Category Archives: expedition to castle ravenloft

Dungeon World: Expedition to Castle Ravenloft, Part 2

NOTE: Half the party was unavailable to play this time around, so I guess it was a good thing that most of that half were at the town square: it just meant that I had to run one character for a bit, until I could invent a convenient excuse to temporarily bench him.

Cast

  • Haepha (halfling barbarian)
  • Lakra (halfling cleric)
  • Zelikman (human wizard)
  • Vincent (human thief)

At the end of last week’s session Luther, Hawke and Vincent were safe behind a number of sturdy, if not exactly wagon-proof barricades, while the two halflings and wizard—who, I should mention, lacks offensive magic—were trapped within a mist-shrouded, zombie-infested, unfamiliar cityscape.

When things are this unfair, who says games are not like real life?

Haepha, Lakra, and Zelikman were making their way towards the town square. Though the street provided a straight shot, the mist forced them to use light spells in order to navigate around bits of zombie and other debris that had collected in the street. Normally this only might have drawn unwelcome attention (especially the divinely-fueled holy light), but the wagon collision had already attracted a fair number of zombies. Thankfully they do not have a Subtle tag, so they heard them long before they saw them.

Initially five emerged, arms outreached (for the ones that still had them and were not crawling, anyway). Haepha, as she is wont to do, rushed into the fray, sword swinging. Unfortunately when it comes to zombies, organs are more of an accessory than a necessity. Her sword became lodged in one, giving the rest an ample opportunity to chow down on the fun-sized barbarian. Lakra stepped up to intervene with a hammer to the knee, and before anyone could think of a tired Skyrim meme, followed it up with a blow to the face.

Though dislodged it from Haepha—almost dislodging its head in the process—who, now freed, was able to disarm a few of them, literally, before she was overwhelmed by a fresh batch emerging from the mist. Lakra tried again to assist, but was pulled down by one of the crawlers. She managed to kick it off before it could bite her and, realizing that they were getting surrounded again, decided to turn undead. Frankly given how well it worked last time, I was wondering what was taking her so long to use the move with a result that can “cause mindless undead to flee”.

Despite failing to cause them to scatter, she was at least able to keep them at bay. Haepha managed to escape from the throng, but lost her sword in the process, which still made her more immediately useful than Zelikman’s combination low-Strength and Hit Die. As they regrouped and tried to think of a way out, Haepha’s sword slid towards them. She picked it up as the zombies turned towards the source of the noise, giving Haepha an easy opportunity to fatally qualify them for the Small tag.

See, while Hawke and Luther remained behind to help the wounded and shore up defenses—you know, stuff that they could reasonably be expected to do, while keeping them behind the scenes—Vincent requisitioned something that while not exactly fashionable, still provided the same Armor rating as leather, and convinced someone to come with him as he ventured back out to try and rescue the rest of the party.

Thankfully he did not have to go far before he noticed the light from Lakra’s holy symbol shimmering through the mist. The brief thought that this might be easier than he feared however, was cut short when he noticed many lurching silhouettes obscuring it. They did not seem to notice him, and as he busied himself picking off stragglers with well-placed (and rolled) Volleys, he spotted Haepha’s sword on the ground. He kicked it to her, and the rest–like the zombies–was history.

Once they were safe behind the barricade—or, as safe as they could be in a game that encourages the GM to Reveal an Unwelcome Truth—they learned that the source of the zombies appeared several hours ago, and seemed to originate around the church. Thankfully one of the streets lead directly to it, making it an easy find despite all the mist. Lakra managed to heal up Haepha a bit, luckily without having her spells revoked, and Zelikman stayed behind (though not before happily volunteering his healing potions…sorry Josh).

En route they encountered yet another group of zombies. Third time is a charm, and they served no better than a speed bump as Lakra’s turn undead utterly obliterated them (because I think that is cooler than having them run away), and they arrived at the church soon after. It was an ancient stone structure, and through the dead silence they could easily hear the low murmur of someone (or thing?) chanting. They gave a listen at the door, but were unable to make out what was being said. Still, the combination of chanting and zombies is never a good sign.

