, September 30, 2025

Thoughts about the end of Curse of Strahd

That is, the end of the mass of text I have produced, not about the various endings of the campaign, which I might talk about after I have posted the ending.

So I finished the Curse of Strahd with Iron & Gold, and in the end, I wrote over 100,000 words, which is more than I’ve ever written for a novel. (My novel attempts end in the 20K-30K mark.) Part of the reason is that this had a structure, even if it was largely a peripatetic one. At that, I skipped chunks of the campaign I didn't care about: I never ended up getting involved with the hags, and never saw the werewolf den, never dealt with Izek or the mad mage.

Is it great fiction? No, of course not. It’s a journal of a role-playing campaign. Different forms.

So partly I was thinking, Could I turn it into a novel, even if I never intended to publish it? (If I wanted to publish it, I’d have to change a lot of D&D-isms to avoid Hasbro’s wrath.) Could it be a kind of practice in that way?

Maybe. I mean, I have been going back and fixing what my friend Jim has called infelicitous phrases, and adding character reactions before I post. (When playing, I gloss over them, but before I post it, I go, oh, hey, shouldn’t you see how they respond to that? I mean, I know how they respond, but I should indicate it in the text.)

And there are things I like about it — I like the Tsolenka Pass, especially the sequence on the roof; I like the fact that Ireena has been around the land a bit, even if she hasn't been to Krezk yet (necessary because of the trap that is the pool). I like giving Ninefingers the agency of being the guy who knows about trapped structures.

But structurally, it would need changes. Here’s what I think I’d have to do, at first blush and in no particular order.

  • Largest, what’s the point? Yes, it’s an adventure but about what? There are a couple of hints as to things that might be important to the characters, but they either don’t get followed up or show up full-bore without foreshadowing. I’d want to play up the possible Felewin-Ireena romance. That would probably add an extra layer for Strahd to come in, jealous. Uthrilir’s cursed relic is spoken of, even in the very beginning, but it doesn’t have much of an effect. Adding a scene where someone other than the snow maidens tries to take it, and Uthrilir becomes a dervish of madness. There are also hints of a deeper feeling between Hrelgi and Uthrilir, and I’d want to create scenes that would reflect that.
  • Heck, the big four need arcs of some kind. Ezmerelda, who exists largely to be fill-in for skills the PCs don't have, would need to be a realer character.
  • It’s kind of peripatetic, a series of adventures and not until the second half does it seem to have a single focus (looking back on it).
  • If I decided on a point, I’d probably have to change how they get to Barovia (or whatever I’d call it). Walking through the mists is the easiest way but it also has the least effect on the rest of the story. (Of the hooks, faking an invitation from Kolyan is probably the most directly connected to the characters, but that didn’t fit with where I had left the characters in a previous adventure.)
  • “Death House” is a fine adventure, but how does it reflect whatever I decide the point is? I was groping toward a change in the Felewin-Ninefingers relationship, and I could emphasize that (and Ninefingers’ comments during Death House get brought back during the Amber Temple and in Ravenloft. Also, there are some monsters that show up in Death House and nowhere else — I’d want to think whether some of those should be eliminated or brought back later on. It’s also a sixth of the adventure; is that the right amount? I feel like it’s too much if it’s not connected to everything else. If the story were about, say, overcoming Strahd, then it should be connected to Strahd, rather than being an example of evil acts uncondoned by the main baddie. (Such things can exist, of course, but do we want them to be the first sixth of the book?)
  • The section with Doru and Father Donavitch seems a little free-floating, but it does introduce us to Strahd, so I think that’s okay. Maybe play up the business of “Do we kill Doru or don’t we?” a bit more. In fact, I skim over an awful lot of stuff in the first part for all that it feels slow in retrospect. I ended up using some of it with the returns to Vallaki and Barovia, but not everything. There are things hinted at that make no sense if you don’t know the campaign. What happened to the maidservant in Viktor’s household? What is going on with this cult? And we just skipped the business of Izek because it wasn’t interesting to me, but it might be a way of bringing out feelings about Ireena, and giving her a bit more action.
  • If the loss of Ireena is to mean something more, it should be played up a bit more. There should be reactions, is what I’m saying.
  • The winery and Berez seem tacked on. I mean, they follow logically from the events, but they don’t seem integral to any story we’re picking.
  • Since I’ve only posted to the Tsolenka Pass, I shan’t comment on anything after that, but the narrative does gather speed. I would need to examine that and see if it’s the kind of speed I need.

Anyway: those are a few thoughts.

(And I couldn't publish because I've wasted the first rights on the Internet. Oh, well.)

Addendum, months later

Okay, I’m about to post the last chapter and then the epilogue, so I’m going to expand this.

First, as a campaign. Hanging out on Reddit in r/CurseOfStrahd was helpful; I see why it’s so popular, and see the passion that players and DMs bring.

I think I would have been too much a slave to the module if I hadn’t converted it to another system, though there is the possibility that I converted monsters to be too easily defeated. More on that later.

I didn’t play Strahd as lethally as I could have. I think I could have presented him as a much more dangerous foe.

The campaign world doesn’t make a lot of sense. It’s too small for the population: the land doesn’t have enough area to feed everyone; there doesn’t seem to be farmland, butchers, blacksmiths, chandlers, and so on. As written, the population is ninety percent soulless, and those people offer no sustenance to Strahd. (“Strahd periodically feeds on the blood of Barovians who have souls, but he can't draw nourishment from the blood of the soulless. He can tell at a glance whether a Barovian has a soul or is merely a shell.”) Presumably one can befriend a Vistani group and place an order for an import (subject to Strahd knowing you have it), but this can’t be an organized thing. Assuming that the castle has about ten encounters when you’re in it, using average numbers for dice rolls, there are at least 41 vampire spawn in Barovia. What do they eat? Six are in the Amber Temple, where there’s darn little blood to drink, although there’s an interesting story where the defenses in the Temple are bad because the vampire spawn have been laying waste to the other monsers…or going to the room where the mountain people hide because, yay! Possible food.

>Also, unfair thing I just thought of: I didn’t start the campaign with beginners or even the equivalent of level 3.

I certainly slanted the campaign to avoid things I didn’t care about. I didn’t really care about Izek, so he never showed up. Argynvostholt got scant attention, and I never figured out a way to fit in the werewolf lair. I could probably have done more with Van Richten and with Lady Wachter’s house and cult, but I didn’t see a way to fit them in as things unfolded. Heck, even Mad Mary or the hags might have got a mention.

Didn’t happen. I shrug. I don’t much regret that.

The ending was rather anticlimactic. Given that I had set up that Strahd was in his coffin, perhaps it couldn’t be otherwise, but I suppose I could have had something other than undead attack — perhaps a group of Vistani who had some connection to Ezmerelda and possibly had Van Richten as prisoner. If I were to do it as a novel, maybe.

The epilogue is meant to address a couple of loose threads and then get out.

The change in systems meant that teleportation was much easier, and part of the in-universe reason they evaded Strahd for the entire time was travelling by rend. However, while it made the monsters that much more fragile (only five injury levels, except for Strahd, connected to the Heart of Sorrow), the PCs never got much less fragile. I’ve discussed this before — that a swarm of rats is a nuisance by the time you get to fifth level and can be ignored by tenth — but in Iron & Gold, a swarm of rats can kill you regardless of your experience. Some wins, some losses.

I feel like Felewin & co. are now powerful enough that they would need either an extraordinary foe or one that specifically aims for their weak spots, so I might be retiring them…or hauling out a D&D adventure for levels 10+ to convert. (I dislike levels generally but they do have that advantage: you can certainly scale your adventures to your adventurers.)

Saturday, August 30, 2025

The ampersand game versus Iron and Gold

Iron & Gold

I am in the final bit of Curse of Strahd, and what is in D&D a minor nuisance is possibly going to kill the group, because of how I chose to adapt it to this system and how the game system works.

The monster? Two swarms of rats.

In D&D they are a CR 1/4 opponent, +2 to bite. Someone in plate doesn’t worry about them at all, and they do minimal damage. To characters who are level 9 or 10, they are nothing. You ignore them.

Here’s the situation: the characters are in a room in Castle Ravenloft, holding a particular portrait hostage, because they’re trying to call out the bad guy (Strahd), and the portrait is all he has left of her. (Campaign reasons…she’s out of his reach. See the writeups if you care.) They have two items that are powerful against vampires: The Sun Sword, which creates sunlight (bad for vampires) and does extra damage against vampires. (In fact, the wielder has offed two vampires by beheading, which is possible given the change in game systems.) They also have the holy symbol, which operates on charges. While the holy symbol works, it might be able to stop a vampire for a minute, whereupon the adventurers can stake them. It works on charges, so Strahd’s tactic is to send wave after wave of vampire spawn at the heroes, until the holy symbol is out for the day.

In D&D, armor makes you harder to hit. It has no effect on the amount of damage you take, and by this point in a D&D campaign, even the wimpiest of characters has more than 50 hit points and armor class 15 or better. The rat swarm has to roll more than 12 to hit, and the character can probably take bites for a couple of turns. A swarm of rats is a nuisance, but frankly, you’re more worried about the vampires and the tremendous amount of damage they’re handing out. Plus, the likelihood of being hit doesn't change much.

