Friday, June 18, 2010

Flames of War; painting tanks

Most of Ordo-Ineptus has gotten heavilly into the WWII miniatures game Flames of War in the past few months, and I (albeit somewhat grudgingly at first) followed suit. The scale is much smaller (1:100) than that of Warhammer, which has it's pluses and minuses. On the good side, you don't need to spend as much money and the painting goes by much quicker (for vehicles in particular) On the downside, painting those little bastards on foot is a real eye-strainer. I resigned myself to the fact I wasn't going to be doing my usual detail and was just going to make them 'table nice' which means when you're looking at them from a couple feet away, they look great. The one thing we've found is that washes make a huge differerence and it's a very easy step to make the infantry look that much better. I've also learned that doing any conversion work which is my mainstay with Warhammer models is frustrating work at this scale as well. I converted a german officer into the Red Skull (Nazi arch-villain of Captain America), and that in itself was a bear. I decided I wasn't going to be doing many conversions for this game.

The last few days I've spent painting up the majority of my stuff. I took a while to decide on the camo scheme for my German tanks. For my infantry I had gone with the basic gray German uniform. I was doing a very cliche WWII German army, and so I wanted them to look like how the Nazi soldiers are always depicted in movies and comics. I have this thing with evil, so I wanted them to be very stark and imposing. I was originally going to do all the tanks in a plain panzer gray, but after seeing pictures of other painted miniatures and the ones that people in the club were working on, I couldn't bring myself to do something so plain and simple. So I wanted to something more interesting and somewhat elaborate, but still keep with my theme of very stark, depressing colors. I first tried an ambush pattern which was used by the Germans in the late war years for two of my StuGs, but I was unhappy with the results. They looked okay, table-wise, but they really didn't fit with the gray soldiers. Too many lighter yellows, browns and greens. Bob showed me a pic from the Flames of War website of a panzer painted in dark gray tones with an olive green camo in a thin curving vine-like pattern (I'm sure there's a name for it, but I don't know what it might be)

At the same time, I was also painting up my shermans. My friend Rod had posted step-by-step how he had done his own Shermans for his British army, and I really liked the effect of the Gryphonne Sepia wash over the camo paint job followed by Denaab Stone drybrushing and a Devlan Mud wash. (these are all Games-Workshop paint colors, btw)

So now with a fairly good plan in my mind I went to work on the tanks.

After spraying a black primer/basecoat on all my tanks, I picked up my airbrush, which I'm still in the process of getting the hang of, and sprayed the shermans with a green color that was a mix of Catachan Green and Dark Angels Green. For the German tanks (which consisted of five Panzer IVs, two Brumbars, and a Ferdinand) I sprayed a gray basecoat which was a mix of Chaos Black and Skull White with a little Panzer Gray (from ModelMaster).

For the camo pattern on the shermans, I used a mix of Bestial Brown and Calthan Brown. I had picked up some of the very nice Point of Contact pre-painted plastic sherman tanks, and so for these three I wanted to go with a camo pattern that was very similar.


With the German tanks, I did a drybrush first, to get the basic coloring of the tank how I wanted it. I don't have Denaab Stone so I used a mix of Bleached Bone, Skull White, and Chaos Black for my drybrushing for all the tanks.

Then using a mix of Camo Green and Catachan Green I did the vine-like camo pattern.

Pleased so far with how things were progressing, I started with Rod's finishing technique and did a Gryphonne Sepia wash on all the tanks.
Then did another drybrushing.

And finally the Devlan Mud wash.

I'm very happy with how they look now.