The tried the door, which of course was locked. Haepha tried to force it, but unsurprisingly failed to break something well over five times her height. They would have to find another way in and, at Vincent’s insistence, decided to explore the church perimeter together, as he learned from his very, very recent experience the hazards of going alone. They found a stained glass window, through which they could see flickering lights and the hear the chanting somewhat more clearly.

Vincent pried out a piece of glass and scoped out the interior. From his vantage he could see a robed individual, praying in front of a badly scored alter of some sun god. Motionless bodies were slumped over on the pews, thought it was too dark to make out any fine details. The entire room reeked of rot, and despite the chanting he could still hear the sound of flies buzzing about. So, pretty much, all the trappings of a zombie-spawning, unholy ground.

Reasonably assuming the worse, they figured that they would give ambush a shot. With a boost from Vincent, the vertically-challenged Haepha was able to smash in a window, hop inside, and bellow out, “Your reign of terror is over!” The robed figure stood and turned to meet her, pulling back his hood to reveal…the wide-eyed face of a ragged, old man, whose expression rapidly shifted from fear, to confusion, then back to fear again as he saw that it was in fact trio of bloody, armed strangers climbing through his shattered window.

I am not sure why, but the characters stopped and exchanged confused looks. I guess they were expecting something more immediately and overtly…sinister? Even more confusing was when they asked him why he had not “done anything” about the zombies outside, or the dead bodies inside. The zombies were not exactly push overs, but they had also run into a mhorg, and who knows what else was lurking in the mists. Even the priest from Dead Alive got taken out by zombies, so I have no idea what they expected this guy to accomplish.

He explained that the vampire Strahd came to the village several days ago to meet with the burgomaster. No one was sure why, but before he left he killed the burgomaster and several villagers, his son included. Most of the village believed that Strahd was punishing them for the burgomaster’s defiance, and that he would return again.

The next day after he had performed burial rites, and laid his son and the other slain villagers to rest, he found a leathery black book within the sacristy that he had not noticed before. The white pages were inked in red, and though he could not read the writing it whispered to him what he needed to do in order to gain command over the dead. The priest, in grief and desperation, forsook his gods in favor of this “darker power”, which instructed him on how to return his son to life and protect the village from Strahd.

Understandably they decided that leaving a grieving, unstable man with a mysterious, death-secret whispering book just might be a bad idea. Unfortunately they openly voiced this while still standing some distance away from both the old man and death-secret whispering book.

This meant that when Haepha moved to try and take the book he had ample time to conjure shadowy, grasping arms from the floor to bind them in place. Numbing cold seeped into their legs as they attempted to futility tear free. Lakra raised her holy symbol and began to pray, figuring that at least she could keep the zombies away, and was surprised when the arms also dissolved. The priest was likewise surprised, at least partially because Haepha was charging him. She managed to hack off one of his arms, but not before he struck her with a lance of dark energy.

Lakra moved in to finish him off, but hesitated when she heard a hoarse, rattling voice utter something that sounded like “father” from a hole in the floor that had previously gone unnoticed due to the lack of light. A long, skeletal armed yanked her to the floor, dragging her down into the basement. Momentarily stunned by the fall, she recovered just in time to see a creature that looked like a vaguely humanoid skeleton stretched a bit too much, with a too-wide mouth filled with jagged teeth, leap from the ceiling at her.

As the zombies threatened to surround Vincent, he noticed that the priest was still conscious, his hand was crackling with black energy, and—perhaps most importatly—he was reaching towards Haepha. She had just bagged the book and was heading towards the hole in order to give Lakra, judging by her frantic screaming, a much needed hand. He threw a dagger, which fortunately met the priest’s skull right between his eyes, killing him instantly. Unfortunately that was his last dagger, and, well, zombies.