In Iron & Gold, the chance of a rat hitting is higher (I have the rat swarm a chance to hit on ≤6, and the heroes are all ≤9 or better on their fighting skills, which is great if they’re only dealing with rats, but their attention is on the vampires instead; in Iron & Gold the chance of hitting is better if your opponent is actually dealing with something else); armor might stop damage but only might, and you only have 5 levels of damage you can take. A rat swarm can do three levels of damage in a round, and by the end of the second round, you might be dead.[1]

So the vampires keep the adventurers busy but the rats keep biting them, and sooner or later, they wear the characters down…

Very different situations:[2] in D&D, the rats do damage only 20% of the time, and when they do, it’s for less than a tenth of total HP. It means that in Iron & Gold there isn’t any ignoring a threat. Everything can be dangerous.

This leads to play style changes: in D&D, you can charge forward. In Iron & Gold, you try to get things in your favour. In this case, the characters sealed all the exits to minimize enemies, but didn’t realize that (a) there was a secret door and (b) the seals they could put on the doors were not proof against strong vampires who live in the building. Vampires broke the doors down, rats flooded in, and suddenly the characters are fighting on more than three fronts.

...Geez, it’s like I’m running this in Runequest or Harnmaster...

After the fact, I’m going to add magic as a significant difference. In D&D, if you know magic, you know a bunch of spells and you can unleash them immediately. A spell might not have an effect (the target makes its saving throw) but the spell works. It just happens on your action.

In Iron & Gold, magic categories are much broader, and they rely on two or more rolls. There’s the skill roll, but there’s also the Composure+Reasoning roll, done immediately after the spell goes off; if that roll fails, the character cannot do magic in the next action, and picks up a level of fatigue damage. Because some magical effects require multiple spell skill rolls over multiple rounds, well, a failure can disrupt the whole thing. And the rules state that every spell except for a very small number of memorized spells require a round of looking up, well, magical combat is not nearly as fast. I have reduced this slightly by giving villains a gimmick that lets them double the number of memorized spells.

[1] Though, to be honest, a rat swarm can kill a bog-standard commoner in D&D as well.

[2] As an example, a swarm of rats, according to Wizards of the Coast, has about 27 hit points, does 7 damage, is +2 to hit, and does 7 (2d6) damage. The human fighter that Wizards of the Coast has on DMsGuild.com has 79 hit points at Armor Class 9, with a longsword. The rats hit AC 19 only on 17-20. In Iron & Gold, Ninefingers, my sort-of-fighter, has high dueling (≤10) and scale armor (means that an individual point of damage is only 2/3 as likely to penetrate). A swarm of rats is ≤6 to bite, and does three points of damage, reduced if the swarm gets smaller. (I had to invent mechanics for swarms of rats, so this is not official.) Assuming that Ninefingers is distracted by the other threats, he's less likely to get hurt (a little over 14%) but if he gets hurt, it takes away a fifth or more of his health.

Friday, August 29, 2025

Chapter 21 Berez (Curse of Strahd, Actual Play)

Iron & Gold, Curse of Strahd

Previous chapter: Chapter 20: Yester Hill — Next chapter: Chapter 22: An Invitation

Being The Curse of Strahd but using Mythic as the GM and with Iron & Gold as the game system.

21 - Berez[1]

They used the boy to send a message to Ezmerelda; they did wrote it on a scrap of paper, hoping that Ezmerelda could read. (Davian offered paper for a wine bottle label, so Hrelgi didn’t have to sacrifice a page from her grimoires.) Ezmerelda was to meet them at Berez, if she could. Hrelgi made a hole in space so they were able to get onto the Old Svalich Road from the winery, which cut hours off their travel time[2]. (According to Hrelgi, a hole they had to step through was easier and faster than teleportation.)

They ended up at the crossroads with the broken sign. They checked: Berez was to the south.

“Here’s my question,” asked Felewin. “How do we deal with Baba Lysaga? She’s a wizard or witch of some kind, and a powerful one.”

“She must have some limitations, or she wouldn’t need the gem,” Ninefingers said.

“True,” Felewin said. “But she lives alone in this land; I doubt she’s without power. How do we deal with her?”

“Kill her?” Hrelgi asked.

“If we can kill her,” Uthrilir said. “Ireena thought that Baba Lysaga was immortal.”

“Well, we need to disable her at least while we get the gem and item, and leave. Assuming she’s there. Hrelgi do you need to speak to cast magic?”

“Usually. Some have specific gestures instead. Sometimes you need a component as well; some spells don’t require any of them. When I heal myself I have never needed to say anything: I just do it.”

“But she’d be hampered if she couldn’t speak or gesture?”

“Wouldn’t anyone?”

Felewin thought for a bit. “Can you block her magic with your magic?”

Hrelgi said, “Do you know anything about magic?”

Felewin admitted, “You are the first magic user I have ever actually known. My father would hire someone for a task, so I was introduced but that was all.”

“Okay. Think of a piece of fabric. It’s made of threads of different kinds, in warp and weft. Wizards can grab some of those threads, threads of a specific type. Each type of magic teaches about different types of threads. If her magic uses a kind of thread I know about I can make it harder to grab, but I can’t just suppress everything she might do.”

“But she probably has to talk to do magic?”

“Yes, unless she’s created a magic item or circle. I don’t often do circles myself, but they can be quite effective. I remember one wizard—you remember him, Uthrilir, who lured us into that tower so he could take your ring?”

“Circles can be easy,” said Uthrilir. “Break the circle, you break the spell.”

Felewin said, “I’ll keep that in mind.”

Hrelgi said, “I think that’s what the standing stones were…a spell to attract lightning.”

“But that circle was broken by the trail,” pointed out Ninefingers.

“I expect the real circle was buried. That can work,” said Hrelgi. “Like if you make the circle out of a different colour of clay, for instance, and then cover it over. Ancients did stuff like that.”

“Huh. This explains a tomb once, one we could never deactivate,” said Ninefingers.

The road to Berez quickly became a trail, and largely untraveled. For a while it hugged close to the river, and the journey was harder, and then the trail turned mostly into spongy earth pockmarked with stands of tall weeds and pools of stagnant water. Progress largely involved finding a solid path. Clouds of black flies darted around, and the place smelled like mold and mildew and swamp gas.

Lightning flickered across the river. Ninefingers said, “That’s not lightning. Doesn’t go high enough.”

“But we can’t get across the river,” Felewin pointed out. “And this land is trying to kill us.”

“You wandered over to the man on the way to the winery,” said Hrelgi.

“Different situation. To get across the river would be an undertaking, and we’d be wet. This is not a place where I want to get wetter. If you can think of a way to get across easily, I’ll go.”

“It’s a pretty shallow river at the edges,” pleaded Hrelgi.

“Pay attention to where you’re walking,” said Felewin.

The trail reappeared, and Felewin helped the others to more solid ground. A dozen paces away, Felewin saw the remnant of a peasant cottage, hunkered into the mire. Its roof was gone, and the four walls had just given up, waiting to be swallowed by the mud.

There was a sign of life: behind the hut was a scarecrow. Felewin didn’t know whether it was a magical scarecrow or a regular scarecrow, but because this was Baba Lysaga’s territory, he didn’t want to take a chance. He spoke in a low voice to Hrelgi. “That scarecrow over there….think you can set it on fire?”

“It looks like a regular scarecrow.”

“Might be, but only the witch lives here. So I doubt it. Can you set it on fire?”

Hrelgi shook her head. “No. Too far away. I can’t even throw that far.”

“Just checking. An arrow won't reach, either.” He looked at the others. “Given this ground, I don’t particularly want to walk within range.”

Hrelgi said, “Hold on a moment. I might be able to do it, but it’s not going to be easy. There’s a way to apply ge to it…” She started flipping pages.[3]

And then the scarecrow went up in flames. “I did it!” Hrelgi laughed. “Oh, that was tough. I’ve never used ge that way.”

The scarecrow took a step and then fell apart.

“It was an animate scarecrow.”

“She probably knows we’re here,” said Ninefingers.

Felewin squared his shoulders. “The gem is probably with Baba Lysaga or in her house. I have no idea where the other thing is, but it’s probably not in a peasant hut.”

“Her house, a church, a mansion, a crypt, something like that,” said Ninefingers. “Those are the typical hiding places for artifacts of power.”

“Probably visible from the road, even with this fog,” said Felewin.

They walked another hundred paces by more ruined huts[4] and then Hrelgi said, “Like the mansion?” To the south were the remains of a mansion, built on higher ground but reduced to stone walls with empty windows staring at them. To one side someone had built a pen that held goats; each post on the pen held a human skull.

Ninefingers said, “Or the maintained hut on the stump over there.” Off to the west was a hut built on stump of a huge tree, so the roots of the stump looked like legs. Outside the door of the hut was a giant skull floating in mid-air, and two cages of ravens, who were cawing.

They stepped behind the nearest ruined hut to keep themselves from direct view of Baba Lysaga’s hut. As soon as they stood still, insects started swarming around them. Most of them slapped at bugs, but Hrelgi started moving in a small circle to keep the bugs off.

“If the floating giant skull is a sign, I’d say she’s home,” said Ninefingers.

Felewin sighed. “I could use a wereraven to reconnoiter right now.” He looked at the two of them. “Gem is probably in the hut. Ninefingers, I hate to ask you but you’re the sneaky one. Can you look?”[5]

“I don’t even have to go over there to find three more scarecrows,” said Ninefingers, “and they’re farther away.”

“Not that one,” said Hrelgi.[6] “It’s closer.”

