Nuketown

Game Day: Ravenloft, Back to Basics, Heroes of Horror, Pierce Haligarth

Posted in by Kenneth Newquist on Fri, 02/16/2007 - 12:05pm

 Vampires of Castle RavenloftTonight ... we begin our horror-filled return to Ravenloft! Erilar will be running us through Expedition to Castle Ravenloft, the updated and expanded version of the original 1st edition module.

I'm excited to play it -- the last time I ventured to Castle Ravenloft, I was in 6th grade and playing my fighter Samuel "Battle Axe" Longriver (but, ah, he was just called "Battle Axe" then...) who eventually found and wielded the fabled sun sword. That was years and years ago, and most of my memories of Ravenloft have been consumed by the mists of time. Almost everyone in our group has been to Ravenloft at one time or another, and just about everyone is eager to return.

In anticipation, I'm listening to Episode 3 (October 2006) of the official Dungeons & Dragons podcast, which is all about horror. It starts off with hosts Dave Noonan and Mike Mearls talking about what makes for a good horror game (and what doesn't). Then Noonan interviews Expedition to Castle Ravenloft's designers Bruce Cordell and James Wyatt.

Can D&D really do horror? I don't know ... I don't think it's possible for standard d20 D&D to be nearly as creepy as something like Call of Cthulhu if for no other reason than people are used to playing heroic characters capable of fighting just about anything and when you've got iconic characters such as rangers, clerics and wizards running around, it's just not easy to be scared by the undead (unlike CoC, where you're playing mundane investigators with almost no supernatural might to back them up).

I'm not saying it's impossible, and certainly the tone set by the Dungeon Master and the players has a lot to do with it ... but I'm not expecting to be startled out of my seat.

Back to Basics

Our campaign's been having a lot of d20 fantasy rules issues lately, as Wizards of the Coast continues to release book after contradictory book, each filled with feats, spells and skill uses we've never heard of before. It's given rise to a rules situation that's nearing the chaos of late 2nd edition, and it has a tendency to make people grumpy.

I blame Dungeons & Dragons 3.5 for this; we were pretty solid on the 3.0 rules, but when the revision came out we never sat down and really read the new rules. Instead, we've tended to stumble across the revisions, changes and contradictions during the game, which again, tends to frustrate people.

So we've decided to go back to basics. In the Ravenloft campaign, ever character is built using the rules found in the core rule books, namely the Player's Handbook and the Dungeon Master's Guide. Only classes, feats, spells and magic items from these books are allowed, with prestige classes having to be approved by the DM.

I've printed out and read through most of the errata and FAQ, and I'm going to be keeping notes on the questions that arise during the game. Then afterwards I'm going to add my notes, with any clarifications, to our fledgling campaign wiki for future reference.

Heroes of Horror

Book Cover That said ... we are playing a horror game, and it does have a few additional rules beyond the core. Some are taken from the Expedition rule book, while others appear in Heroes of Horror. Few people in our campaign have the later source book, and since I'm something of a horror fan, I decided to go ahead and order it. It should be here in another week or so; not in time for today's game but certainly for the next one.

Reviews of this book are generally positive, and I'm thinking that I could use some of whats in here when I launch Act II of our slumbering Dark City urban fantasy campaign.

Pierce Haligarth, Acquirer of Fine Treasures

My character for the Ravenloft campaign is Pierce Haligarth, part confidence man, part burglar. His modus operandi is to charm/fast talk his way into a residence using one of his man disguises, case the establishment, then return a few days later to steal whatever he had his eye on.

His targets are almost always rich and aristocratic, not because of any particular philosophical or political bent, but because that's where the money is. He likes the finer things in life ... and in particular, he likes stealing these things from the people who actually paid for them.

He has good Bluff, Diplomacy, Search, Open Lock and Disable Device skills, but would rather avoid combat. His Armor Class is merely 15 (as he relies on various magical devices for protection, rather than armor which might impede his roguish abilities) but he does have and use knowledge of Combat Expertise to increase his armor class in a fight and Improved Feint to put his opponent off-guard and (hopefully) allow him to sneak attack.

Statblock: Pierce Haligarth

Pierce Haligarth: Male Human Rog6; CR 6; Medium Humanoid (Human); HD 6d6; hp 26; Init +2; Spd 30 ft/x4; AC 15 (+1 armor, +2 dex, +1 natural, +1 deflection), touch 13, flat-footed 15; Base Atk/Grapple +4/+4; Full Atk +7 One-handed (1d6+1;18-20/x2, +1 Rapier), +6 One-handed (1d4;19-20/x2, Dagger), +6 Two-handed (1d8;19-20/x2, Light Crossbow); SA&SQ Uncanny Dodge(Ex), Trap Sense(Ex), Evasion(Ex), Sneak Attack, Trapfinding(Ex); AL CG; SV Fort +3, Ref +8, Will +3; Str 11(+0), Dex 15(+2), Con 11(+0), Int 16(+3), Wis 11(+0), Cha 13(+1); Skills: Appraise +6, Bluff +10, Diplomacy +10, Disable Device +16, Disguise +5, Forgery +7, Gather Information +7, Intimidate +7, Knowledge (local) +7, Move Silently +7, Open Lock +15, Perform (flute) +4, Search +11, Sense Motive +5, Sleight of Hand +9, Spot +5, Tumble +9, Use Magic Device +8. Feats: Combat Expertise, Improved Feint, Nimble Fingers, Weapon Finesse.