Haepha now had to choose between helping Vincent or Lakra. Given that Vincent was facing off against a small zombie horde, she figured that Lakra had better odds (especially considering she could enchant her weapon and was wearing real armor), but when she went to help him fell through a rotting section of the floor (I did say it was ancient). So, Lakra it is. As she collected herself she saw the creature crouched atop Lakra, who was managing to barely keep it at bay with the haft of her hammer. Hefting her sword, she tells it that she just helped murder its father.

That got its attention. Its frenzied, murderous attention. It leaped at her, but she stepped aside and sliced it in half (hooray for a damage bonus, and the Messy and Forceful tags). By the time its upper half managed to recover from its collision with a support beam, both Haepha and Lakra were upon it, hacking and tenderizing the remains until it was reduced to a black paste. The destruction of the priest’s “son”, aside from stopping it from tearing them apart, also had the pleasant side effect of turning the zombies back into lifeless corpses before they could tear Vincent apart.

So, this session ended on a much less chaotic note. The party was separated and the village was still shrouded in mist, but at least there were not any zombies…for now. I mean, they did have a whispering black book, after all.

After Game Commentary
I think I am getting the hang of the “no” and “yes, but” results. I actually took the time to write up a lengthy list of examples to reference during the game:

  • Use a Monster, Danger, or Location Move: Zombies overwhelm, appear when it is least convenient, and attract more (as well as other, worse undead denizens). 
  • Reveal an Unwelcome Truth: Zombie bites can transmit disease, ghouls can paralyze, a building might have trapped survivors, both directions of a street have zombies, rescued survivors might try to sacrifice the characters in order to escape, or a civilian turns out to be a ghoul in disguise. 
  • Show Signs of an Approaching Threat: Loud noises, combat, magic (especially divine magic), and more could attract zombies: their moaning and wet sounds of their footsteps are all sure signs that they are en route. 
  • Deal Damage: Zombies and ghouls claw and bite. 
  • Use up Their Resources: Zombies can tear apart armor, weapons could get stuck in an undead creature (especially if you get overwhelmed in a fight), and you might lose other gear in the chaos. Characters might also use up supplies trying to barricade a door (hammer and spikes), climb up a building (rope and grappling hook), providing illumination, etc. 
  • Turn Their Move Back on Them: Scouting characters might get detected, they might find a building that seems safe but discover that it is locked or inhabited by an inhospitable survivor, after barricading themselves in a building they might discover that there is a zombie (or worse) trapped in there with them (or just a crazed survivor). 
  • Separate Them: An oncoming horde could easily divide characters, especially if they take different escape paths. 
  • Point to a Looming Threat: Partially eaten corpses, moaning in the different, bloody foot- or handprints, scratching from behind doors, shambling silhouettes in the distance. 
  • Introduce a New Type of Creature: Zombies are commonplace, but there are also ghouls skulking about preying on survivors and stray zombies. You could also introduce ghosts, skeletons, devourers, mhorgs, and other forms of undead. 
  • Make Them Backtrack: A street could be clogged with numerous zombies, ghouls might stalk the rooftops. 
  • Present Riches at a Price: Dead soldiers or merchants might be carrying weapons, armor, or jewelry. Fleeing victims might still have bags containing food, water, rope, and so on. 
  • Present a Challenge to one of the Characters: Clerics can obviously turn undead, paladins can use their detect evil to help avoid throngs of zombies, fighters can try to break open doors to escape (or thieves could just pick the locks).

This is just for the village section. I wrote up other thematically appropriate move-reference sheets for other areas as well so I can be better prepared. Some, like the Svalich Woods, did not take much, but others, like Castle Ravenloft, will need quite a few.

After so many years of Dungeons & Dragons, I am also getting used to the idea of waiving rolls for certain things. For example, when Melissa had Haepha attack the zombies after they turned around, I just let her kill them. When they had killed off most of the zombies, I just told them that they were able to pretty easily take out the last few, because spending a lot of time watching them bumble around like the Three Stooges was getting pretty stale.