“A fourth?” Ninefingers asked. There was a scarecrow near the mansion’s ruins.

Hrelgi chanted. The nearest scarecrow went up in flames. Like the other one, it realized it was on fire and took two steps toward them before it burned up.

“Okay, if they’re closer this is kind of fun,” said Hrelgi. “Those other scarecrows are definitely too far away for me to do this, though.”

“Are the ravens pets or prisoners?” Uthrilir wondered. “If we sneak closer to the hut, do they cover our approach or warn her?”

“We can’t set the hut on fire; what we want is in it,” Ninefingers mused.

“What does she need the goats for?” Felewin asked.

“I like a nice bit of goat once in a while,” said Ninefingers.

“Sure, but why doesn’t she just steal them? Why tend them? Goats are work, even if they mostly feed themselves.”

“She needs them for something else,” Hrelgi said. “Maybe they’re magic goats.”

“Could that be useful? Free the goats as a distraction?[7]

“Free the ravens,” said Hrelgi. “If they’re wereravens, they’ll help us; if they’re regular ravens, they are still a distraction.”

“Okay,” agreed Felewin. “Once one cage is open, we have to move. There won’t be time to open the second.”

Hrelgi said, “Ninefingers will open one cage; I’ll open the other. I’ll turn the cage door into air.”

“We probably need you with other things…”

“I’m freeing the ravens.”

“But….”

“If we die, there is no one to free the ravens. I’m freeing the ravens,” Hrelgi said with certainty.

“Fine.[8]” Felewin took another fire bolt from his quiver; the Martinovs had given them materials to make two more.

“The scarecrows seem to be slow. Maybe we can get in, find the gem, and get out before they arrive,” Ninefingers said.

“Sure. But we also don’t want to be trapped between scarecrows and her. We don’t even know if we can kill her; if we can kill her, is it permanent?”

“If we’re fast….” Ninefingers said. “Ugh. I hate these bugs.” When they stood still, insects swarmed around them.

Felewin went over the plan, and they moved closer to the hut, carefully. They stayed low, and studied the hut through the open door.

The hut was large, as huts go. They could see the edge of a bed, a wardrobe against one wall; a desk, a big tub, probably for bathing, and in the middle of the room, a crib holding a boy child. An old crone, Baba Lysaga herself, said something inaudible to the child while chopping things on the desk. Baba Lysaga was taller than most of the women they had seen in Barovia: not as tall as Ireena, but certainly taller than any of the Martikovs or Anna in Krezk.

“There’s a baby there,” Uthrilir said.

“A toddler, but yes.” Felewin said, “We'll have to rescue the child.”

“Can you avoid hitting him?” Hrelgi asked Felewin.

Felewin sighed. “That’s what aiming is for. Uthrilir, I’ll need your help to light the bolt when the time comes. Given the baby and the ravens, bolt first, Hrelgi, you keep it lit, then unleash the ravens.[9] We need to get closer, though…maybe two dozen paces. Can we do that?”

“We go in where she can’t see us, then you and I move into position, Hrelgi,” Ninefingers said.

“Closer is better for me,” said Hrelgi. “Even with understanding ge better now, closer is better.”[10]

They moved closer yet. Ninefingers got into position; the ravens set up a terrible racket, but Uthrilir couldn’t tell if that was good or bad; either way, Baba Lysaga didn’t seem to notice.

Uthrilir prayed that Felewin’s aim was true.[11] He lit the torch while Felewin aimed. “Light the arrow,” Felewin murmured. Uthrilir did, and then Felewin fired.[12]

Baba Lysaga bent forward, and then thrashed around, distracting both Hrelgi and Ninefingers, so they didn’t succeed.

Once the bolt was fired, Uthrilir was sprinting for the hut, to spirit the child away.

The child hadn’t even reacted.[13]

Ninefingers abandoned the cage and pulled himself into the hut, but had to be helped in by Uthrilir, who was just that much taller. Hrelgi freed one cage of ravens; the ravens left the cage as quickly as they could; Hrelgi held that transformation[14].

Baba Lysaga was clutching at her[15] back, trying to get at the flaming bolt.[16]

Some of the ravens fluttered around Baba Lysaga, distracting her; Ninefingers drew and tried to hit her, but missed[17]. Uthrilir readied and swung his mace in one movement[18], knocking Baba Lysaga’s head sideways.

The crib and the toddler disappeared. Ninefingers was non-plussed.

Hrelgi opened the other cage, and started moving slowly to the doorway of the hut, holding both changes.

Felewin arrived; he wondered, briefly, where the child was but cut off Baba Lysaga’s head. There would be time to investigate once the problem of Baba Lysaga was dealt with.

Tendrils grew from the head, searching for Baba Lysaga’s body.[19] “Circles!” said Ninefingers. “The floor has circles built in! Tear up the—”

Uthrilir brought his mace down on the floor[20], hitting one of the circles and smashing rotten floorboards. Felewin sheathed his sword and grabbed the revealed edge, and heaved[21] to no effect.

The entire building tilted on one side[22], which sent Uthrilir and Ninefingers flying against a wall: Ninefingers and Uthrilir were thrown to an old desk to one side, near the doorway. Felewin heaved again,[23] and finally broke off one floorboard, spoiling some of the circles but not all. The gooey tentacles of flesh were still trying to find Baba Lysaga’s body, but fortunately the head had rolled into a corner.

From his lying position, Uthrilir[24] slammed his mace down on the nearest tentacle, which caused it to stop for the moment. Ravens grabbed the tentacles and started to pull, yanking them like worms outside the hut.

Ninefingers had lost his sword, but saw the green glow coming from under the floorboards. “Where the crib was, the gem — it’s under the floorboards!” He struggled to get up.[25]

“Trying!” Felewin grunted, throwing aside the chunk of floor he had pulled up.

Outside, Hrelgi watched as the stump’s roots flexed and one corner of the hut lurched into the air. She could see into the hut, see the green glow from the floorboards, and pulled the glowing thing toward her with motus.[26]. Inside the hut, the others could hear the gem bump against the floorboards, trying to get out.

Felewin grabbed another floorboard[27] and heaved it up. The ravens squawked as the tentacles they were holding vanished; Ninefingers scrambled to try to get to the center…when another corner of the hut lurched up, throwing him flat again and tossing Uthrilir to the far corner of the room, against a wardrobe; he smashed through to land on a tangle of soiled robes.

Hrelgi scrambled through the doorway so she could see the green glow. She[28] grabbed the door frame to keep herself inside.[29] Then she used the spell she had looked up earlier.

Ninefingers managed to get to the center of the hut just as Hrelgi[30] turned the floorboards into vapour, so he could see the stone. The hut tilted again, trying to make them fall through the door; Felewin held on; so did Ninefingers, though he was thrown over the hole. Uthrilir threw off the fabric. Hrelgi tumbled out of the hut, but she held the spell.[31]

Felewin grabbed for the gem and got it. He yelled, “Got it!” The doorway sprouted teeth and started gnashing shut and open.

Ninefingers grabbed the desk and pushed it to the doorway, hoping it would block the doorway. The jaws closed on the wooden desk, causing it to flex.

Uthrilir saw what Ninefingers had done, and pushed the wardrobe over in the direction of the doorway.[32] Ninefingers made sure it was on its side, and Felewin threw the gem through the doorway.

As soon as it went through the doorway, the hut stopped still.

Hrelgi ran to get it; fortunately, it was glowing green so there was no problem finding it.

Felewin called, “Have you got the gem?”

“Got it,” yelled Hrelgi.

“Do not come back in the hut!”

“Duh,” she muttered to herself.

“Throwing the head out,” called Felewin. Felewin found Baba Lysaga’s head and threw it out the doorway.

“Ewww.”

Felewin looked at the others. “Now we can search for the other thing that Madame Eva spoke of.”

“Well,” said Ninefingers, “now we know it’s not in the wardrobe.”

Uthrilir blushed.

“Obvious thing is the chest.” Ninefingers spent some time examining it.[33] “Ah. We need to get the chest out of the hut and about two dozen paces away.”

“Why?”

“The chest is trapped, but the trap is specific to the hut. Moving the chest disables the trap. Also, if I’m wrong about that, we don’t want an explosion in a confined space.”

Felewin got out of the hut, and Uthrilir passed him the chest. Felewin eventually found a bit of solid ground and set the chest down.

“Now get a distance away, please. And someone please get Baba Lysaga’s head far away.”

Felewin did; he walked a short distance and threw the head into the goat pen.

Ninefingers yelled something to the others, and Felewin came running back. Ninefingers had opened the chest which had fallen shut again, but the goblin now had two disembodied hands grabbing his upper arms. Hrelgi and Uthrilir were each hitting or stabbing a disembodied hand.[34]

Felewin grabbed one[35] and pulled it off Ninefingers, but then had no ideas. He held it and said to Uthrilir, “Undead? Have you tried asking the Maiden?”[36]

“Yup,” said Uthrilir, grunting as he swung at the thing again.

Hrelgi started a spell and then went “Ow!” in the way that Felewin now recognized as magic backlash.

Felewin took out his knife and started working it into the wriggling hand’s palm, so even if the fingers curled in, the blade was there to hurt them.[37]

Uthrilir[38] awkwardly hit at the undead hand on him, but Ninefingers finally hacked his up.

Felewin stabbed Uthrilir’s undead hand with his knife, impaling that hand too, and the two hands clutched at each other for a moment, cutting themselves along the blade until they stopped moving.

