As I mentioned a few months back, I've been running an OSR-hacked Curse of Strahd game with my regular D&D group. And this past weekend, I realized I'm probably DMing the most creative bunch of murderhobos to ever set torch and pitchfork to the gods-forsaken land of Barovia. I also realized they just might be the villains. For those of you unfamiliar with the adventure and its basic set-up, Curse of Strahd is a 5e remake of the classic AD&D module, I6: Ravenloft. The adventure finds the PCs trapped in the mist-shrouded valley of Barovia, which is ruled by the vampire count Strahd von Zarovich. Strahd will only allow the PCs to escape if they surrender his intended bride, an innocent peasant girl named Tatyana. Unless the PCs find a way to defeat Strahd, while simultaneously keeping Tatyana from falling into his clutches, they'll be trapped in Barovia forever. This set-up was pretty railroad-y by 1e standards, but the mix of Gothic horror tropes with high adventure struck a chord with players. Ravenloft was one of the most popular D&D adventures of its era, and has seen some form of remake or reinvention for every subsequent edition of the game, including a full campaign setting in 2e. Anyway, the details are a bit convoluted to go into here, but the bottom line is that in this run-through, Strahd's intended bride Tatyana ended up dead. Normally, this is bad news for the PC's. But rather than just try to conceal this fact as long as possible, and launch a surprise assault on the castle—which is what I expected—my merry band of murderhobos decided they now had a unique weapon in their hands. So they proceeded to hatch the most twisted "get Strahd" plan I've seen in all my years of DMing the Ravenloft setting:
The next evening, they loaded the Zombie Tatyana up into a carriage and rode for the castle. When they arrived in the courtyard, Strahd came out to greet them. He was dressed in finery himself, and flanked by skeleton warriors in polished dress armor. The PCs dismounted, and gave a speech humbly apologizing for being so unreasonable before. The also expressed their hopes that Strahd would honor his earlier promise to help them escape the valley, in exchange for Tatyana. Strahd replied that he is an honorable man, and would keep his agreements. He also invited the PCs to stay for the wedding: "I always prepare an excellent feast." With that, the PC's opened the carriage. The Zombie Tatyana walked towards Strahd. As soon as she got within range, the Magic Mouth spell went off, causing her to whisper her line. Strahd gathered her in his arms. Then the PCs sprung one of the most beautiful and sadistic traps I've ever seen.
It's important to note that the PCs were 100% aware that this wouldn't kill Strahd. In fact, they knew damned well that he'd be strong enough to break out of this. The entire goal was psychological warfare. They wanted to horrify him with the sight his beloved's corpse erupting with vines, vomiting holy water, and then exploding in a bloody mess. Like I said. These guys might just be the villains, all things considered... Anyway, the PCs pressed the momentary advantage they got from exploding the innocent village girl's corpse all over the vampire. As the skeleton warriors moved to attack, the spell casters immobilized them. The Cleric used the Holy Symbol of Ravenkind to completely immobilize Strahd, so the warriors could move in and begin pummeling the bejeezus out of him. The "battle" was so one-sided it wasn't even funny. They finished him off by forcing a Bag of Holding full of Holy Water down his throat. I didn't even bother to roll for damage. I described the vampire's body beginning to bubble, boil, and burn... Honestly, watching them plan and execute such a crazy curb-stomp of a battle was so damn satisfying, I almost felt bad that I was about to pull the rug out from under them. That said, I also started running Ravenloft games back in the 90's. And I know damned well that the one thing that makes Strahd a memorable villain is that he's not an idiot. As the PC's were watching the vampire's face melt, I had one of them notice the illusion spell fail, revealing that the "Strahd" they'd just killed was a decoy: a lesser vampire spawn he put in place so he could quietly observe them from a distance. From above, the PC's heard an amplified voice boom over the courtyard: "I was going to be honorable. But you allowed my bride to die. Worse, you desecrated her. For that crime, you will all pay." A fireball then dropped into the center of the PCs formation. It delivered massive damage all around, thanks to a bunch of blown saving throws. Behind them, the gates of the castle slammed shut. And above them, the amplified voice issued a final, cold proclamation: "None of you will leave this place alive." We ended the session right there, with the PC's trapped and without any ideas where to go from here. This is D&D storytelling in a nutshell, folks. These crazy, unplanned moments that the players—and the DM—will still be discussing years from now. This is where the real magic of the game has always been: in watching the players come up with some crazy, over-the-top scheme, and try their damndest to execute it. Real D&D storytelling has nothing to do with the DM, his campaign notes or (Gygax help us) "plot arcs." It can only happen organically. It's also entirely player driven. The DM can't force it, and the more he tries, the more he gets in the way. If you truly want to create great stories in your D&D games, the only thing you need to do as a DM is put great obstacles in the players' way. Let them use their own ingenuity. Because when they come up with a plan, you get to do the best part. You get to sit back and watch. The DM isn't the story's architect in a D&D game. If anything, he's the set designer. But if he does a good enough job, he also gets to be the front row audience. That's worth its weight in gold, folks.
