By R.B. Bo Deficient Games D20 Levels 1-3
An invitation—by a Count of a name you’ve never heard. From a Castle in a land unknown around these parts. And a Curse which plagues him, pleading for each of your aid—by name—in exchange for an offer too tempting to ignore. By next morning a horse-drawn carriage awaited each of you. The dark horses stood silent, their black eyes seeing everything and nothing. The sharp-collared driver shifted on his bench, mumbling to himself. You climbed in anyway. The carriage lurched forward the moment you clicked the door shut.
This 42 page adventure is a castle with about 25 rooms; a respun Castle Ravenloft, the original. It’s got good descriptions and an interesting pre-1e take on encounter/interactivity. But, you’ve got to deal with some pretension to run it. And I, the Padishah Emperor of pretension, am also allergic to it.
This adventure is a respun Ravenloft. We’ve got a castle, a fortune teller, a sun sword, mothers icon and tome, beating heart, and dude McDuderson running around having encounters with the party before he big bads them at midnight. It is fairly remarkable in that it has managed to do what we all wish but almost never succeeds: updating something to modern formatting/sensibilities. And I mean that in a positive way. The number of times I’ve typed something like “this needs a heavy edit or rework”, particularly with Dungeon mag, gives way to dreams of doing this. Some have tried, almost always failing miserably. This designer mostly succeeds. It’s like they did a D&D-Mine but left out all (most?) of the shitty new rules ideas that everyone shoves in to theirs.
The map. We get a side view of the castle with connecting hallways and rooms with page numbers next to them. But, also, I suspect you will never use the map. At the end of each room entry is a little note on room exits, which I usually loathe. It describes the way to the next room. Thus it is kind of point-crawly. But, also, it gives you that “what you hear/see/etc in the next room” thing that a lot of adventures are missing. There’s not keying, or, perhaps rather, the keying is the page number of the room, which is given the in the exit information. It’s manages to take two things I tend to gripe about, the lack of keys and exit information, and turn them around to instead have them provide value in running the adventure. That’s interesting. Mini maps are included, but not really needed.
The room descriptions here are also quite interesting. The designer has a penchant for those sorts of terse and evocative descriptions that I think both elevate an adventure and make it easier to run. “You wake to sloshing water and clinking chains. Smells of decay & stagnant water. Darkness surrounds you, save for a single candlelight floating between your broken cells. Dangling feet above water from a single fetter” We’ll allow the use “You” here since it’s the “you wake up” first description form the railroad hook. Another is “A large underground chamber illuminated by wall mounted candles. The air is heavy and thick with dust.” And while I’m never really a fan of the word “large”, or other boring descriptor words, it IS working hard to create a vibe for the room. Which is what a good initial room description should be doing. And, I mentioned before the exit information, like “to the left faint echoes of screams and the sharp crack of bullwhips.” That’s what you want. The interactivity here is also fairly interesting. You do have some fights. And there is a series of encounters with the more memorable people int he castle. Basically, each time you meet them (thanks to the wandering table) they do something more interesting than the last time, thanks to a provided table unique to each one. And yet this is not the interactivity that makes the adventure interesting. It’s got this weird mashup of styles … something like OD&D meets a video game encounter, maybe is a good way to describe it? There’s this non-standard thing about it, but, also, can you see one of these being a really good encounter in, say, an old point and click title. And I mean both of those in a complimentary way. There’s just some weird shit going on in these rooms. There’s a room with a grandfather clock with a skeleton butler dude tinkering with it. If you offer to help he crawls behind the clock and shouts instructions to you … which the player must then repeat verbatim. Or, a baby being born in one room, that if you take it with you rapidly ages to maturity through the adventure. It’s weird shit. And, it generally has some impact on the adventure, not just weird for the sake of being weird.
If you wanted to run Ravenloft in one four to six hour session then this is the thing for you. It’s a neat respin of it and good positive example of someone accomplishing an update of something older.
I did mention the pretension, right? This starts with the following hook: “An invitation—by a never heard. From a around these parts. And a plagues him, pleading for each of your aid—by name—in exchange for an offer too tempting to ignore.” What is it? Never mentioned. You start after having been attacked. You’re in the hanging water room I quoted earlier. You have till midnight, then the count shows up to finish you off. So, better find some gear in the rooms and/or escape before then. *yawn* Also, no one kills you in this. If you die, but monster or trap, you get found later, still alive, huddling in a corner. The goal of the monsters/traps are to raise your stress levels for you final encounter with the count. Which WILL happen. You’re told to make sure the party understands that the count WILL be showing up at a set time, in real time. Like, say, you announce he’s showing up in six hours, real time. Uh huh. It’s got this concept of stress. When scary things happen you get more stress. That raises the AC of your enemies and makes saves, etc more difficult. You can lower the stress also. The adventure sprinkles trinkets throughout. When you find one the player gets to describe their relationship to the object from their past life. You find things like Moms Perfume, or your favorite bedtime story. I swear, I’m not making this up.
But, whatever. Yanking all of that shit out and tossing in some treasure and getting rid of the time limit shit would turn this from its pretension kick to something interesting to run as a D*D adventure. More so than I6, I think.
It’s Pay What You Want at DriveThru with a suggested price of $0. I’d download it just to see how they managed to pull this off, at that price.
https://www.drivethrurpg.com/product/458350/The-Count-the-Castle–the-Curse?1892600
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View Comments
Ravenloft, but at levels 1-3?