“We call them creepers, but I think some people call them creeping claws. Couldn’t tell that they’re inside,” apologized Ninefingers.

“That’s okay,” said Felewin. “Your sword isn’t healing you.”

“One use only or daily, maybe,” said Hrelgi. “Those hands are horrible.”

Uthrilir nodded. “Hands of murderers, no doubt.” He prayed briefly and touched Ninefingers’ wound. Nothing happened. “The Maiden seems to have abandoned me.”

“Maybe you’re not worthy,” joked Ninefingers.

To Ninefingers’ surprise, Uthrilir nodded. “There might be something else I need to do here.” His face settled into contemplation.

“I was kidding— you”re one of the most worthy people I have ever known.” Uthrilir didn’t respond so Ninefingers opened the chest again. Let’s see… Three bags of gold and gems, not separated; two of them have some faces that aren’t Strahd’s, so from adventurers foreign to the land. Useful to keep money.”

Felewin said, “Of course you’d say that. What else?”

“I’ve seen this elixir’s symbol before — makes your sword sharper. It wears off, but for a fight or so, your sword is sharper.” Ninefingers set that aside. “This stone here is I think a talisman of some kind. Might be a good luck piece but it might not. These pipes are probably magical but I don’t know how to play the pipes. Anyone?”

Everyone shrugged.

“Couple of spell scrolls”—he handed them to Hrelgi—“and, oh, yeah, a big important looking holy symbol.” He pulled out a metallic sunburst with amethyst centre.

“To Uthrilir,” said Felewin, and Ninefingers handed it over. “Might as well save everything. Might be useful for bargaining.”

Ninefingers counted out the money, gave everyone a gem (he kept two), and gave Felewin the alchemical elixir. He kept the talisman simply because he didn’t know what else to do with it.

“Can we check out the light now?” Hrelgi asked. “We do have to wait for Ezmeralda.”

“After we set the hut on fire,” said Felewin. “I want her body destroyed so that if it regenerates, it takes as long as possible.”

“Gee,” said Hrelgi, “it’s like you’re scared of Baba Lysaga or something.”

“She’s powerful, possibly immortal, remember? We won because we took her by surprise. If she comes back, if she remembers this, I don’t want to face her. So let’s make a return as unlikely as possible.”

It took some time to get the hut burning steadily, and as they stood there watching, scarecrows started lurching toward them.

Hrelgi said, “I got them.”

“Just the same, we’ll fall back to the mansion. Better to have our rear protected.”

Hrelgi suddenly remembered, “The goats! We have to save the goats!”[39]

After dealing with the scarecrows—there were five more—they looked at the goats. The pen holding the goats was decorated with human skulls on each post. “I don’t see a door or gate,” said Felewin.

“Maybe it’s magic,” said Ninefingers.

“That’s your answer to everything,” said Hrelgi. “There’s probably a door we haven’t found.”

“I don’t see a door. Ergo, magic.”

“Fine. For you, I will check.” She looked up a spell in her grimoire and cast it.[40] “Okay, you’re right. The skulls are magical.”

“Just…make the fence go away,” said Uthrilir.

“Sure,” said Hrelgi. She checked her grimoire and said the words.[41] The fence turned into water and fell to the ground. The goats bolted with much bleating, leaving the partially chewed head behind. Skull peeked out of hairless, skinless patches.

“Ewww,” said Hrelgi. “Do you think eating that was good for the goats?”

“I am sure it provided a measure of revenge,” said Uthrilir.

Ninefingers added, “I wouldn’t eat those goats, though.”

“Well, what do we do with the head now?”

“I doubt there are holy herbs in the garden out back,” said Uthrilir. “I think I saw a church when we were eliminating scarecrows. Put it in the ground there and re-sanctify the grounds, if the Maiden allows.”

Felewin took one of the non-magical arrows he had and stabbed the head so he wouldn’t have to touch it. “Sure,” said Felewin. He looked at the sky. Still morning. “We’ve got time. Even if Ezmerelda left at dawn, she won’t get here until after noon.”

“On foot,” said Ninefingers. “She could be earlier if she has a horse. Careful with the witch-on-a-stick.”

Irritated, Felewin gestured the head in Ninefingers’ direction. “I doubt she has a horse.”

“While we’re doing that,” said Hrelgi, “let’s talk about getting across the river to the light?”

Picking his way through the marshy ground, Felewin said, “I have no idea. If there was a bridge, it’s long gone.” He looked around. “Even the steeple of the church has fallen down.”

Uthrilir said, “Let us pray.[42]

They found a chunk of iron bell in the church and used it to gouge a hole in the earth. It had to be much larger than the head because the bell fragment was larger than the head. Felewin ended up doing most of the work, though Uthrilir took turns; both were without armor for this, because Felewin knew that damp clothes were chafing clothes. (For his part, Ninefingers worried about an attack coming while they were in the wilderness and Felewin without his armor. In fact, three more scarecrows lurched into view but Hrelgi had learned to make quick work of them.)

Burying the head took until noon, and then they had a brief ceremony to put Baba Lysaga’s head to rest.

By the end of it, Felewin was hot and sweaty, and he was willing to walk, bare-chested, to the river. He splashed himself with water, and then thought about the water while he dressed.

“The water flows from the lake at Vallaki. It’s shallow here. The trail, the old road, hugs the river so closely. I’ll bet they used barges between here and Vallaki, pulled by horses on the road when they went upstream.”

Ninefingers said, “Maybe. Why?”

“Rivers with that kind of transport aren’t deep and fast — they tend to be shallow. Something to think about. Let’s look through the mansion and see if we can find something that will help Hrelgi in her quest to get across the river. Heck, the walls might have sheltered enough wood to make a raft.”

Uthrilir asked, “Do you know how much wood it would take for a raft for four people?”

“No. My people are usually on horseback, and we ford rivers or take the bridge.”

“We could ford the river. You said it was probably shallow,” said Hrelgi.

“I meant shallow for boats, not shallow for fording. We ford it if we find a spot to ford. Let’s look around Berez first. And let’s keep moving; those bugs are awful, and getting worse.”

“No bugs in the middle of the river,” said Hrelgi hopefully.

Felewin shook his head and walked into the ruins. The others followed him.

Hrelgi sighed and came up last. Once inside, swirling motes gathered together and formed the image of a giant of a man, with mutilated features and with his entrails hanging out like frayed ropes. There was only the smell of rotting vegetation and mildew, though.

So…a ghost.

Uthrilir pushed his way forward.

The ghost said, “Why do you invade my home? Begone, please, I beseech you!”

Uthrilir said, “We seek only the truth. Why are you here?”

“I was Lazlo Ulrich; I was burgomaster of this village. This was my folly: We had a lovely girl, Marina, who became Strahd’s obsession. He claimed she was the reincarnation of a woman he had loved, Tatyana.” The ghost shook his head sadly. “He feasted on her blood. The priest, Brother Grigor, and I knew that we had little time before she would become a vampire. At the cost of our own souls, we killed her to keep her from damnation.”

Hrelgi made an awww sound.

The ghost continued without listening. “When Strahd learned, he was furious. He made the river swell so that it flooded the village and everyone fled. He killed us, of course.” The ghost shook his head sadly. “Head to the west two hundred paces to see the monument to this folly.”

Felewin said, “This girl, Marina, she might have been the reincarnation of Tatyana. We were escorting a young woman, Ireena Kolyana, who was the reincarnation of Tatyana.”

Uthrilir said, “If it’s any help, Tatyana’s spirit is with Sergei and has finally escaped Strahd.”

The ghost asked, “Is this true?”

Felewin said, “It is true.” The others nodded.

The ghost smiled and faded from view.

Felewin looked at the rest of them. “Finish here? Monument? River?”

Hrelgi said, “River!”

Uthrilir said, “Monument.” Hrelgi frowned at him. “We’re already on the right side of the river for that.”

Felewin led them on a quick tour of the mansion but found nothing beyond a cellarway blocked by rubble. Ninefingers perked up but Felewin said, “We’re not spending hours to clear that.” Ninefingers sagged.

There was a horribly overgrown garden out back that they ignored and counted off the paces to the monument. They could hear and smell the hut still burning on the other side of the mansion. There was the occasional pop as a bottle of something exploded, and the smells would change.

They found the monument easily even though it was shrouded by the fog. Elevated a few feet above the surrounding marsh was a raised plot of land, barely six paces on a side, enclosed by a disintegrating iron fence. In the center of the plot was a life-sized stone monument carved in the likeness of a kneeling peasant girl clutching a rose. The image was gray and weather-worn, but the peasant was undoubtedly lreena Kolyana or her sister. Carved into the monument's base was an epitaph: “Marina — taken by the mists.”

“Reincarnation. I’d bet on it,” said Uthrilir.

“Now can we investigate the river?” Hrelgi asked.

“Of course,” said Felewin. “But I’m warning you, I’ve felt the temperature of that water and I have no urge to get in it. If we can’t figure out a way to get across dry, we’re not going.”

“And we are currently burning the only possible raft,” said Ninefingers.

“Oh, I figured it out,” said Hrelgi. “Baba Lysaga had the flying skull, right? I take it across the river, then I can create a rend to the other side. Easy.”

“Can you fly a skull?” Uthrilir asked.

“It’s a giant skull,” she replied. “No piloting experience with anything is going to help, so I’m as likely to fly it as anyone.”