On the topic of zombies I think that at 11 hit points they are a bit much, especially for horde monsters. I reduced them to 7, making it feasible that melee-oriented classes have a chance of taking them down in 1-2 hits, instead of 2-3.

Dungeon World: Expedition to Castle Ravenloft, Part 1

Strahd is an iconic Dungeons & Dragons villain, that is a member of an iconic monster (vampire), and part of one of the more iconic campaign settings.

Despite most of my Ravenloft knowledge coming from the Swords & Sorcery 3rd Edition revamp, I bought Expedition to Castle Ravenloft as soon as it came out, as I heard that it would have notes to drop Castle Ravenloft in Forgotten Realms, Eberron, or even a d20 Modern campaign.

I never got a chance to try to run it until about two years ago, as a slapdash 4th Edition conversion. This resulted in a single four hour long pair of zombie-strewn encounters, in which zombie-bits were strewn about.  Though we did not pick it up again, I still kept the book–among a handful of other choice 3rd Edition materials–which was good because recently I decided to give it another shot.
Using Dungeon World.
Given that my last, probably most successful campaign, involved just a hint of planning along with a heaping pile of  me making things up as I went along, the way Dungeon World plays seemed like a good fit. Thankfully I had kept up on reading it, as I had always hoped to run the mini campaign at some point, so I had the plot and most of the encounters outside the castle–which, to be fair, is a big place–fairly well committed.

After about an hour of working out bonds and backstory, I started the adventure with the party–Hawke (human fighter), Luther (human paladin), Zelikman (human wizard), Vincent (human thief), Lakra (halfling cleric), and Haepha (halfling barbarian, hooray for playtest docs)–riding towards Barovia. I decided to be nice and give them a wagon and pair of horses for free, partly to speed up travel time, partly because a lot of them were in it for the money and it would make it easier to clean the castle out (again, it is a big place).

They rode through the gates, which slammed closed as they passed. After about fifty or so feet of muddy track flanked by imposing, werewolf haunted wilderness they beheld the rolling hills of Barovia. Well, they would have were it not for the oppressive mist. What they could see, far in the distance, were some flickering lights that they correctly pegged for a village. With no other direction they headed towards it.

They arrived without any incident, and quickly noticed that there was not only no one around to greet, ominously warn, or chase them away, but they also could not hear anything. Haepha went to the nearest house and started pounding on the door, because nothing breaks the ice more than a group of heavily armed and armored mercenaries banging on your door in the middle of the night (especially when vampires, werewolves, and other creatures of the night are a thing).

Luther sensed a powerful concentration of evil in the north-western area of the village, which combined with plenty of lesser evil presences skulking about the village overwhelmed him, causing him to vomit. With everyone’s attention turned to him, only Vincent and Lakra noticed the door opening. Lakra pulled Haepha out of arms-reach of the arm reaching for her, followed by the rest of a rotting female corpse. Vincent tried to stick her with a dagger, but missed, losing it somewhere inside the house.

Luther recovered and engaged the zombie, running it through with his sword. This did not seem to inconvenience it much, though to be fair its teeth fared equally well against scale armor, too. While Hawke and Haepha tried to assist, another zombie appeared–a little girl, this time–and bit Haepha from behind. Hawke tore the larger zombie off of Luther with his…spiked…chain? Really, a whip? Well, this slipped into Castlevania territory faster than I would have guessed.

Anyway, he was able to use it to yank the zombie off of Luther, giving everyone a chance to hack it to pieces. Even though Zelikman lacked offensive spells of any kind, Josh put himself to use using his quarterstaff to keep them at bay. Haepha, not afraid to fight someone her own size, reached behind her and lobbed the zombie-child over her shoulder. It collided with Luther, impaling itself on his sword and knocking him over. It seemed to take awhile, but eventually the combined efforts of six armed adults were able to put it down for good.