Class Abilities: Uncanny Dodge(Ex): You retain you Dexterity bonus to AC even if flatfooted or struck by an invisible attacker; Trap Sense(Ex): +2 to Reflex saves and AC against traps; Evasion(Ex): On a successful Reflex save against a magical attack, you take no damage. Sneak Attack: Any time someone you attack is denied their Dexterity bonus to AC, or you are flanking them, you inflict an extra 3d6 damage. Ranged attacks must be within 30 feet to gain this, and this extra damage is not increased on a critical hit. Creatures that are immune to critical hits ignore this damage, as do creatures with concealment; Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps.

Magic Items: Oil of Silvershine, Hand of the Mage, Bracers of Armor +1, Goggles of Minute Seeing, Ring of Protection +1, Rapier +1, Hat of Disguise, Amulet of Natural Armor +1, Cloak of Resistance +1

Mundane Items: Thieves' Tools (masterwork), Disguise Kit, Flute (masterwork), small steel mirror, silk rope (50 ft.), signal whistle, daggers (4), light crossbow.

Alchemical Substances: Sunrod (6), Smokestone (2), Thunderstone (2)


Sat, 02/17/2007 - 12:11pm

heh. Pierce didn't work out quite the way I expected. While you should never judge a campaign by the first combat ... I'm going to go ahead and do that. Pierce, as a character, is designed as a diplomatic, sneaky bastard. Against mindless undead (of which we faced a small horde on Friday), he's remarkably ineffective, particularly when they can't really be hurt by piercing weapons (which almost all of his were). Plus, he nearly died in the first encounter after one of the zombies nearly tore his throat out, leaving him bleeding badly at death's door.

So having plenty of time to think about the character last night, I've come to a few conclusions. First, this character's the latest in a line of diplomatic/roguish characters I've played in various campaigns, and its turning into something of a rut. As combat whirled around Pierce's dying body, I thought of alternatives I might play, and struck upon the idea of a paladin or fighter, but one who took the leadership feat.

From a crunchy, game-rule standpoint, this is appealing because it's been years since I played anything like a paladin, and its been almost as long since we've had a player character with underlings active in the party. My thought was to create a traveling knight and his servant, one who acts primarily as an in battle ("Yes Geoffrey, give me that cold iron mace ... it should be quite effective against these monstrosities") but one with a few skills of his own (particularly sneaky, rogue skills like open lock/disable device, which the party loses if Pierce drops out of the game).

I'm leaning towards a fighter now, since that would allow his servant to have a combination of bardic and roguish skills, further complementing the party (but without all those pesky alignment hang-ups).

»

erilar said,

Fri, 02/16/2007 - 1:29pm

I think you'll be pleasantly suprised, E.G. As much as I'd like to invoke a creepy, CoC-esque sense of dread, I think it's just too hard to do in 3.x D&D. The characters are very powerful, and physical or even supernatural threats can be overcome with the tools most adventurers possess.

Our group has been going back and forth quite a bit about the merits/possibilities/pitfalls of running a horror-centric D&D adventure, and we all have differing opinions. I've always wanted to attempt an uber-creepy, spooky and horrific adventure for D&D. While I do think that it's be possible to put the fear of gawd into D&D players through storycrafting and daunting encounters, this will not be that campaign.

In the end, I think you'll like this adventure, EvilGenius. As much as I wanted to run that scary campaign, this module is definitely D&D and not Call of Cthulhu. You've all crafted a competent set of heroes, and the campaign is definitely themed heroically. Even though a few of the encounters may be a bit more creepy, gross, or even disturbing than the typical dungeon crawl, it's not CoC. In the end the story is designed such that the adventurers can overcome the vampiric threat through perseverance and stiff-upper-lip fantasy heroics.

Now about that whole "I've memorized the whole castle" thing, though... :D

-----------------------------------------
http://ditlog.blogspot.com/
A busy gamer dad shares his thoughts on gaming, geek life, and other eclectic topics of the day.

»


Fri, 02/16/2007 - 12:33pm

Well, I'm one of the players who generally doesn't like horror very much. I vastly prefer heroic/superheroic.

That said, I have tons of old Ravenloft experience. I own the original two Ravenloft modules, and have read them/run them many times with different groups. I could probably draw most of the Ravenloft castle map freehand. :) These adventures were superb, among the best ever written, IMO.

My college gaming group also spent an extended tour in the Ravenloft campaign setting, lost in the mists of the Demiplane of Dread. My memories of those adventures are almost universally negative. I appreciated the work my DM was putting in, but I just didn't like the setting or the tone (again, I like heroic, not horror).

So I have very mixed feelings about this campaign. The DM, Erilar, is a big horror fan and has been chafing over the overly metagaming, superheroic feel of our campaign of late, and really wants to take it back to a horror feel. I don't want to rain on his parade so I'm going to give it a shot, but I may end up sitting out this campaign so that Erilar can do his thing.

»


Fri, 02/16/2007 - 2:24pm

And this is a post for another day, but at the same time we're starting up this D&D horror campaign, we're contemplating ways to fit in a Mutants & Masterminds game which will probably come in at the other extreme as Evil Genius' power-suited superhero Paladin flies around Freedom City fighting crime. :)

Back to the subject at hand, I'll be interested to see how much the module retains of the original adventure's feel, as opposed to the "Demiplane of Dread/Masque of the Red Death/mid-1800s" feel that evolved with the Ravenloft campaign setting. Based on Erilar's comments to day, I'm guessing it hews closer to the original.

I just can't wait to lay out those tarot cards...

»