“I’m not going to argue with that; let’s head over to the skull.”

The sides of the hut had collapsed and the roof was burning merrily. There were no more mysterious pops or bangs, so they stood on the safe side of the skull, feeling the heat from the burning hut. Though she protested slightly, Felewin lifted her into the skull, which was floating at waist height for him. They could see that all Baba Lysaga had to do was step into it from the hut.

Bugs started to swarm around them. “I’m going to walk in a circle to keep the bugs off me,” said Felewin. “You have, oh, four hand-widths of the sun. If you haven’t figured it out by then, we walk back to Old Svalich Road. A rend would skip over Ezmerelda if she’s already walking to us. If we haven’t met Ezmerelda by the road, she couldn’t make it, and I hope Hrelgi will use a rend to get us back to the winery.”

“Why not Krezk?”

“I want to deliver the gem to Davian and accompany the wine to Krezk. Nice to remind Dmitri that they have wine because of us.”

Uthrilir looked puzzled. “I thought Davian was taking it today?”

“No; I asked him to deliver it once we got back, if we got back. He was glad to wait one day; he’s got fixes and clean up to do.”

Hrelgi was madly flipping through her grimoire.[43] She started muttering to herself, shuddering occasionally to get flies and gnats off her.

Finally, Felewin said, “It’s time.”

Hrelgi groaned. “I was that close.”

“Sure.” He went to lift her out of the skull; she resisted. “I know I can do it.”

“I think you can, too, but we don’t have time. That’s hard walking, and we need to get back to the winery before sunset.”

Hrelgi went limp and let him pull her out.

Previous chapter: Chapter 20: Yester Hill — Next chapter: Chapter 22: An Invitation

Monsters

The scarecrows and Baba Lysaga. If I had been consistent about presenting character writeups, you would already have seen the scarecrow. (I put it back there in Chapter 11 after the fact.)

Scarecrow

AbilitiesFitness 3 Awareness 2 Creativity 0 Reasoning 1 Influence 2
SkillsBrawling 4 (≤7)
GimmicksNight vision, Natural weapon (2 inj), Vulnerability[fire], Paralyzing Gaze but only Difficulty 0 Influence+ or Reason+Composure
Armour
WeaponRusty knives for fingers: 2 inj

Baba Lysaga

Because magic is quite different in genreDiversion i games, I had to do some serious thinking to make her a serious threat, and I still failed. First realization: spells are just different ways of applying the fabrics. Second: she has a flying skull; she doesn't have Fabrica Ge. Third: For her to respond quickly, she needs to have one of (a) a high Reasoning, (b) an ad hoc Gimmick that gives her more memorized spells (which I did), or (c) NPC aura so I don’t think about it. I tend not to like option (c) but that’s what I went with here.

AbilitiesFitness 4 Awareness 2 Creativity 5 Reasoning 3 Influence 4
SkillsMelee 8 (≤12), F. Ge (≤13), F. Materia 8 (≤13), F. Sensus 8 (≤13), F. Sphaera 8 (≤13), Circumscription 5 (≤13), Composure 4
GimmicksDescrying Reality, Resistant[Crafting Magic], Ritual keeps me alive (new gimmick), Rote Magic (new gimmick: doubles your Reasoning for the purpose of memorizing spells)
Armour
WeaponQuarterstaff (3 fat)
Known spellsHut has magic circles; she has six spells memorized (use them on the fly); reason + composure is ≤7. Spells from circles don’t require an R+C roll; shapechanges into swarm of insects; following are her D&D spells and some of the equivalencies I figured for Iron & Gold magic:
  • Cantrips (at will): acid splash (Materia), fire bolt (Materia), light (Sensus), mage hand (Motus), prestidigitation
  • 1st level (4 slots): detect magic (Sphaera), magic missile (Motus), sleep, witch bolt (Materia)
  • 2nd level (3 slots): crown of madness (Mentus), enlarge/reduce (Materia, Ge), misty step (Materia, Ge)
  • 3rd level (3 slots): dispel magic (Sphaera), fireball (Materia), lightning bolt (Materia)
  • 4th level (3 slots): blight, Everard’s black tentacles, polymorph (Materia)
  • 5th level (2 slots): cloudkill, geas (Mentus), scrying
  • 6th level (1 slot): programmed illusion (Sensus), true seeing (Sensus)
  • 7th level (1 slot): finger of death, mirage arcane
  • 8th level (1 slot): power word stun

Game Mechanics

[1] Mythic suggested theme: Waste Status Quo (Move Toward A Thread)

[2] I don’t want Fabrica Ge to be too useful, so I arbitrarily assign a limit in Barovia: 2 km per point of creativity the caster has. I might revisit that, but it gives Hrelgi a 5 mile limit (straight line) which gets them lots of places but not instantly. Actually, I’m changing that to a mile per point of skill ranking, so no one can spontaneously teleport more than 8 miles. Teleportation circles or other setups can, yes, but individual casters cannot.

[3] Hrelgi rolls an 8 on the Fabrica Ge spell, so it’s difficulty 4 to turn the air around the scarecrow into fire. She rolls another 8 on the R+C roll (difficulty 10). She rolls a 4 on the Fabrica Materia spell, which is difficulty 4 (margin 5, so it works), and then an 8 on the R+C spell. So it goes up in flames. The flames are 2 Inj but it’s vulnerable to fire, so that’s 4.

[4] Hrelgi rolls 3 on noticing things, so she makes out the mansion. Ninefingers rolls 5 on Investigation, so he sees Baba Lysaga’s hut.

[5] Uthrilir rolls 11 on noticing things (fail); Ninefingers rolls a 2 (triumph)

[6] Hrelgi rolls 3 (for ge), 8 (for R+C), 3 (for Materia), 8 (for R+C). That makes the second one go up in flames.

[7] Odd: Goats, even: ravens. Rolled a d6, got a 2.

[8] Hrelgi 6! 9. Ninefingers 4. Felewin 6, difficulty 2. Baba Lysaga takes 4 from flaming arrow. She rolls 12 on fitness+composure. Reactions Felewin 13 Ninefingers 13 Hrelgi 12 Uthrilir 13 Baba +5

[9] Trying to perceive things: 6, 11, 8, 6. No one sees the green glow under the crib.

[10] For game calculations, we’re going to say they move to about 10 meters. That’s medium range for the crossbow (difficulty 4) and complex for Hrelgi unless she uses ge. Felewin is going to aim for 3 turns, lowering the difficulty to 1.

[11] Uthrilir gets a free endowment, and he uses it to enhance Felewin’s fitness by 1d6, or 4.

[12] Felewin has archery 10, +4 because of Uthrilir’s prayer; the difficulty is 1 (4 for range, -3 for aiming). He rolls an 8, so makes it with a margin of 5. Baba Lysaga takes 4 levels of injury, and rolls 10 on her composure roll, which fails (because she’s at -3). Hrelgi keeps the flame lit. (She rolls an 8 which makes it). Both Ninefingers and Hrelgi roll 11, which fails their Finesse and Fabrica skills respectively. Hrelgi rolls an 9 on R+C, difficulty -1, so she makes it..

[13] Reactions: Felewin 13 Ninefingers 12 Hrelgi 10, Uthrilir 11, Baba Lysaga 13. Hrelgi is going to try the spell again, and makes it this time with a 9. She rolls a 4 on R+C. Uthrilir is running, which is 16 meters for him, but then he’s not combat ready when he arrives. He’ll use the end of his round on an Athletics roll to try and get in. Before that, though, Ninefingers abandons the cage and gets in; he’s small, so it takes the whole round for him, and Uthrilir helps him in. Felewin is also running to the hut. Hrelgi doesn’t run yet; she’s going to open the other cage. Baba Lysaga is going to try to regain composure: she has it on 7- but difficulty 3 because o the injury. She rolls a 6, margin of 1 isn’t enough..

[14] I said that Hrelgi was going to try the other cage, but is her dedication to Uthrilir stronger? I think it is, so 1-4, she abandons the cage and helps Uthrilir, but 5-6 she keeps with the cage. 6. She keeps with the cage.

[15] Hit location: front 1, back 2-3, side 3-6: back.

[16] If she could think, she’d turn into a swarm of insects. Let’s see how that works.
Reactions Felewin 9 Ninefingers 10 Hrelgi 10 Uthrilir 10 Baba Lysaga 9 Ravens 5

[17] Ninefingers has 10 on duelling, but drawing and a blow is 2 difficulty, and he rolls a 9.

[18] Uthrilir rolls a 2, which is a triumph: he succeeds in the QuickDraw and does another 4 inj. Baba Lysaga failed her composure roll with an 11, so she wasn’t going to be helping.

[19] Ninefingers’ Awareness is enough to recognize the circles on the floor.

[20] I have decided that the floor is broken by either an Athletics roll at difficulty 2, or 3 Inj, or 4 Fat.

[21] He fails because the sheathing increases the difficulty by 2.

[22] Everyone needs to make a difficulty 2 Athletics roll; Hrelgi is Sure-footed, so she has +2 on this, except she’s not in the hut. Felewin rolls 4, margin 6; Ninefingers, margin 0; Uthrilir 8, margin 1. No one fails outright so no one gets hurt, but only Felewin keeps his feet.

[23] Felewin rolls 7, which is margin 3 for his Athletics.

[24] Uthrilir is hitting a small target, difficulty 2; he rolls a 3, margin 6, which makes it.