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![]() This is part of a continuing series. For part one, click here. For part two, click here. For part three, click here. And for part four, click here. While the previous posts in this series have mainly been concerned with showing how to adapt Lamentations of the Flame Princess' various character classes to Castlevania-appropriate archetypes, this post will handle the setting of Transylvania itself. And while I dipped into Castlevania III: Dracula's Curse and Symphony of the Night to build a D&D style adventuring party with, neither game really offers much in the way of setting material outside the castle. For that, I'm going to go back a little farther into the franchise's history, to the much-maligned proto-Metroidvania, Castlevania II: Simon's Quest. Please, hold all torches and pitchforks until the end. Just a brief side note: If I really were to run a Castlevania-themed campaign for a group of PC's, I'd probably lean heavily on Simon's Quest to do it with. While the 8-bit NES wasn't quite up to the developers' ambitions, the game has some good bones to build off of. I would probably have the players roll up original characters, with at least one being the next heir to the Belmont line. I'd have the game take place a few years after one of the "major" Dracula battles outlined in the main series, and have the Belmont player character's relative be suffering from the same curse Simon did: The wounds taken in his battle against Dracula are not healing. He is slowly dying. As his condition worsens, he has visions of becoming a creature of the night. A fortune-teller reveals the truth. If he dies before the next full moon, he will become a vessel for Dracula to be re-born, stronger than ever. The only way to lift the curse is to bring Dracula's spirit back into its previous body. But Dracula's minions have scattered his remains, to ensure that his curse will run its course. Honestly, the only major difference in the set-up would be that the "cursed" Belmont wouldn't be accompanying the PCs. I'd hole him up in the basement of a church, surrounded by garlic and crosses, with monks praying over him day and night. It would then be up to the group of relatively green and inexperienced adventurers to run a desperate race against the clock, with only minimal guidance from their mentor. (I'd also make sure that the enemy kidnapped the cursed Belmont as the night of the full moon approached, giving the PC's one more thing to worry about. But that's just me...) Anyway, there are a few resources I'd recommend using here. First and foremost is A Guide to Transylvania, which I mentioned back in my Alucard post. The PDF is available on DriveThruRPG for about eight bucks. The crunch inside is AD&D 2e specific, but everything else is system agnostic. This book details everything from Transylvanian history, to peasant superstitions, to secret societies. No other supplement will help you fill in the details of the Transylvanian countryside as well as this one. The second (more expensive) resource is the current D&D 5e Curse of Strahd campaign book, which is an update and expansion of the original Ravenloft module. Why this one instead of the (many) older ones? First, it's widely available in hardcopy. And while I'm not completely in love with what I've seen of 5e's rules, you just can't deny that Wizards of the Coast puts out a high quality product these days. This thing will survive some wear and tear at the table. Second (and more importantly), it maps out and expands the land of Barovia far beyond what the older editions did. The third (completely free) resource is the Transylvania map that appeared in the old NES Game Atlas. A high-quality scan is available here at castlevaniadungeon.net. The simplest, easiest way to take care of mapping the Transylvania countryside is just to use the foldout map that comes with Curse of Strahd and swap out the names. For example, swap out the starting village of Jova from Simon's Quest with the Village of Barovia from Curse of Strahd. Swap out Yomi—the nearly-abandoned town just outside Castlevania—with the destroyed village of Berez. While this won't be 100% faithful to the geography on the Castlevania map, enough of the landmarks in Simon's Quest have a rough Barovian equivalent to make it work. Below are some suggestions, with corresponding map and page references. Castlevania Location / Barovia Location / Curse of Strahd Foldout Map Location / Curse of Strahd Page Reference Town of Jova (Area 1) / Village of Barovia / Location E / Page 40 - 48 Town of Aljiba (Area 16) / Village of Valliki / Location N / Page 95 - 124 Yuba Lake (Area 14) / Lake