Thursday, June 17, 2010

The 13th Hour; Act I, Chapter 2, "Land of Barovia"


The 13th Hour
Act I; Into Evil’s Den
Chapter 2; Land of Barovia
Sessions 2 & 3 (played 4/28/07 & 6/9/07)

Dramatis Personae:
Cameron D’Agostino (Rob)
Raymond D’Agostino (Mike)
Sir Urik (Jay, a tentative new player who was playing Sir Urik temporarily while designing his character)

In the days following their ordeal in Old Seccolo, the D'Agostino brothers, Raymond and Cameron, tended to their traumatized aunt and sisters as best they could, and tried in vain to delve into the mystery of what really happened on that foggy night. They had both come to the conclusion that the Old Secolo district that remains is just an empty shell, like the shed skin of a snake, and that the real Old Secolo is still trapped in the mists somewhere. The area left in its place just feels wrong, and is avoided by all. The only inhabitant that the two had ever found when they attempted exploring the empty streets was a man in gray robes and a hood concealing his features. In one pale hand he carried an ominous black bag. Cameron had hailed him, but the man turned and darted down an alleyway. They never saw him again. Raymond even explored the section of the sewers beneath those deserted streets, all the while fighting against the primal urge to flee. He found nothing living beneath Old Secolo. Not even the vermin.
Since the quest they had undertaken from the mysterious Alphonse LaMarrs required them to complete their journey to Castle Ravenloft and back before the next sickle moon, they eventually had to make preparations to leave, and now on the morning of April 28th they set out for the village of Barovia, deep within the country of the same name, where they are to seek out a man named Brocken whom they have never met, before venturing into what may be the heart of darkness that is Castle Ravenloft.
Heading out of Curriculo by a coach they had chartered, the brothers travel north and then eastward along the Gundar road, spending several hours traveling with a view of the small range of hills known as the Bleak Sisters off in the distance on their right.
Moving into the lands recently annexed by their country, they spend a couple hours passing through the Crimson Hills of former Gundarak and take note of the rather ominous form of Castle Hunadora straddling a hilltop overlooking the road.
Hunadora had been the seat of power of Duke Nharov Gundar until his assassination, and had lain dormant in the years following. The brothers had heard in recent days that Lord Mallochio has stationed a garrison of Invidian soldiers at Hunadora to combat the Gundarakite rebels that have been causing trouble ever since their country was swallowed up by Invidia and Barovia. It is well known that the Gundarakites detest the iron-fisted occupation by their old enemies the Barovians much more than the comparatively benevolent occupation by the Invidians, and so cause more of a stir in the Barovian held lands, but still cause enough of a bother to Invidians to warrant Mallochio to step up his garrison in the lands of former Gundarak under his control.
When the carriage begins to slow to a halt, Cameron and Raymond look out the windows to see a group of horsemen approaching from the east. Obviously all are of the militia, although not unified by any livery other than the occasional Invidian banner or crest. The brothers imagine mercenaries to make up the bulk of their rank, which would make sense, as there had been much word about Mallochio bolstering the previously humble Invidian army with sell-swords.
As they near the coach, the wear of recent battle on these riders becomes more apparent, and the brothers note the fresh scalps and brightly colored scarves hanging from their belts and saddles. As the carriage now comes to a complete stop and the horsemen make a small ring about it, the brothers shiver when they see that more than one also wears a necklace of freshly severed ears and fingers.
They’re hunting gypsies, thinks Cameron, recalling rumors he had heard recently of Mallochio’s soldiers rounding up those known to be of Vistana blood. He was hoping it was untrue. Apparently not. He had known Queen Gabrielle was reported to have despised the gypsies and encouraged persecution of their kind through slander and innuendo, but her son appears to be taking a more direct route.
As horrible as their grisly trophies appear, however, Raymond and Cameron are even more uneased by the presence of the individual leading this pack of butchers: a sinewy, muscular giant of a man whose general lack of clothing other than a furred loincloth or occasional piece of armor gives him the appearance of some feral barbarian. A great bat-winged helm, black as night, sits atop his massive shoulders, beneath which no features can be seen save for the burning red eyes which glow like hot coals from out of the darkness.