[25] Ninefingers rolls a 9, which is margin -1 on his Athletics roll, so he doesn’t get up.

[26] Hrelgi rolls 5 on Athletics to aim, 7 on the spell which is margin 2 and the gem is difficulty 2 (for being unseen), and 3 on the R+C.

[27] Felewin rolls a 4, margin 6, which pulls up another board. Mythic: Does this wreck the circle? Unlikely, CF 8: needs 75% for a yes. Rolled 12%, so yes, it does.

[28] Hrelgi rolls an 8 to get in, which makes her Athletics roll.

[29] Reactions: (I forgot to roll reactions; I was just going with the fiction. All right, for the next round:) Felewin 12, Ninefingers 9, Uthrilir 12, Hrelgi 12, Hut 10, Ravens 7. Ninefingers tries to get to center of hut; hut tries to throw them out, and grows teeth; Felewin yanks at center; Uthrilir tries to get free; Hrelgi attempts to Materia the covering to water.

[30] Hrelgi rolls a 7 on F. Materia, and 8 on R+C.

[31] Reactions: Felewin 10 Ninefingers 12 Uthrilir 12 Hrelgi 7, Hut 10, Ravens 11; - Hrelgi picks herself up; - Hut lurches again (it also tries to bite but it has no wood there); - Felewin Reaches for gem (if he gets it, he’ll throw it out); - Uthrilir will also try to get the gem, but he’s farther away.

[32] Reactions: Felewin 14 Ninefingers 11 Uthrilir 10 Hrelgi 10, Hut 11, Ravens 11 - Hrelgi backs up because there’s a table in the doorway - Uthrilir tries to put the wardrobe into the gnashing door - Ninefingers makes sure the wardrobe is pushed over - Felewin tries to throw, a difficulty 2 task to avoid the teeth.

[33] Ninefingers rolls 4 so margin is 6, more than difficulty 3

[34] We’ll do this as pairs: Hrelgi kills hers outright because she rolls a 2 for a triumph; Uthrilir gets margin 2 vs -4, so he does 3 damage but claw manages to leap up and get him (margin 4 versus margin 3); Ninefingers gets his knife under the first one and stabs it for 3 damage, but the second one has margin 0; it does 1 level of damage..

[35] Felewin rolls 9 on the Athletics roll, margin 1.

[36] Ninefingers margin 1, claw margin 5 so he misses; Claw misses him (margin -2 vs margin -1; Uthrilir misses margin 2 vs triumph; claw misses 2 vs 5; Hrelgi blows her magic roll so nothing there and she rolls a calamity on the R+C roll..

[37] Felewin rolls a 3, margin 7, and the hand is grappled; it doesn’t get to roll.

[38] Uthrilir: margin 3 vs margin 3, so no effect; claw likewise fails to hit Uthrilir. Ninefingers gets his (margin 1 vs margin 0) and does another 3 damage, cutting it up

[39] I’m not going to write it all, or even roll it; I assume that as each scarecrow comes near, Hrelgi sets it on fire. They move slowly, so she has time to recover, even from a misfire.

[40] Fabrica Sphaera trying to figure out what the spell is.

[41] Hrelgi rolls a 2, and a 6 on R+C.

[42] Uthrilir rolls a 4, which makes his Concescration roll of 9- at difficulty 4. Hours later, I realize this could easily e one of his freebie Endowments.

[43] Hrelgi needs to use F. Sphaera to figure it out. The difficulty is Baba Lysaga’s skill, which is 8. I doubt she’ll manage unless it’s a 2. Now, she can cast a spell every three rounds, or four times a minute, without suffering magic blowback but I don’t want to roll that many times to see whether a calamity comes up before a triumph, and I don’t care if she succeeds. I’ll give her three rolls: 8, 6, 8. (Interpreted the other way, she would have to roll a 12 and meet difficulty 14+8, or 22: those rolls come to a 17, a 15, and another 17.)

Friday, May 30, 2025

Chapter 11 The Reading (Curse of Strahd, Actual Play)

Iron & Gold Curse of Strahd

Let us try and get back on the horse. Being The Curse of Strahd, played through with Mythic as the GM, using Iron & Gold

Previous chapter: Chapters 9 & 10 — Leaving Barovia — Next Chapter: Chapter 12 — Vallaki and the Blue Water Inn


11 - The Reading[1]

The road gave way to a muddy path among the trees; deep ruts betrayed the passage of wagons. Soon the trees opened up to reveal a small lake, maybe a hundred paces across, under a dark sky. Five colourful tents, each about six paces across, were in a ring of four wagons. There was a big bonfire with about a dozen people sitting there. One of them was playing an accordion.

The young Vistani who had caught the rabbit ran forward and there was general rejoicing; an older woman took the rabbit from him and he sat down, talking rapidly. Radu brought them to the bonfire and spoke a few rapid-fire phrases to the group. He handed a wineskin to Ireena, saying, “Katrina, you’re first,” (she had told him her name was Katrina) and then another woman spoke to him.

The two of them had a heated exchange. Radu looked back at them. “She’s upset because I want to use her wagon.”

“We can walk,” said Felewi.

Radu grinned. “She’s my eldest sister. She’ll give in eventually.”

The woman retorted, “I will not!”

“If Madame Eva says…”

“No!” Then the woman stopped short. “If Eva says. Only then.”

“Let’s ask her.” The two of them stepped out of the circle of wagons and headed for the big tent by the water.

One man said to Felewin, “Are you the ones who really caught the rabbit? Marit here couldn’t hit a—”

Marit shouted and threw a stick at the man, who grinned and caught the stick.

Felewin said, “He really caught it himself.”

“Oooo, so impressive. Almost a grown-up.” The man grabbed Marit and gave him a hug. The interplay gave Felewin a pang of homesickness: it reminded Felewin of his people.

The man said to Felewin, “You have been to the village there?” Felewin nodded. The man said, “I was there when the mad wizard came by.”

“A year ago?”

The man nodded. “He was charismatic, that one. He thought he could rally the people of Barovia against the devil Strahd. He stirred in them thoughts of revolt, and he bore them to the castle.

“But when the vampire appeared, the peasant army fled in terror.” The man grinned.

Ireena said, “I was told that some stood their ground.”

“The ones who were never seen again. The wizard and the vampire cast spells at each other, flying from the courtyards of Ravenloft to a precipice overlooking those falls.” He pointed beyond the lake, where there were falls visible above the trees. “I saw that battle, with my own eyes. Thunder shook the land, and great rocks tumbled down upon the wizard…yet by his magic, he survived. Lighting struck him…but he survived. Yet when the devil Strahd fell upon him, the wizard’s magic was not enough. I saw him thrown a thousand feet to his death.”

“Some say he survived,” Ireena told him.

“Some people always say something.” The man shrugged. “I climbed down to the river to search for the wizard’s body, to see if he had something of value, because those of us who survive must go on…but the river Ivlis had carried it away.”

Hrelgi said, “What was the wizard’s name?”

“I don’t know of wizards, and I don’t remember his name. It had more syllables than made sense, I think. For information like that, talk to Madam Eva.”

Radu came halfway from the big tent and called, “Katrina! Bring your friends. Madam Eva would talk to you!”

The others around the fire urged them to go, so they entered the big gaudy tent. The space inside was decorated with tapestries and hanging beads, and in the middle was a covered table with a crystal ball glinting on it; behind it sat an old woman. Surely, thought Felewin, if anyone ever embodied the word ‘crone,’ she is it.

“Come in, come in. Radu, wait outside.”

“Yes, Madam Eva.” He bowed his head and left.

“I am glad to see you. I have waited a long time. Katrina, you call yourself right now? I do not see your history; we must be intertwined. Vistani can never see foretell their own futures, you see. But the rest of you…. Felewin, you slew the medusa; Ninefingers, you rescued Felewin from possession by a ghost; Uthrilir, you carry a terrible burden that is desired by some in this land; and Hrelgi, you have power aplenty but only love in the way of restraint.” Hrelgi started to speak, but Madam Eva held up her hand. “I know that none of these are people in the way of your tribe, but you love them anyway.”

Hrelgi hung her head, obliquely ashamed.

“You have convinced us of your eldritch nature,” said Felewin. “How may we help you?”

The old woman laughed, like falling leaves. “How may I help you? Would you like a reading?”

Felewin looked at the others. Each of them nodded. “It seems prudent,” said Uthrilir. Ireena looked nervous and perhaps frightened.

“We Vistani have many ways to discern the future, but for a group of this size and a task of this importance, we shall use the tarokka cards.” She took a bundle wrapped in a silken cloth and exposed the cards within. “Are you familiar with them?”

“No,” said Felewin simply.

“Again, there are many ways to use them, but we will use this one. Please shuffle the minor arcana, each of you.” Madam Eva had to show Hrelgi and Felewin how to shuffle, but the others knew.

After they had all shuffled the cards, Madam Eva said, “First we reveal history; knowledge of the ancient will help you better understand your enemy.” Felewin’s instinct was to say that they didn’t have an enemy, but of course they did: Strahd. He was about to say so, when Madam Eva said, “Do not tell me the name of your enemy. There are people I am bound to tell, by centuries of obligation…but what I do not know, I cannot tell.”

She revealed the card. The card had stars on it and a pair of people, one beseeching the other. “The Diviner. The one who sees all; the treasure is in her camp.” She started. “I am the Diviner, so the cards think the treasure is here, in this camp! We shall return to that.”