Zelikman investigated the remains, but was only able to ascertain that the culprit was in fact not conventional necromancy. Vincent, on the other hand, got a better payoff when he investigated the house and found both his dagger and some 30-odd coins for his efforts. Haepha decided to scout ahead a bit, but after hearing the sounds of both scratching from behind a door and something slurping and crunching bones in the mists ahead, quickly made her way back to the rest of the party.

Wanting to catch a live specimen for study, Zelikman proposed cracking open another house and tying one up. Luther was opposed to this, because paladin, but eventually settled on the possibility that studying them might help prevent it in the future and/or make it easier to stop. In an act that would make a blonde, scantily clad horror cliche decry as foolhardy, Vincent decided to creep around the house, alone, to find a back door.

He did find a back door, but it was ripped off its hinges. Literally. The hinges were still attached to the house. The realization that this might not have been a good idea finally dawning on him, he started to make his way back, when something got his back. He managed to crawl away, losing his armor and half of his shirt  in the process.

Despite his cries for help everyone just kind of waited for him to make it back, expecting him to come barreling out of the mist, followed by a single creature. However, what came out was not some spry, snarling monster with rending claws, but a large…what do you call a group of zombies? A pack? A shamble? Anyway, there were ten or so of them. The fact that Vincent was only three-quarters clothed might have been funny if it were not for that.

Since Jeannie is pretty new to this whole thing I tipped her off that her character can Turn Undead, so Lakra help up her symbol and invoked the name of her god, which radiated a holy light that kept the zombies at bay. Everyone huddled close, and after a very lengthy argument on what to do next, Zelikman took the initiative, running towards their wagon that had been left some 20-feet away. He cast Cause Fear on the horses, which in retrospect should not have been necessary, because zombies.

The horses bolted towards the zombies, which was good because over a ton and a half of horse and wagon is pretty ideal for turning zombies into hamburger. What was bad was that that combination is also pretty ideal for turning humans and halflings into hamburger, especially when they are both in the way and huddled close together (though on the plus side live people make for fresher meat-stuffs).

Everyone dived out of the way and tried to grab onto the wagon. On the bright side, not only did almost everyone make it into the wagon but most of the zombies were also crushed. On the downside the horses could not be stopped (because, zombies and Cause Fear), and the two abandoned characters were the healer and one of the heavy-hitters. On the other downside, the mist reduced visibility by a considerable amount and the wagon crashed into a barricade. On the other other downside, the barricade was used by the surviving townsfolk to keep the zombies out of the town square.

The characters picked themselves up, some a little worse for wear, some cushioned by others, and took stock of the situation: about six decidedly not-zombified villagers were standing about in various degrees of shock and confusion, armed with makeshift polearms. Lanterns hung from various buildings, providing some much-needed light. Oh, and zombies were dragging themselves over the recently demolished barricade.

Luther and Vincent tried to convince the villagers to help. Half stayed, but the rest called them fools, proclaimed their imminent demise, and ran into a large building. The door slam was followed by the unmistakable sound of the door being barred, which was then followed by whatever sound furniture makes as it is being stacked against a barred door. Probably heavy dragging and lots of thuds.

Vincent and Hawke went about shoving their wagon into the breach, forcing some of the zombies back and effectively sealing it for the moment. They followed up respectively with thrown daggers and spiked chain, while Luther scanned the area for his sword. He found it, but it was behind a zombie that was shambling towards him. A quick shield bash sent the zombie sprawling, allowing him easily pick up his sword, properly join the fray, and destroy them.

Zelikman managed to escape the town square before the breach was sealed, easily slipping past the zombies in search of Lakra and Haepha, who were following what they hoped was the same direction that the wagon went. They heard something running towards them, and after Haepha asked who it was got an answer in the form of a ghoul leaping out of the mists at her. It knocked her to the ground, but she was able to easily kick it off, back out of sight. A quick, brief scrabbling of claws on stone was followed by silence.