Zarovich / Location L / Page 38 Town of Veros (Area 6) / Village of Krezk / Location S / Page 143 - 156 Town of Yomi (Area 48) / Ruins of Berez / Location U / Page 161 - 166 Laruba Mansion (Area 36) / Wachterhaus/ N/A (Located in Vallaki) / Page 110 - 115 Brahm Mansion (Area 21) / Argynvostholt / Location Q / Page 129 - 142 That should be enough to get the idea. That said, I'd probably also swap out some of the obviously non-European names with some real-world Transylvanian ones. Targoviste for Aljiba, for example. One pro to this approach is that it requires relatively little prep time, especially for an inexperienced DM. Curse of Strahd has plenty of fleshed-out NPCs, side-quests, and description boxes for just about every building and room, if you decide to use them. You can use the encounters, too. Stat conversions from 5e to LotFP are simple: Just use the closest equivalent monster from the free Basic Fantasy Roleplaying Game, and add two to the creature's Armor Class. Don't sweat the other details. Me? I probably wouldn't go that far. I'd probably just use the maps, crib or ad-lib all of the descriptions from the Transylvania Guide, and wing it with the NPCs and encounters. Similarities aside, Castlevania and Ravenloft are two different properties, with two entirely different feels to them. Relying too heavily on the published material just means you're playing Curse of Strahd. Which is okay. But it isn't Castlevania. Which, of course, leaves open the question of Castlevania itself. The Castle Ravenloft layout in Curse of Strahd is unchanged from the original I:6 Ravenloft module. It makes a perfectly serviceable stand-in for Dracula's Castle, provided you're taking your inspiration from the first couple of games. But if you want something closer to the sprawling, changing, living embodiment of Chaos featured in Symphony of the Night and most of the later games, you'd be better off creating your own funhouse-style Mega-dungeon. As with anything, which you choose will depend heavily on your group, their preferences, and their play style. Before I close this installment out—and since I'm already mining Castlevania II for ideas—I'm going to give some sample stats for that game's two Boss monsters. For Carmilla, I used the Basic Fantasy Roleplaying Game version of the Vampire, with almost no modifications. For Death, I re-skinned the BFRPG Lich, added a bunch of Hit Dice, and swapped out his spell casting for a handful of specific, spell-like abilities. If neither one seems challenging enough, both are easy enough to scale up in power. After all, when it comes to "end game" content, you're bound to have a pretty high level party. Watching them effortlessly steamroll the final bosses would be sort of anticlimactic. If that's a concern, my personal preference is to creatively choose the location for the encounter. Instead of meeting Carmilla in her vampire lair right away, why not have the PC's encounter her at a masquerade ball, using the powers of her enchanted mask to appear as one of the living? Force them to use roleplaying and guile to maneuver her to a place they can fight her without harming innocents. What about having the PC's run into Death on the grounds of an old battlefield or cemetery? He could raise dozens of allies among the dead, forcing even the most powerful group of PCs into a pitched battle for survival. Granted, if you're planning to use Castlevania II as your template, you could always just let the PC's walk right by them with no consequence... (Note: the Lamentations of the Flame Princess rules assume ascending armor class and a base, unarmored AC of 12. If using these creatures with a system that has a base AC of 10, simply subtract 2.) CARMILLA Alignment: Chaotic Armor Class: 21 Hit Dice: 9 (attack bonus +8) No. of Attacks: 1 weapon or special Damage: 1d8, or by weapon, or special Movement: 40' or 60' (fly) No. Appearing: 1 (Unique) Save as: Lvl 9 Fighter Morale: 11 Treasure Type: Special XP: 1,225 Beautiful, vain, and cruel, the aristocratic vampire Carmilla is one of Dracula's most ambitious servants. Famous for her inventive and sadistic tortures, she is best known for bathing in the blood of young women. She possesses Carmilla's Mask, a powerful, cursed artifact. Like all vampires, Carmilla casts no shadow and no reflection. She cannot cross running water, and may not enter another's home unless invited. She cannot tolerate the strong odor of garlic, and will recoil from a mirror or from a cross presented with conviction (for more information on these weaknesses, see the Vampire, p. 124 of the Basic Fantasy Roleplaying Game). Carmilla is immune to Sleep, Charm, and Hold spells. If unarmed, she will treat her hands like claws, raking her target for 1d8 damage. When armed, her vampiric strength gives her an additional +3 to damage when using melee weapons. Her bite (though seldom used in combat) inflicts 1d3 damage, and drains one level of energy from her target for each round she continues to feed. Feeding places her in a vulnerable position, and she suffers a -5 to her Armor Class. Victims reduced to 0 hit points by Carmilla's feeding die, and they will rise as vampires during the next sunset. These new vampires are permanently under Carmilla's control, and always act as if under a Charm