The brothers hear one of the horsemen loudly demanding that the passengers disembark from the carriage, and after a pause, they slowly climb out, Raymond having taken a moment to draw his hood up securely over his head in order to hide his grotesque features. Cameron does the talking for the group, much to the relief of his brother, as well as the nervous coachman.
A man with an eyepatch – the same one who ordered them out of the carriage – seems to speak for the mercenary soldiers, and so Cameron addresses this man, while the brutish leader of the group simply glowers down at the proceedings with crimson orbs gleaming from beneath his helm.

“There are no gypsies here,” proclaims Cameron, hoping to throw the one-eyed man off guard.
“Is that so?” the soldier replies.
“Do we look like we would suffer to travel with one?” asks Cameron defiantly, pretending to have been insulted by the man’s need to ask. While his station as a champion of Ezra requires him be morally upstanding, it does permit him to bluff from time to time, and so he does so now.
The one-eyed man scratches his stubbly chin thoughtfully.
“I suppose not,” he says, looking Cameron and his brother over. “Well, have you seen any of their kind abouts then?”
“No, I have not seen any of their filth about recently, but if I did I would be sure to let the militia know. That is, if I did not first kill the scum myself.”
Cameron hopes that he is making a convincing enough blackheart. While he would like nothing better to draw his weapon and have at these murderers, he knows all to well that discretion is the better part of valor, and that these men have them badly outnumbered. Plus there is the safety of the innocent coachman to think about.
The soldier sizes Cameron up once again, as if looking at him for the first time.
“Good with a sword, are you?” he asks now.
“Care to find out?” replies Cameron, turning his mouth up in a slight grin which he hopes is intimidating.
“Ye’d best watch yourself,” says the soldier, gesturing back at the glowering giant atop his horse, whom Cameron does not think has moved at all since this exchange began. “General Warduke doesn’t suffer braggarts or fools.
“Still, you show spirit. When next you visit town, you should enlist in the militia.”
Not very likely, thinks Cameron. What he says is “I shall consider it.”
Thinking that the soldiers have been satisfied, he is about to turn to enter the carriage when the man speaks again.
“Of course we still need to determine your fealty without absence of doubt,” says the one-eyed man, and when Cameron turns back to him he sees that the man is now smiling widely, revealing several rotting teeth.
“And how might this be accomplished,” Cameron inquires.
The man smiles even wider. “I think a donation of five drymarks a head as a show of your loyalty and support of Lord Mallochio would suffice,” says he.
Highway robbers, he thinks as he hands over fifteen gold pieces. Satisfied with their offering, the soldier mounts his horse, and, after waiting for the helmed giant to signal the order, the horsemen all ride off down the road to the west, leaving them to continue their journey.

Shortly after their encounter with the Invidian militia, their coach crosses over into Barovian lands and by nightfall, they arrive in Zeidenburg; a sprawling town of the typical, uninspired brick-and-timber style buildings commonly observed in many countries, with a grim fortress of charcoal colored stone at its center. Lying at the western end of the Crimson Road in Barovian occupied Gundarak, and being the largest settlement in Barovia, Zeidenburg is a prosperous but dangerous town on the brink of revolution. The surrounding countryside has a reputation as a haven for brigands, much to the displeasure of the Count and local boyars. Complicating matters further are the Gundarakite rebels, who have apparently declared Zeidenburg the unofficial launching point for their revolution.
As the coach rolls slowly down the cobblestone streets, the brothers observe their new surroundings and can see that the brick of most of the buildings is plastered over and painted in neutral, earthen tones, with the homes and shops on many streets alternating between deep russet and pale dun exteriors. They also note that it seems like every other shop has a strand of tiny, jingling bells dangling near the doorway.
They find that the town's populace – mostly ethnic Gunderakites – are a swarthy, stocky folk dressed in simple clothes of muted yellows, greens and blues that contrasts the duskyness of their skin.
As they disembark their coach, the brothers can hear sing-songy language of Luktar everywhere about them in the teeming pre-dusk streets, sounding not unlike a hive of angry wasps. Cameron decides to be adventurous – or perhaps just cheap – and stay at the Bloated Leach Inn, which their coachman describes as a lice-ridden flophouse where shady merchandise changes hands each night and nearly every proclivity, no matter how bizarre, can be satisfied. The lecherous wink he gives as he says this tells what type of proclivities the coachman himself intends to satisfy during their stay. As Raymond and Cameron allow their coachman to arrange for the stabling of his horses and make their way to the front of the Leach, they note with some dismay that every local who notices them stops to scowl suspiciously as they pass by. This does not truly surprise either of them, as Gudarakite hospitality is not legendary, yet it still does little to put them at ease.