Shortly after they saw light approaching: Zelikman. He told them what had happened, and as they turned about to head towards the town square were confronted by a skeleton with a sac of grotesque organs suspended in its rib cage. A cord of tooth-capped intestine snapped at Haepha. She grabbed it, but dropped her sword. Zelikman tried to hack at it with her sword, but could barely lift it. He tried to toss it to her, but she failed to grab it, smacking Lakra in the head.

Lakra quickly recovered and smashed one of its legs with her hammer. In a frenzy, it bit into Haepha. She braced her legs against its ribs and pulled, shredding the organs against ribs and teeth and destroying the monster…aaand that is where we stopped: split party in a mist-shrouded, undead-infested village.

After-Session Commentary
Even after running a few sessions on the side I feel like I do not have a good grasp of how things work in Dungeon World, especially when it comes to those “no” and “yes, but” results in combat. There were plenty of times where they rolled a six or less, and I was not sure how to proceed. Even 7-9 results were tricky, especially when there were only two zombies about. I guess I could have added more, but I did not want to bog the game down with a never-ending zombie grind.

A few of the players were new to the scene, and the idea that I could just hurt them or do other nasty things without “needing” to roll was completely alien to them. Oh, you missed? Zombie bite. You threw the zombie and rolled a 7-9? You get it off your back, but knock someone else over in the process. These things kind of tripped me up, because I was not sure if I was “supposed” to allow a Defy Danger, or what. I think a big book of moves and responses would be great.

Eh, I prefer to learn by doing anyway, so we will see how it goes next week.

Expedition to Castle Ravenloft (4E), Part 2

Note: In case there’s any confusion, this 4E conversion of Expedition to Castle Ravenloft isn’t intended to allow you to forgo the book entirely (because I might get in trouble doing so). Rather, it’s designed to be more like a conversion supplement.


Hmm…there’s a lot more going on here than I thought…

Once the players destroy all the zombies in the town square and fix the barricades, they can take a breather and try to figure out exactly what the hell is going on. Ashlyn is looking for her companions (who disappeared in the church several days ago) and the Sunsword. Finding out the fate of her companions is going to be worth a minor quest reward, while the Sunsword itself is a major quest (what with it being an artifact and all).

There’s also a couple of businesses worth mentioning: Bildrath’s Mercantile and the Blood of the Vine tavern. Bildreth’s Mercantile is only really useful insofar as it gives the players a place to buy gear and pawn their loot, though it’s possible that either the Holy Symbol of Ravenkind or Sunsword can be found there. The Blood of the Vine Tavern, on the other hand, is mostly a place for them to get some information. Specifically that the plague began in the church (in case the players need more direction), the Holy Symbol of Ravenkind, and Madam Eva.

Ideally after everything is said and done, the players should have two primary directions: go to the church, or visit Madam Eva out in the Tser Woods. This part of the conversion assumes that they head to the church first to, you know, tackle the whole zombie-plague-thing.

E6: Ghoul Foray
This encounter can happen at any intersection while the players are heading to the church. At this point the players might be tired of encounters happening at intersections, but this one has a dead horse! The encounter has some zombies milling about, with ghouls waiting in ambush. Since zombies don’t really eat however, I think a better idea is to have ghouls lurking in the buildings, having just recently fed on unfortunate “survivors”. They could see shattered doors, with streaks of blood running over the threshold.