spell. Carmilla can command common nocturnal creatures. Once per day, she can summon 10d10 rats, 5d4 giant rats, 10d10 bats, 3d6 giant bats, or 3d6 wolves. The creatures must be nearby to be summoned. Once called, they arrive in 2d6 rounds and obey her commands for 1 hour. If she chooses, Carmilla can also assume the form of a giant bat or a giant wolf at will. In addition to the above abilities, Carmilla also shares the common vampire's Charm gaze, which her victims can save vs Spell to resist. Unlike her more common brethren, Carmilla's charm is exceptionally powerful, imposing a -3 penalty rather than the standard -2. Carmilla cannot be harmed by non-magical weapons. Exposing her to direct sunlight for more than 1 round destroys her, and submerging her in running water causes her to lose 1/3 of her Hit Points per round for three rounds, with death occurring on the third round. Any other method of reducing her HP to 0 merely incapacitates her, causing her to fall into an apparently death-like state. But if her body is not exposed to sunlight, submerged in running water, or burned, she will begin to regenerate 1d8 hours later, at a rate of 1 hp per turn. Carmilla's Mask (Artifact) This artifact is a smooth, silver mask, closely resembling the kind commonly worn during masquerade balls. When the mask is placed onto a human or a dhampir, dozens of hollow, silver spikes appear in the inside, causing it to latch onto the victim's face, and inflicting 1d3 damage. Each round the victim is prevented from removing the mask, it drains 1 energy level, feeding as a vampire, until the victim is reduced to 0 Hit Points. Once dead, the victims do not rise as vampires. If the mask is freshly fed, bloody tears will pool in the corner of its eyes, and for the next 1d12 hours it will convey several abilities on any vampire that wears it. While wearing the mask, the vampire casts both a shadow and a reflection. Garlic, holy symbols, and holy water have no effect. The vampire may enter any home with no invitation, cross running water, and even walk in the sunlight—although this last will still be uncomfortable. Additionally, victims of the vampire's Charm gaze suffer a further -2 penalty to their saving throw. DEATH Alignment: Chaotic Armor Class: 26 Hit Dice: 15 (attack bonus +10) No. of Attacks: 1 touch, weapon. Damage: 1d8 touch+drain, by weapon. Movement: 30' or 60' (fly) No. Appearing: 1 (Unique) Save as: Lvl 15 Magic User or Cleric (use lower) Morale: 11 Treasure Type: Special XP: 3,150 Death is Dracula's top lieutenant. Fiercely loyal to his master, Death will fight to protect him at all costs. Death's actual nature is unknown, although he is believed to be an evil manifestation of pure Chaos. His physical form resembles that of the classical "Grim Reaper," a skeletal body wrapped in a tattered cloak. He carries Death's Scythe, an artifact-level magical weapon. Upon first encountering Death, all intelligent, living creatures must save vs Spell or flee in terror for 2d6 rounds. Even on subsequent encounters, Death's gaze is terrifying. All creatures that meet it must make a save vs. Spell or be paralyzed with fright for 2d4 rounds. Dhampirs, due to their half-undead nature, get a +2 bonus to this check. Death prefers to attack with his scythe when possible. If forced to make a physical attack, his touch causes 1d8 points of damage and drains 1d4 points of Constitution, while simultaneously healing him for the equivalent amount. The Constitution loss is permanent. It can only be healed by the casting of a Restoration spell, at a rate of 1 point per casting. If a character's Constitution score falls to 0, he or she immediately dies, and rises the following round as a lesser wight. This creature is identical to the wight described on p. 126 of the Basic Fantasy Roleplaying Game, except its attack causes 1d4 points of damage and 1 point of Constitution loss. All characters killed and transformed into wights are considered permanently dead, and cannot be Raised. They may still be Reincarnated. Death is able to cast Speak With Dead, Animate Dead, and Raise Dead at will. And while he rarely feels the need to disguise himself, he is able to do so with the aid of Polymorph Self. Additionally, Death is always treated as having an active True Seeing spell cast on his person. For purposes of spell duration and saving throws, Death's caster level is 20. Death is immune to all non-magical weapons. Like all skeletons, Death only takes half damage from bladed weapons, and only one point from arrows, bolts, or sling stones (plus any applicable magical bonus). Additionally, he is immune to Sleep, Charm, and Hold spells. Death cannot be turned by the cleric's Turn Undead spell. Death cannot be permanently killed. When reduced to 0 Hit Points, Death's physical form is destroyed, and his spirit re-joins the primordial Chaos outside the world. After 1d10 months, Death will Reincarnate on the physical plane, although in a weakened form equivalent to a wraith (see Basic Fantasy Roleplaying Game, p. 127). He must then drain the equivalent life force of 2x his normal Hit Dice (a combined 30 levels) in order to regain his full strength and powers. Death's Scythe (+3 Great Weapon) Like Death himself, Death's Scythe is believed to be an evil manifestation of Chaos. In combat, Death's Scythe delivers 1d10 damage, with an additional +3 magical damage bonus. On any natural attack roll of 18 or better, the target must save vs Magical Device or die instantly. Any mortal being who attempts to touch the handle of Death's Scythe must make the same saving throw, but at a -4 penalty. 