Even more adventurous than his brother, Raymond decides to spend the night mapping and exploring the sewers beneath the sprawling town. Using his crowbar to pry open the bars of a grate, he enters the sewer system and is instantly aware of the definite sense of age in the stonework of these sewers, though they are still appear architecturally sound and wear their years well He looks forward to the challenge of mapping and exploring the entire system, much like a child adventuring for the first time out in the woods surrounding his village.

Beginning his expedition and plotting out the series of narrow tunnels and large catch-basin chambers, he observes that the sprawling complex is much more vast and labyrinthine than what was under the much smaller town of Curriculo.
Early on in his expedition, he comes across two young men speaking to one another in Luktar. Hiding in the shadows and keeping his distance, Raymond observes them for a time. He notes that the youths are dirty from spending time in the sewers, but not nearly scabrous enough to have been living down here. Similarly, while the jerkins they wear are patched together from various materials and crudely dyed black – possibly with sewer sludge – their boots and leggings give them away as above-grounders. He guesses them to be boys from the city above that get their jollys skulking around in the sewers. Remembering the air of oppression up there and the constant presence of the Barovian army, he imagines the dark underworld of the sewers to be the only place where the average Gundarakite can truly feel free.
He also notes that both wear some sort of crude wooden disk about their neck. Both disks are painted with the same design, but he is not able to get close enough to make out the details, without himself being seen. Listening to their conversation provides him with little real information, for while he and most other Invidians speak the language of Balok spoken in Barovia, he does not know many words in Luktar. The only thing he is able to judge is that some derogatory things are being said about the people of Barovia, specifically, the soldiers occupying their city above. After a minute or two, he sneaks away unnoticed in the shadows, continuing his expedition in the opposite direction.
Soon after his encounter with the two young Gundarakites, he comes across metal rungs leading up to a grate on the surface. The rungs are stained with blood, with more spatters of dried blood on the stone sewer floor beneath it, along with strange footprints of a type he has never seen before. Vaguely humanoid in appearance, these prints are easily three times the size of the largest man's foot, twisted and deformed with clawed nails that actually left gouges in the stone. Inspecting the grate above, Raymond finds the bars had been twisted and bent out of the way, leaving a larger opening that an average sized man could perhaps squeeze through..
..or be pulled through. Raymond shudders at the thought and continues his mapping, being ever more cautious now and mindful of his surroundings.
About fifty feet down the tunnel he kicks something with his foot and moments later a mangled torso bobs up to the surface with only one arm still attached. Prodding it with his blade, Raymond notes the general lack of bloating and decomposition indicates that it is fairly fresh, and that the body has been literally ripped apart, rather than picked apart by scavengers or fallen apart through breakdown of the organic materials. The face of the corpse is frozen in a look of pure terror, which does little to ease his mind, and wondering what could have possibly ripped a man apart like that does little help either. Raymond also notices that what was left of the corpse was wearing a dark patchwork jerkin similar to the two Gundarakites he had just encountered, and that there was a painted wooden disk still worn about its neck on a leather cord. Removing it from the ravaged body, he inspects it more closely and sees now that the painted symbol is that of a sickle and a hog slaughtering knife crossed and dripping blood against a bluish black orb of the night sky dotted with stars. This was not the banner of any nation that he knew of, nor a symbol of one of the major religions of the Core. A family crest, possibly, or the symbol of some of some cult or guild, perhaps. Pocketing the wooden medallion, he continues on, soon after coming to a crude makeshift fire pit constructed on a platform in the middle of one of the large catch-basin