Madam Eva placed the card on the table, then drew another. It also had stars on it, and a wizard of some kind. “This card tells of a powerful source for good and protection, a symbol of great hope.”

Uthrilir asked, “A holy symbol of some kind?”

Madam Eva nodded. “This is the Conjurer, reversed. It shows me a drowned village and ruled by one who brought great evil into the world.”

“A drowned village?” asked Ireena. “The only dead village in Barovia is Berez!”

“Perhaps,” said Madam Eva. “I see but do not interpret.” The old woman laid the card down, above and to one side of the other. She drew a third card. “This is a card of power and strength. It tells of a weapon of vengeance, a sword of sunlight.” This card held seven swords on it. “It is the master of wizards. In a wizard's tower on a lake, the wizard's name and servant will guide you to the thing which you seek.” She laid the card down across from the first, but beside both.

Ireena said, “I know of no wizard’s tower.”

“Hush. Now the major arcana. Shuffle, please.” She passed this smaller deck around. Because there were fewer cards, Felewin found it easier this time.

“You will not be alone. You will have assistance. One of these cards is your ally; the other is the place of your enemy.” She drew the first of the major arcana and placed it under the second one card she had drawn, so there was a diamond of cards. “This card speaks of one who will help you greatly in the battle against darkness.” She indicated the card. “The Mists. A Vistana wanders this land alone searching for her mentor. She does not stay in one place for long. Seek her out at Saint Markovia’s abbey, near the mists.”

Madame Eva drew the last card and paused before revealing it. “This is the card that will lead you to your enemy when you are ready. If you go there and your enemy is not present, you are not yet ready.” She turned it over: there was a weeping woman. “The Broken One. Your enemy haunts the tomb of the man he envied above all.” Madam Eva slumped at the table. “The reading is done.”

Hrelgi clapped.

Felewin began,“The first treasure, the one that is in your camp…”

Madame Eva shook her head.“You must find it; I cannot give it to you, even if I knew where or what it is…but I will tell my people not to hinder your search, so long as you remember that these wagons are also our livelihoods. Do them no damage, or I cannot be responsible for the actions of my people.”

“Of course,” said Felewin.

Madame Eva called for Radu and told him that the strangers had permission to search all the wagons until they found what was hidden.[2]

“There might be…” Radu looked at the party. “Other items. From other places.” Ninefingers lifted a brow at that.

“We don’t care about those,” Felewin said.

Ninefingers looked at Felewin and shrugged. “Let’s get to it while we have her permission,” he said. “It’s not magical, so we can’t use Hrelgi’s magic-sniffing spells to find it. It tells us our enemy’s history, so it might be a book…or a painting or a brooch.”

Hrelgi asked “Will we even know it when we see it?”

“I shall pray for guidance,” said Uthrilir.

“I shall look, instead,” said Ninefingers.

Several of the Vistani were clearly angry about this, and Hrelgi apologized. “We’re looking for ancient history,” she said.

“Only because Madam Eva told us to hold our blades…” said one.

“I’ll stand between you and him,” Felewin told Ninefingers.

“Pardon me while I check each one out and choose the one to search first; we want to keep our interference to a minimum.”

“Our deal is off,” Radu said. “And I am keeping the gold.”

“You are not,” said Ireena.

“No violence,” said Uthrilir. “Ninefingers, the Lady suggests that wagon, right there.”[3]

“She didn’t say where in the wagon, did she?”

“The Lady does not work that way.”

“Felewin, in here, and rock this wagon back and forth.” Felewin put his foot on the rear step and rocked it. “I need you to lift me to the ceiling in here.”

They shut the door (“Sorry — cramped in here,” said Felewin) and five minutes later they came out empty handed. They searched each of the other three wagons and came out empty-handed each time.

Radu looked satisfied. “Marit, tell Madame Eva that they have finished searching.”

Felewin said to him, “If the transportation deal is off, can we count that gold toward a better-fitting pair of boots for Katrina here?”

Seeing they were empty handed, Radu perked up and said, “Of course.”

Felewin pulled a pair of boots from behind his back and said, “Katrina, let me see your feet.” He held them sole to sole against her feet. “Looks good. Try them on.”

“They are my boots,” said Radu’s sister.

Radu whispered, “They are worth one fifth of the gold I already have from them. We split it.”

Felewin said, “These are a little bigger than yours, Katrina, so they will have room for the bindings we’re going to put on your feet. The way you were walking, we have to be careful of blisters.”

Uthrilir looked at her feet, prayed, and laid his hands on them.[4]“We can start with this blessing.”

Felewin wrapped them, and then Ireena tried on the new boots. “These don’t hurt.”

Felewin said to Radu, “The gold you have received is more than the cost of those boots. And now we should be on our way.”

Instead of going back to the road they headed along the footpath to the Tser Falls. Ireena kept glancing back at the camp, but it left sight. The footpath lead down into a canyon and Felewin looked nervously as the walls rose up; the road was clearly at the top, because there was a bridge over the canyon. Eventually the path forked and there was a lesser-used path leading up to the bridge and the road. They took that (slowly; it was a wet, difficult path) back to the road. The canyon walls were slick with moisture from the falls but the bridge was only damp. Worn gargoyles stood at the bridge’s four corners. The sound of the falls made it difficult to speak or hear.

Felewin eyed the gargoyles but did not want to go back to the Vistani; as it was, they would not have much time in Vallaki to search for an inn.

If there is an inn, he thought. These people don’t travel much. The gargoyles were worn, though, suggesting they would not animate and attack the group.

As if to confirm, once the group was on the bridge, the raven landed on the head of one of the gargoyles and watched them. The noise of the falls made it too difficult to talk; Felewin took the lead and they marched on in the roar.

They were halfway across the bridge when a scarecrow staggered onto the bridge.

“Scarecrows are evil killers,” shouted Ireena over the sound of the falls. “Hard to hurt!”

There was only one of them. Felewin could fight it, but… “Hrelgi, I’ll keep it busy, you set it on fire!” Felewin called.

“Sure,” shouted Hrelgi and started flipping pages in her spell book.[5] “Wet, though.”

Felewin let the scarecrow attack first; he wanted to defend and protect the others, unless the fire didn’t work.

The creature looked directly at Felewin, and he felt the urge to quake in fear but he quelled it. The creature swung at him— it had long rusty knives in place of fingers — but missed, and Felewin parried. The scarecrow attacked again, badly, and Felewin stepped out of the way and then slashed it along its chest. Felewin left a long slash in the clothes; raven feathers fell out.

Hrelgi said her spell, and the scarecrow burst into flame. Felewin caught the smell of burning feathers and cloth. The scarecrow tried to keep attacking Felewin but it burned surprisingly quickly. When it stopped moving, he looked back and shouted, “Good work! Let’s go!”

Previous chapter: Chapters 9 & 10 — Leaving Barovia — Next Chapter: Chapter 12 — Vallaki and the Blue Water Inn


Monsters

Scarecrow

AbilitiesFitness 3 Awareness 2 Creativity 0 Reasoning 1 Influence 2
SkillsBrawling 4 (≤7)
GimmicksNight vision, Natural weapon (2 inj), Vulnerability[fire], Paralyzing Gaze but only Difficulty 0 Influence+ or Reason+Composure
Armour
WeaponRusty knives for fingers: 2 inj

Game Mechanics

[1] Mythic suggested theme: Oppose A Representative (Introduce a New NPC)

[2] All of this reduces to a single roll against Ninefingers’ Investigation skill. He has 8- and rolls a 4. The module says they find it if any attempt is made at all, but a margin of 4 doesn’t hurt.

[3] Uthrilir rolls a 6 on Prophecy, which makes a complex task with margin 0.

[4] Uthrilir rolls a 5: margin 2 on a complex task.

[5] Fight. Felewin lets the scarecrow attack; he’s only buying Hrelgi time. The scarecrow attacks first, rolling a 9 for margin -2 vs Felewin’s parry, margin 2.

The scarecrow tries paralyzing gaze, but Felewin rolls 6 on Reasoning+Composure, which makes a Complex reaction. The scarecrow attacks again (margin -5) vs Felewin’s 8 (margin 2). He attacks and rolls another 8; it rolls a 9 (2>-2). The scarecrow is resistant so it takes only 2 damage.

Hrelgi casts her spell with margin 4 and makes her Composure roll by margin 2. The scarecrow is vulnerable to fire, so the 4 levels of injury becomes 8, and it goes up.

Thursday, February 27, 2025

Converting D&D 5E to Iron & Gold

Iron & Gold

Converting from D&D 5E to Iron & Gold (or other genreDiversion games) is sometimes a bit of work. Here are some things I do as a pretty standard thing.

Converting abilities from D&D 5E is hampered because D&D really ranges for PCs from about 8 (low average) to 20 (wow); there are three physical abilities and three intellectual or spiritual ones. Iron & Gold has one or two physical abilities (depending on how you define it) and four or three others that normally range from 2 (low average) to 5 (wow). The problem is reifying those three physical numbers into one much smaller number. Fortunately, there are old instructions for converting 3E D&D to Iron Gauntlets, which used the same stat range (for the part we care about, anyway).

Unfortunately, I don’t like the results; fortunately, I’m happy to change what already exists.