3 times per day, Death's Scythe can create 1d3 Phantom Sickles. These are smaller, ghostly sickles that spin out towards their intended victim. The sickles last for 1d4 rounds, continuously attacking, and causing 1d6+1 damage per successful hit. Creatures killed with Death's Scythe may not be Raised, but they may still be Reincarnated. ![]() This is the fourth part of my Castlevania/D&D series. To read part one, click here. To read part two, click here. To read part three, click here. Admittedly, I've been at kind of a loss as to how to wrap this part of the series up. Sypha Belnades is the final character to round out our Castlevania adventuring party. And while the most obvious choice is to stat her out as a Magic User, part of me wants to stat her out as a Cleric instead. Being honest, this is probably just my personal bias against parties without a healer in them rearing its head. In my defense, though, Raggi's close-to-damn-perfect balance between character classes all but cries out for it. As I mentioned back in my first post on the subject, Lamentations of the Flame Princess is notoriously unforgiving, even by B/X retro-clone standards. With only Trevor getting any better at hitting things as he levels up, the hypothetical group is likely to take a beating in combat encounters. And with Alucard handling offensive spellcasting, it strikes me that they'd need a somewhat resilient healer a lot more than they'd need a glass cannon. On the other hand, not much in the games really justifies it. Sypha's power-ups in Castlevania III: Dracula's Curse are spellbooks. Her only three spells are elemental attacks. Even her later (zombie) appearance in Symphony of the Night, the only thing she's really shown adding to that is a wind attack (and flight). In other words, she's pretty explicitly a magic user, despite the "Holy" moniker on her spell names. That said, the OSR has plenty of available house rules that could conceivably give me the best of both worlds here. A fascinating one can be found on the blog Akratic Wizardry. The gist of it is that the Cleric and Magic-User spell lists are combined, and the Cleric class is removed. Spells are then designated as either White, Black, or Grey, with appropriate costs for each category (loss of hit points/possible loss of Wisdom). Some modification would be necessary, of course. The Akratic Wizardry post assumes several other house rules are already in play, like hit points being equivalent to non-lethal damage, and Constitution being used as hit points. But it's a good example of how many different ways there are to crack the problem in the OSR community. Granted, if I wanted to run a truly authentic Castlevania game, all healing would come from magically preserved wall meat. So in that spirit, here's Sypha, statted as a standard LotFP Magic User. MAGIC-USER Of all mortals who oppose Dracula, none are at more risk than Magic-Users. Warriors and Specialists merely risk life and limb. Magic-Users risk the same, with the added danger of losing their very souls. Some are solitary hedge witches, healer women who have dabbled in the arcane to supplement their knowledge of herbs and natural remedies. Others are members of secretive cults or covens, pooling their resources to unlock untold power over the supernatural world. Still others were once dedicated members of the Church, hunters and enemies of the supernatural who fell to its siren song. Whatever their background, Magic Users are those who have have pierced the Veil of the world, touching the primordial Chaos to draw on its power. As such, they are marked in ways they cannot fully comprehend. Hated and shunned by the world around them, Magic-Users must practice in secret, or risk death at the hands of a frightened mob. Many an innocent man or woman has burned at the stake in Wallachia, and the Magic-User is always just an unfortunate turn of fate from being next. Reflecting their marked nature, Magic-Users are always Chaotically aligned. In order to cast a spell they must have both hands free, be able to freely recite the incantation, and be no more than lightly encumbered. Carrying a staff or a wand in one hand is permitted. At first level, Magic-Users roll a 1d6 for Hit Points, and they begin the game with a minimum of 3 (roll 1d6, add Constitution modifier, and ignore any result lower than 3). For every level beyond first, they roll 1d4. Sypha Belnades Magic User / Level 5 / Chaotic Hit Points: 12 (d4 Hit Die) Melee Attack Bonus: +0 Ranged Attack Bonus: +1 Base Armor Class: 12 (Robes 12, +DEX bonus) Parry: +2 to AC Charisma 11 ( +0 to Retainer Recruitment, Loyalty) Constitution 7 ( -1 to Hit Points, Daily Travel Distance) Dexterity 10 ( +0 to Armor Class, Ranged Attack Bonus, Initiative) Intelligence 16 ( +2 to Saves vs Magic Effects, Languages) Strength 6 ( -1 to Melee Attack Bonus, Open Doors) Wisdom 15 ( +1 to Saves vs Non-magical Effects) Spells Per Level: 1st Level / 2nd Level / 3rd Level 3 2 1 Common Activities: Architecture 1 in 