Setup

  • 3 ghouls
  • 2 ravenous ghouls

E7: Church 

Here the players confront Danovich, the man responsible for all the shit currently hitting the fan in Barovia. His son was killed, and in a lapse of judgement decided to re-animate him as an undead monstrosity using a book filled with terrible rituals, which is the reason all the zombies are up and about. I mean, it probably seemed like a good idea at the time. Anywho, this is one of the first “boss fights”, and so I want it to be tough and memorable.
First, the church is filled with bodies of former citizens, sitting on the pews. I like to think that they came here hoping for divine protection, and died from a combination of necrotic taint and zombie intervention. Danovich was formerly a cleric, so I guess in this scenario he’d be an artillery (leader) that can animate some of the corpses as zombie minions, boost his undead allies, and do some other evil-cleric stuff like weaken, deal necrotic damage, drain healing surges, and perhaps redirecting healing magic (or dampening it). The zombies, on the other hand, will just be run of the mill level 5 zombies.
In the original adventure when Danovich is pressed in melee, he tries to flee using the hole in the floor. I figure that when he’s bloodied, he dives/teleports into the hole, where he gains additional support from his former son and other zombies. Also, the area underground is mostly dark, making it difficult to see for characters without darkvision or low-light vision. On the plus side, there’s plenty of cover from the corruption corpse’s ranged attacks.

Setup

  • Danovich, fallen priest
  • 4 infected zombies
  • 1+ zombie shamblers

Features of the Area
Alter: Creatures adjacent to the aura gain vulnerable 5 necrotic.
Pews: These act as difficult terrain. Characters can hide behind them to gain cover from ranged attacks.
Treasure: Danovich has a pretty good stash of loot; there’s some pages from the Liber Blaspheme (which details an Undead Servitor ritual), a gold chalice worth 150 gp, a pair of silver bells worth 50 gp each, three potions of healing, and 300 gp worth of residuum.

E7A: Church Understory 
This is where Danovich’s son is being kept, along with some zombies that managed to get in the church. Since blasphemes are typically paragon-tier monsters, I have to scale him down to make him a more suitable challenge. Also to mix things up a bit, I figured I’d add some ranged zombies to the mix.

Setup

  • Doru, blaspheme
  • 2 chillborn zombies
  • 2 corruption corpse

Features of the Area
Difficult Terrain: The planks underneath the hole in the floor are difficult terrain.
Pillars: These provide cover from ranged attacks. They can also be knocked over (or burnt up) with a Medium DC Strength check, which could cause more parts of the floor to collapse.
Table of Alchemical Components: This is the stuff in the upper-left hand corner of the map. It acts as a table of combustibles (DMG2, page 63).

That’s it for part two. Hopefully next time I can wrap up Barovia…

Expedition to Castle Ravenloft (4E), Part 1

So with SakuraCon coming up I’ve got only one overnight gaming panel, which means that I’ve got to pick something truly awesome to eat up 7+ hours of game time. Seeing as how Heroes of Shadow is the new book on the shelf, I’ve decided to go with Expedition to Castle Ravenloft, which unfortunately hasn’t been made (yet?) for 4th Edition. Though I bought the 3rd Edition rendition when it was released a long-ass time ago, I’ve never had a chance to even start it. I figure better (insanely) late then never, so have began the arduous process of converting it to 4th Edition.

Or more specifically, the stat blocks and treasure.

So far the flavor bits of the adventure can be used as-is. Granted, there are plenty of instances where characters will be able to interact with NPCs, but any skill DCs can be determined on the fly fairly quickly and easily thanks to page 42. Really, the trick was to find a good starting level so that they could be challenged, while being able to handle Strahd without suspending too much disbelief. The adventure is pegged for level 5 or higher characters, and with the prevalence of werewolves and ghouls, this ended up working out pretty well as far as 4E’s concerned. The goal is that if the players go through all the motions, that they should just hit 11th-level by the time they have to face off against Strahd for the last time.

The first part of the game has the players arriving at Barovia just in time for the local zombie migration. The encounter process is pretty straightfoward here, literally; the players run into zombies, then run into more zombies, and finally run into zombies being fought by a NPC. Now, since this is the first string of encounters, I’m actually alright with it being a simple variation of a theme. However, I’d like to make things a bit more interesting by having zombies in the second encounter breaking into a building with some villagers, giving the heroes the chance to, well, act heroic (as well as garner some bonus XP and potentially cash in the process).