I've run the original six or seven times. Say what you want, it's always been a hit at the table. Having said that, however, the problem with vampires in any version of D&D begins and ends with clerics. By the time the party is level-appropriate to deal with vampires, the cleric's turn ability makes quick work of it.
A secondary issue exists that vampires aren't *quite* as scary when they can be fireballed.
This piece seems to deal with that issue by announcing the vampire is coming and allowing the party to get ready for his arrival. Interesting.
Agreed, aimed at levels 1-3 seems odd, especially if this is a D20 adventure. Bryce's description makes this seem almost like a funnel. The party ends up together in the jail(?) and must figure out how to get out of the castle?
For the price this is worth checking out.
Its nice to see more good Shadowdark adventures
> It’s like they did a D&D-Mine but left out all (most?) of the shitty new rules ideas that everyone shoves in to theirs.
Can you explain this? I haven't heard the expression D&D-Mine before, and Googling just gives me maps of mines.
You like D&D? Is there something about it you don't like? Maybe write a new RPG that is just like D&D but has your rules changes in it. Like, say, cleric gets 2 spells at level 1. However trivial, just publiish your D&D version. Like I did! Ruffians & Reprobates!
This game is essential if you want to run something like Ravenloft as a one shot! I can't give enough praise because it really helped me out and is easy to run. I had friends coming over for a Halloween D&D event and I wanted to run a one-shot Ravenloft game like Tracy and Laura Hickman originally did. I had both the original game and the remastered 5e Curse of Strahd. I also found guides to playing it in just a few hours, such as Strahd Must Die Tonight! by James Haeck (which is also very helpful). However, after setting up a scenario that puts the players in a time crunch, all these guides tell you to just run the actual castle part as written. I didn't have an exorbitant amount of time to prep, so I didn't see how I could wrap my head around that complex castle well enough to actually guide my players through it smoothly. Thank goodness I found The Count, the Castle, & the Curse by R.B. Bo!! It totally saved me! This castle has all the essential elements you need, and it's so clear to follow. There's a nice map in front, but you don't even need it because each page describing a location has a mini map showing the connecting areas, so you can tell players what they see/hear left, right, or up the stairs, etc. I used most of what's in this book, but I kept the system as 5e, used the hourglass timer with Strahd showing up each hour to taunt the player characters until their time's up at Planar Midnight, and various other aspects of Ravenloft, Curse of Strahd, other people's ideas, and my own homebrew. It meshed perfectly. They started in the carriage, and Van Richten has Madam Eva read their Tarroka fortunes (being close to the castle improves her power of divination for the items inside). Then they crash in the courtyard and wake up in the dungeon like in Bo's book, but Strahd's apparition appeared and said the Planar Midnight thing, and Madame Eva is in there with them and urges them to forget Van Richten's suicide mission of killing Strahd and just follow the clues of her Tarroka cards to escape. The players were level 3 5e characters, and Strahd didn't take their stuff since he's not afraid of them. So they could choose if they wanted to try to kill Strahd or just escape. They were very worried about the time limit, so they mostly avoided battles and tried to figure out how to leave. I used a magical item table to make the loot they were finding more interesting, and the Farland lingering injury table instead of death (which worked well since the two people at the table who'd never played D&D before did have their characters "die"). I also had Strahd believe two of the player characters were the reincarnation of "Tatius" and Sergei. My idea was that they were descendants, and their souls were linked to the trapped souls of their ancestors, who are in a kind of purgatory in the castle. Because half of the players were gay, I made it be Tatius, who was Strahd's squire that he fell in love and raised to a higher station, allowing Tatius to stay safely behind in the castle while Strahd and his brother, Sergei, went off to war. I mixed in some of the "grimdark" elements suggested by Dungeon Craft on YouTube, so when Sergei and Strahd were separated in the battle, Strahd was presumed dead and Sergei returned home, only to fall in love with Tatius. Months later, Strahd had escaped from his jail and returned to his castle, flying into a rage and murdering his brother, etc. The gender swapping in this backstory totally worked for this table, and it was hilarious as the Tatius character tried to use Strahd's obsession with him to his advantage as the game went on. Bo's adventure allowed all this to happen seamlessly. The sparse descriptions of each location are perfect to set the scene and let the players run with it (the setup of having more details below when they investigate is perfect too!). The stress meter and vampire mechanic are really fun additions, and one player character was drinking blood to the horror of the others, and he was really excited when he got the power to shape change into a bat. The clues are laid out well, and my players did a good job speculating on the mysteries and following the threads. They almost made it out through the chapel, but in an unfortunate incident, the priest was burned alive in a stew. However, they just barely managed to get all of the items for the cauldron recipe to warp out of the castle. Fortunately, I had prepared ending text for various end-states I imagined, so I shared how the characters still had nightmares of Strahd, they always felt like someone was watching them, and the cursed mist still haunts the land; however the Barovians tell tales of the brave adventurers who faced the Count, spent the night in the Castle, and live to tell the tale. This was satisfying for the players because they were excited they escaped, but they also felt like playing again another time and trying to defeat Strahd. I couldn't have done it without this adventure, so thanks so much to R.B. Bo for creating this, and I highly recommend it!!