6 Bushcraft 1 in 6 Climbing 1 in 6 Languages 3 in 6 (Base 1 in 6, plus INT bonus) Open Doors 0 in 6 (Base 1 in 6, minus STR penalty) Search 1 in 6 Sleight of Hand 1 in 6 Sneak Attack damage x1 Stealth 1 in 6 Tinkering 1 in 6 Saving Throws: Paralyze Poison Breath Weapon Magical Device Magic Base: 12 9 14 10 12 With bonuses: 11 8 13 9 11 Holy Flame 1st Level Spell Duration: Intant Range: 10' This short-range, but powerful, spell produces a large jet of flame directly in front of the caster. Targets must save vs. Breath Weapon or take 1d8 damage per level of the caster. Creatures that successfully save take half damage. Holy Lightning 2nd Level Spell Duration: 2 rounds, +1 round/Level Range: 100' + 10'/Level This spell creates a semi-sentient orb of concentrated electricity, which then flies out to strike an enemy within the caster's range. If more than one enemy is present, the caster cannot designate a specific target, beyond imbuing the orbs with a vague sense of the difference between "friend" and "foe." Once released, the orb will fly straight towards its chosen target at a rate of 60' per round, maneuvering around obstacles and adjusting course as necessary. If the orb travels out of the spell's range, or if it does not make contact with its target before the spell's duration is up, it dissipates harmlessly. If it makes contact with the target, the orb expels all of its energy, delivering 1d6 damage per caster level. Holy Wind 2nd Level Spell Duration: 3 rounds/Level Range: 5' This spell creates a cushion of whirling air, enabling the caster to levitate herself, another creature, or an object at a rate of 20' per round. Unwilling targets may save vs. Spell to avoid its effects. The caster can mentally direct the Holy Wind to move either up, down, horizontally, or diagonally. Any creature caught in the Holy Wind will be unstable, and will suffer a cumulative -1 penalty to attack on each round, to a maximum of -5. A full round spent attempting to stabilize will enable the creature to begin the process again at -1. Blue Splash 3rd Level Spell Duration: Instant Range: 100' + 10'/Level This spell creates three large, spear-shaped ice crystals around the caster, which then fly out to attack a chosen enemy within range. The caster may choose to direct all three crystals at the same enemy, or she may choose to target up to three enemies individually. Each ice crystal causes 1d6 damage per caster level. Additionally, the target must save vs. Spell for each crystal, or be be frozen in place for 1d3 rounds. When frozen, the creature is considered helpless and prone. Stopwatch (Artifact): When activated, this artifact stops time around the user, freezing all living and non-living things in a 100' radius. Creatures with 2 HD or less are affected immediately, with no save possible. Creatures with 3HD or more must save vs. Magical Device at a -4 penalty. The effect lasts for 1d10 rounds, during which time the holder of the Stopwatch can move and attack freely. Enemies attacked are considered prone and helpless. When discovered, the Stopwatch will contain 1d6 charges, with each activation expending one charge. Once all charges are depleted, the Stopwatch becomes an ordinary watch, with a value of 1d4 silver pieces. It cannot be re-charged. ![]() For part one of this series, click here. For part two, click here. With this installment, we're going to dive into the nitty-gritty of one of the coolest innovations in James Raggi's Lamentations of the Flame Princess: The Specialist class. One thing LotFP does better than any other B/X clone is that it streamlines the skill check system. Every character, regardless of class, has the same Base 1 in 6 chance to perform some common activities. Those activities include things like stealth, climbing sheer surfaces, and picking locks or disarming traps (combined under the name "tinkering" in Raggi's system). The assumption is that any adventurer would have been at least partially exposed to these skills, and have some chance of succeeding at them. Compare this to giving the Thief (and only the Thief) a percentile dice check for, say, moving silently and hiding. For new players, this can create the impression that only the Thief is capable of these things (wrong), rather than that he or she is simply better at them (right). Further confusing the issue is that the Thief is using a resolution mechanic none of the other classes use. If the entire party declares that they want to hide from an approaching group of sentries, what's the best way to determine success or failure for the non-Thief characters? Enter, the LotFP Specialist class. The Specialist starts the game with the same Base 1 in 6 skills that all player characters have, plus 4 skill points to distribute as they see fit. At each level, they gain two more skill points. Not only does this greatly simplify the concept of "Thief skills" for new players, it also allows for plenty of player customization. Prefer playing an assassin over a standard Thief? Put all your points into Stealth, Climbing, and Sneak Attack. Want a Bard-type character steeped in dungeon lore and history? Focus on Languages, Sleight of Hand, and Architecture. Even a Ranger-type character would be feasible. Just put all your points in Bushcraft, Climbing, and Stealth. Add to this