E1: Zombie Street Ambush
This encounter takes place on one of the major streets that run through Barovia, so it will be fairly wide with some narrower alleys. Typically for the first encounter I like to take things slow and go a little easy on the gang, so it’ll consist of some basic level 5 zombies that have a disease for characters that they hit. The disease is similar to filth fever, except characters that die turn into infected zombies.

While the original encounter featured carcass eaters and an infected deathlock, I’m just going to introduce a dire maggot swarm (level 6 brute) in one of the alleys that won’t do much to harass the players if they simply ignore it and let it keep eating. If anyone gets to close (living creature or zombie), then they’re fair game. Hopefully, this will add another level of tactical complexity to the battle.

Encounter Level 6 (1,200 XP)
Setup

  • 5 infected zombies (level 5 brute)
  • 1 dire maggot swarm

Features of the Area
Doors: The doors are made of wood, and barricaded from the other side. A Hard DC Strength check is required to force them.
Cart: There’s an overturned cart in the middle of the street. It can be used as cover, and be climbed with an Easy DC Athletics check. It’s broken, but can be repaired after the fight.
Treasure: There’s no treasure listed for this encounter, and logically I don’t see a reason to place any, so I’ll leave it at that for now. If I need to, I can always come back and place some cash or jewelry to help round things out a bit.

E2: Zombie Street Encounter
More zombies and, for some reason…vargouilles? I had to actually reference D&D Compendium to see if they’re even in 4th Edition. Thankfully they aren’t, and since they seem wildly out of place I’m just going to ignore them. Instead, I’ll mix things up a bit by adding a few corruption corpses to the mix. Otherwise, the layout is pretty similar to the first fight, except that the overturned wagon could help defend the heroes from the corruption corpses (which is another reason I bumped their level).

Encounter Level 6 (1,400 XP)
Setup

  • 4 infected zombies
  • 2 corruption corpses (leveled up to 5)
  • 1 dire maggot swarm

Features of the Area
Same as before with doors and wagons and what-not, except that there’s a few dead bodies scattered about.
Corpses: The dire maggot swarm is busy chowing down on one of these. Corpses are just difficult terrain, though one of them has some papers revealing him to be a carpenter named Viktor Litmunova (probably contracts). The players can hunt down his family after things have quieted down for minor quest XP, and perhaps a small reward as well (though in my experience my group typically shoots down both money offered by NPCs, and/or gives them some cash).

E3: Zombies in Town Square
This is where the heroes meet up with Ashlyn, a member of the Lightbringers, who is busy hacking apart a bunch of undead. I’m going to write up a companion card to give one of the players, so that I can focus just on the monsters and not playing against myself. She’s level 5 in the original adventure, and I see no reason to change that here. In the interesting of kicking things up a notch, this encounter will give the zombies four ways to approach, with barricades that can slow them down.

Encounter Level 8 (3,484 XP)
Setup

  • 24 infected zombie rotters (level 6 minion brute)
  • 6 infected zombies
  • 3 corruption corpses (level 5 artillery)
  • 1 skeletal necromancer (level 6 controller-leader)

Every other round, a horde of two infected zombies, one corruption corpse, and eight rotters randomly arrives at one of the barricades (roll a d4) and starts tearing it apart (the necromancer arrives on round 8). It takes one round for them to demolish it, creating difficult terrain where it was standing, after which they surge through on the following round. Characters can spend a standard action to repair a square of the barricade.

This encounter requires some attention from the DM: if things go too easily, add more zombies. If the players are having a difficult time, pull things back a bit and give them some time to recuperate. If things get really bad, have Ashlyn roll out lay on hands and/or offer up some potions of healing. Remember to divide the XP with her as well, cause she’ll probably be really useful.


That’s it for part 1. I’m busy putting this all into a word document that I’ll covert to pdf later for download. For part 2 I’ll deal with the rest of the village encounters.

MONSTERS