The older guidance suggests adding Strength, Dexterity, and Constitution together and dividing by 10. Because there’s no “average average” in the compressed range of Iron & Gold I prefer dividing by 12.5 and adjusting up if necessary. (This might be a relic of a period of AD&D play when we considered that 8 was truly average and player characters were special and averaged 10.)

Friday, February 14, 2025

Curse of Strahd in Iron & Gold, so far

Iron & Gold

(Yeah, the tag says Iron Gauntlets and it probably will forever. But the game system I’m currently using is Iron & Gold, also from Precis Intermedia Games.)

Curse of Strahd is a big sort-of-sandbox campaign that has the players traveling all over, to try and get the items to deal with Strahd Von Zarovitch. It is a Dungeons & Dragons 5E campaign, possibly the most popular one, and it takes the characters from level 1 (with the optional “Death House” adventure) to ten.

I have been running it in Iron & Gold, a PIG game from their genreDiversion&tm; line, with some things changed to make it more like the PCs came from Amherst, the default setting for Iron & Gold.

However, this is what we’ve done:

  • Death House
  • Buried the burgomaster of Barovia but did not fight the vampire under the church
  • Saved the young Vistani girl, killed five vampire spawn, retrieved bones of St. Andral
  • Took Ireena to Krezk and lost her to the pool
  • Fought druids and blights at winery
  • Fought druids and berserkers at Yester Hill

They have not received the invitation from Strahd for dinner at Castle Ravenloft, because they have not been at their last known location, and are on the move to Berez.

They are at the point where they now have teleportation, but a fight with, say, a berserker can still be a threat.

Now, Iron & Gold has teleportation but does not provide distance guidelines; it does limit teleportation (Fabrica Ge, the game calls it) to locations the caster has been to, so the wizard still has to get to the place first. However, the PCs have already been about 27 miles by road or about 11 miles as the raven flies.

To avoid PCs skipping all over the map, I have instituted an arbitrary limit of 2 kilometres per Creativity, the stat that governs wizardry. Stats run from 1-5 in PCs, and I allow time-consuming ways to extend that so there can be teleport circles that go anywhere in Barovia. For Hrelgi, the PC in question, this gives her a range of 8 km, or 5 miles, straight line. That gets them very far but not everywhere.

Is it workable? I dunno; I’m making this up as I go along.

Edit, a couple of days later: Looking at some other items (the use of the magic skill that allows knowing about and controlling the ability of other wizards to do magic), perhaps I should have limited it by the caster’s skill rather than the caster’s raw power. Maybe; the important thing to me was to keep them from traveling to some part of the map and thenceforth bipping back and forth: “Hey, Hrelgi, go back to the first town we were in and tell her brother we messed up, okay?” Putting a limit of about 8 kilometers on teleportation means they still have to walk sometimes.

Edit: I notice a number of the discussions about the campaign in D&D suggest enlarging the scale so one hex on the map actually means three-quarters of a mile or even four miles. That certainly makes the land support more people.

Sample NPC converted from Dungeons & Dragons

Berserker

Fitness 4 Awareness 3 Creativity 2 Reasoning 2 Influence 2 Race Human
Skills Athletics 5, Composure 4, Dueling 4, Stealth 3, Subterfuge 3
Gimmick Fearless
Weapon War Axe 3 inj (does 4 inj because of Fitness) Armor Studded leather

The studded leather is mine; it’s not in Iron & Gold — just leather provides protection 1 against bruising damage (clubs and such) but “studded leather” provides protection 1 against both kinds of damage, bruising and piercing/slashing.

Things I Like About Iron & Gold

  • Essentially point-based character creation, but bonuses or penalties depending on character vocation and race
  • Much looser magic system with different penalties
  • Armor can absorb damage (have I mentioned that I dislike “armor class” as a thing that makes you harder to hit?)
  • Much smaller range of health: everyone has the same health levels

Later I’ll reproduce this list and include things I dislike about Iron & Gold because there are some.

Monday, February 3, 2025

Curse of Strahd Redux and how D&D modules are written

Iron & Gold

There are going to be spoilers for Curse of Strahd. Just so you know.

Okay, so I started Curse of Strahd as a solo anyway. I’m running it with Iron & Gold from Precis Intermdia. Iron & Gold is a level-less point-based 2d6 system (yes, it says Iron Gauntlets in the label for this entry, but I’m actually using Iron & Gold); Curse of Strahd is chock-a-block with levels and classes. Conversion between them has some mechanical differences (2d6 roll under versus d20 roll over; Iron & Gold uses only 5 wound levels, so making things tougher is a bit more complicated than adding more hit points), but the story has been the biggest challenge.

Not just because I’m a wimp and don’t want my characters doing really awful things (there is an example of that, which I’ll get to) but because of the way that D&D adventures are structured, and have been since, oh, the village of Hommlet was first written.

See, I write technical documentation for a living. In my job, we are supposed to put all available information or pointers to possibly useful information together. “Here is how you do the thing, and if you need to do something related, here are places you can look.” As a group we are more or less successful at this (my lexicon and the Microsoft lexicon seem to be vastly different, so it is often more useful for me to Google something than use the help provided by Microsoft, fr example), but that is the goal.

Adventures and modules for D&D are different. They are largely location-based, and tell you what you can see at any given moment. Great if what you’re doing is fighting something. However, the land of Barovia in this fifth edition sandbox is set up as a powderkeg, with various political factions working against each other or for each other, or pretending to ignore each other. It is complicated, and there’s no summary or links to let you know.

You have to read the whole thing, preferably several times and preferably taking notes, so that you know that, oh, the Vistani aren’t the only ones who can penetrate the mists in some scenarios. (One of the intros has werewolves doing it occasionally.) Or maybe discovering that the wedding gown mentioned in Vallakia might have some use in dealing with the Abbot in Krezk, so a GM knows to mention the wedding gown if the PCs get to a place where then can see it.

It lets you plan, is what I’m saying.

There’s also an interesting thing that happens in Krezk, which my story needs to go to because of the (cool) random fortune thing.

There is in Krezk a sacred pool that they get their water from. It’s inside the town walls, so they are pretty self-sufficient. (The village of Barovia looks to be built on a floodplain, so wells should be easy there, and I’d expect them to be in the houses. The module doesn’t mention this, though there are hints that things don’ make sense because this is actually a pocket dimension made to torment Strahd.) If Ireena sees the pool:

  1. A vision of Sergei appears in the pool.
  2. Ireena gets the memories of being Tatyana back (and somewhere I saw a hint that she remembers things from all past incarnations).
  3. Sergei tries to pull her into the pool; Ireena wants to go.

The PCs either:

  • Let her go in, and she’s safe forever; or
  • The PCs stop her from diving in (this is a woman who has been charmed repeatedly by a vampire), in which case she loses her chance to be with Sergei

In either case, Strahd is aware that she now remembers her previous life (and is possibly gone), breaks the enchantment on the pool, and is gunning for the PCs as punishment, and the pool is no longer safe to drink, which means that they’ve earned the enmity of the entirety of Krezk.

I am not sure I can work either of them, so I might get her out of Krezk and up to the abbey as quickly as possible.

Or not; part of this is up to dice — I’ve already stretched things by having the thief steal Richtoven’s raise dead scroll.

The epilogue, for DM’s only, states that (because this particular dimension is Strahd’s punishment) he revives in a few months to be punished some more even if the PCs kill him. No word on whether Tatyana’s soul is yanked back onto the reincarnation machine, but frankly, I suspect it’s an ersatz soul somehow; if the whole place is constructed to torment Strahd, why not have a few souls of people who also need punishment, put them in, and mark one less-bad soul as “Tatyana’s” soul. This is the interpretation that I’ll be using: if they manage to kill Strahd, anyone who wants to leave does so, but the Dark Powers will always get a bunch of souls who need to be tortured and they get on the Bavaria soul merry-go-round.

EDIT: I misread it first time; now it’s clear that no matter what, bringing Ireena to the pool causes the enchantment on the pool to be broken, whether they let Ireena dive in or not. (I've rewritten the above to be clear on that.)

Yay.

I don’t mind if the PCs make difficult choices, but there is no way that PCs can know this is a bad choice. And one of the NPCs (Donavich) suggests it.

The epilogue does not in any way suggest what happens to the pool when the dimension re-sets, but I suspect it also re-sets. Heck, maybe the Ireena of the next iteration will be back, too — there’s so much in the module that is simmering and about to boil that it seems likely that all of it re-sets.

Saturday, January 18, 2025

Curse of Strahd

D&D 5E

I’ve just run myself through Death House using the Iron & Gold rules. Along with one of the conceits of the series (one character is a former tomb raider, so he approaches trapped buildings differently), it was relatively easy so I thought I’d tackle Curse of Strahd...except you have to read everything to get all the pieces to fit together or to discover that they don’t say anything about what you are interested in.

How does the economy work? Do the Kolyanovich’s have horses? Where would they keep them? How did Ireena get bitten the first two times? As near as I can tell, there are no answers, and I am not sure that I want to read the entire thing.

Wednesday, January 12, 2022

Quickstep 2: The Tomb of ICONS

Icons

The Tomb of Icons (Icons solo)

Contents

Commentary

I originally started writing this as a kind of “up yours” to the idea of the killer dungeon. That’s not my play style and it’s not what I like, so I figured that, kinda like dropping Superman into Hamlet, I’d mix it up. It was pointed out to me, quite correctly, that this doesn’t actually prove anything: the setting is based on such different assumptions for the player characters that there’s really no congruence.