the relative simplicity of introducing "custom" skills (seamanship for example), and just about any kind of character is possible. Even something as crazy as, say, a wall-climbing pirate captain in the Carpathian Mountains... SPECIALIST : Not all who oppose Dracula are skilled warriors, masters of magic, or cursed half-breeds. Some are ordinary people, forced to rely on skill rather than physical might or arcane power. Most would call these souls foolish for thinking they could stand against the armies of the night. Maybe they are. But the more sentimental among Wallachia's terrified populace look to these men and women as courageous beacons of hope. Specialists are those characters who, through vocation, background, or sheer determination, have mastered skills that most only dabble in. Some are highwaymen and criminals. Some are adventurers and explorers. Still others are simple tradesmen, applying their mastery of locks or animal trapping to the war against Dracula's minions. Whatever their background, Specialists begin the game at the same default skill level as all other characters, plus or minus applicable modifiers. At first level, they are awarded 4 additional Skill Points to distribute as desired, and an additional two skill points per character level. Each point applied improves the skill roll by one (1 in 6 becomes 2 in 6, for example). The exception is the Sneak Attack skill. Each point applied to Sneak Attack acts as a damage modifier. Spending no points grants no damage bonus. Spending one point multiples damage by two on a successful sneak attack. Spending two points multiples damage by three, and so on. Additionally, spending any points in Sneak Attack grants the Specialist a +2 bonus to hit on all sneak attack rolls. If any of the Specialist's skills are rated at 6 in 6, the player rolls 2d6 for every skill check. The check fails only if the player rolls a 6 on both dice. The Specialist must be unencumbered to use any skill that requires movement, or suffer a penalty of one skill point per point of encumbrance. Using the Tinker skill to pick locks, or disarm traps requires special tools. Specialists begin the game with a minimum of 4 Hit Points (roll 1d6 and apply Constitution modifier, ignore any result lower than 4). Grant DaNasty Specialist / Level 5 / Neutral Hit Points: 17 (d6 Hit Die) Melee Attack Bonus: +2 Ranged Attack Bonus: +3 Base Armor Class: 14 (Unarmored 12, +DEX bonus) Parry: +2 to AC Charisma 13 ( +1 to Retainer Recruitment, Loyalty) Constitution 12 ( +0 to Hit Points, Daily Travel Distance) Dexterity 16 ( +2 to Armor Class, Ranged Attack Bonus, Initiative) Intelligence 7 ( -1 to Saves vs Magic Effects, Languages) Strength 14 ( +1 to Melee Attack Bonus, Open Doors) Wisdom 10 ( +0 to Saves vs Non-magical Effects) Common Activities: (Base 1 in 6, Plus 12 Skill Points distributed) Architecture 3 in 6 Bushcraft 1 in 6 Climbing 6 in 6 (Roll 2d6, check fails only on a roll of 12) Languages 0 in 6 (Base 1 in 6, minus INT penalty) Open Doors 1 in 6 Search 1 in 6 Sleight of Hand 1 in 6 Sneak Attack damage x2, +2 to attack Stealth 1 in 6 Tinkering 1 in 6 Seamanship 3 in 6 (New Skill, character specific) Saving Throws: Paralyze Poison Breath Weapon Magical Device Magic Base: 11 12 14 13 12 With bonuses: 11 12 14 14 13 ![]() This is a continuation of my previous post on the subject. For part one, click here. We're approaching zero day with my group of first time D&D players, and I've selected a couple of easy, introductory adventures to run them through. But I'll admit, with Halloween around the corner and Castlevania returning to Netflix later this month, I'm sorely tempted to run them through Transylvania instead. The more I read through Lamentations of the Flame Princess, the more convinced I am that it's the perfect version of D&D to run a Castlevania-themed adventure with. Almost everything can be done with rules as written, and the rest can be handled with a simple re-skin. To prove the point (and flesh things out a bit more), today I'm tackling Alucard. Bit of background: I was a huge Ravenloft nerd back in my AD&D 2e days, and I bought every supplement for it I could lay my pimply little hands on. One of the neatest was the Masque of the Red Death and Other Tales boxed set, an alternate Victorian Earth in which player characters faced off against the likes of Dracula, Jack the Ripper, and Frankenstein's monster. Masque of the Red Death spawned a couple of supplements itself, one of which was A Guide to Transylvania. I ended up leaning heavily on it for my off-the-cuff Castlevania campaign. Anyway, one thing 2e was bad for (especially towards the end) was introducing new races and classes for every little character variation. Want to play a Gladiator in old school, B/X D&D? He's a Fighter. Done. But late 2e had the Gladiator Fighter's Kit (from The Complete Fighter's Handbook) the Gladiator class (from Dark Sun), and The Complete Gladiator's Handbook (which contained several kits for the Dark Sun Gladiator Class). Not to mention the Gladiator kit introduced in the The Glory of Rome sourcebook. Or the one introduced in Player's Option: Skills and Powers. Ravenloft and Masque of the Red Death were no different, and Guide to Transylvania introduced the new dhampir race. It was a half-human, half-vampire hybrid with way too many racial abilities and nowhere near enough disadvantages to make up for them. To avoid making the same power-creep mistakes here, I'm simply going to re-skin the Lamentations of the Flame Princess Elf as a dhampir. No, it doesn't have many racial abilities, but according to Castlevania: Symphony of the Night, most of Alucard's abilities came from his magic items and learned spells. I'll put a couple at the end here, like I did with Trevor's Vampire Killer whip. As before, I'll preface the stats with a new, Castlevania-appropriate class description. DHAMPIR: Dracula and his vampire spawn prowl the night, and while their hunger for blood is legendary, the darker truth is that some harbor other appetites. While the Prince of Darkness is known to have loved only one woman, the same cannot be said for the other vampires stalking the lonely mountain passes of Wallachia. Some vampires charm their way into their victims' bedchambers, dropping them into a dreamlike state and ordering them to remove crosses and garlic from the windows. Others entice them out into the night, promising dark pleasures no human lover could hope to match. Whatever method the undead sire chooses to seduce his target, dhampirs—the children of these unholy unions—are truly damned souls. Neither human nor vampire, they live a grey nether-existence, hated and shunned by mortals and undead alike. Dhampir physical appearances vary as widely as those of humans, but often there is some feature telling of their unnatural parentage. Many have pale, almost porcelain-white skin. Others have odd, striking eye colors such as gold or cerulean blue. Still others have oversized, sharp canine teeth. Due to their supernatural blood, dampirs are naturally gifted in the arts of magic. Unlike human Magic Users, dhampirs only require one free hand in order to cast spells, and they can cast while heavily encumbered. They use the same spell list and spell progression table as Magic Users. Dhampirs have a certain physical prowess above that of most humans. As such, they get access to the Fighter's Press Attack and Defensive Fighting abilities, as well as sharing the Fighter's +4 AC bonus when choosing to parry. They do not gain attack bonuses for leveling up. Additionally, their senses are more acute than those of full-blooded humans, enabling them to notice more while Searching (2 in 6 at first level). They are only surprised on a roll of 1 in 6. Dhampirs begin the game with a minimum of 4 hit points (Roll 1d6 and add CON bonus, ignore any result lower than 4). Alucard Dhampir / Level 5 / Chaotic Hit Points: 29 (d6 Hit Die) Melee Attack Bonus: +2 Ranged Attack Bonus: +2 Base Armor Class: 17 (Alucard Mail 16, +DEX bonus) Press Attack: +2 to hit, -4 to AC Defensive Fighting: +2 to AC, -4 to Hit Parry: +4 to AC Charisma 16 ( +2 to Retainer Recruitment, Loyalty) Constitution 13 ( +1 to Hit Points, Daily Travel Distance) Dexterity 15 ( +1 to Armor Class, Ranged Attack Bonus, Initiative) Intelligence 13 ( +1 to Saves vs Magic Effects, Languages) Strength 14 ( +1 to Melee Attack Bonus, Open Doors) Wisdom 13 ( +1 to Saves vs Non-magical Effects) Spells Per Level: 1st Level / 2nd Level / 3rd Level 3 2 1 Common Activities: Architecture 1 in 6 Bushcraft 1 in 6 Climbing 1 in 6 Languages 2 in 6 (Base 1 in 6, plus INT bonus) Open Doors 2 in 6 Search 3 in 6 Sleight of Hand 1 in 6 Sneak Attack damage x1 Stealth 1 in 6 Tinkering 1 in 6 Saving Throws: Paralyze Poison Breath Weapon Magical Device Magic Base: 11 10 13 11 13 With bonuses: 10 9 12 10 12 Dark Metamorphosis 2nd Level Spell Duration: 2 rounds/caster level Converts enemy blood to life force. Once cast, this spell heals the caster for the equivalent of 1/2 hp for every point of damage dealt to an enemy, rounded up. The regenerated HP cannot exceed the caster's current maximum, and the enemy must be capable of shedding blood. Hellfire 1st Level Spell Duration: Instant Range: 100' + 10'/Level This spell causes a small ball of fire to shoot forth and strike a target of the caster's choosing, causing 1d6+1 damage. The target must be at least partially visible to the caster. For every three caster levels after 1st, an additional fireball is generated: two at 4th level, three at 7th, four at 10th, and the maximum number of five at 13th level and above. Crissaegrim (Medium Sword, +2) Crissaegrim is a medium-sized sword with an elegant, curved blade. It grants its user +2 to attack, and does 1d8 points of damage. Additionally, Crissaegrim has has a "cyclone attack" power, which can be used twice per day and lasts for one turn. When activated, every successful attack with Crissaegrim allows the user to make another, instant attack roll for an additional 1d8 damage. These attacks continue until an attack roll fails, the target is killed, or the maximum number of four attacks is reached. Soul of Bat (Artifact): When activated, this artifact enables the user to cast a limited polymorph spell, transforming him or her into a giant bat. The spell lasts for 1d10 turns, or until deactivated. It can be used three times per day. |
AboutI'm an award-winning science fiction and fantasy writer based out of North Carolina. This is where I scream into the digital void. I like cookies. Archives
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