chambers. The pit has spits for cooking, and looks like it has seen frequent use, though not in the last several hours. His panicked first thought is that perhaps it was built by the owner of the giant misshapen footprint, but after a moment he realizes that this was built to a scale not fitting something of that size. The boot prints around the pit are the clincher that this was the work of men, and also indicated that it was constructed and used by those from above, rather than a beggar or vagabond who would most likely be barefoot. He imagines these youths in their black jerkins and painted medallions cooking the occasional meal down here in their hideaway. Indeed, in a dead end tunnel a short distance away he sees that a large version of the symbol on their wooden medallions has been painted on the stonework.
Raymond discovers the creature's lair, on his on his third or fourth hour in the sewers, finding it in another catch-basin chamber, this one heaped with the bones and remains of humans and smaller vermin. The thing's droppings litter the floor – he had found some before earlier in another section of the sewers – and some garbage and muck is gathered and clumped together into a crude bed or nest. There are also coins strewn about the stonework and glittering up from the murky waters, and some other odds and ends lying about – things the monster must have taken off of victims and brought back to its den. Bloody misshapen handprints and scrawlings on the walls indicate to Raymond some level of rudimentary intelligence in the beast. It ventures that it probably possesses the thinking process of a very small child. Ever mindful of the creature's return, Raymond collects some of the silver and gold coins – mostly Barovian currency. While gathering the coinage he notices a strange oblong package wrapped in burlap and tied with a cord. The wrapping has become grimy and stained from its time in the sewers. Cutting the cord with a knife and slowly unwrapping it, he finds inside the most beautiful sword he has ever laid eyes on. The hilt is magnificently crafted, and features a number of embedded emeralds in the design. The sheath is equally beautiful, covered with aquamarine velvet and golden trim, with more of the jade gems fitted into the precious metal. It will later occur to Raymond how both blade and sheath were in pristine condition with not a single stain or discoloration in the fabric of the sheath, despite the soggy and slimy condition of the burlap wrapping. Slowly drawing the blade after first wiping his grimy hands on his cloak so as not to dirty such a fine instrument, he notes that the saber is perfectly balanced, and feels right in his hands. He is also impressed by the fine etching in the blade, and looking closer, he sees that several words have been engraved in Luktar just above the hilt. He swooshes the blade through the air before sheathing it again, suddenly feeling ashamed to be holding such a beautiful weapon, hideous wretch that he is. Laying it back in the burlap wrapping, he stares at it for a time, and if the monster had happened to return to its lair now, Raymond may very well have been dead. But the creature, whatever it is, is currently elsewhere in the sewers, and Raymond continues to stare at the blade, until he finally notices a piece of stained and grimy paper in the burlap wrapping. He takes the letter out and read the following which has been written in Balok:

My Lord Strahd,
Please accept this gift from your most loyal servant. I appropriated it from the home of one of your new subjects in the annexed lands. As you can see, this is an exquisite piece – and I know how fond you are of exquisite pieces. The blade was obviously crafted by an expert sword maker. The saber's hilt in particular is marvelously sculpted with several fine emeralds inlaid into the gold. The inscription on the blade – "All my love – Ada" – is what gives the weapon its name, "Ada's Love", and is part of an intriguing legend surrounding the blade that I'm sure you will find interesting. As the story goes, the sword was to be a gift from a Gundarakite woman – obviously one with some amount of wealth – to her groom to be, who was a captain of the local guard. She spared no expense at having the blade specially made for her lover, complete with the inscription of her love, so that it could protect him in battle. Perhaps if it had been given sooner, he might have benefited some, but alas their wedding day was never to pass, as the fortnight before, Gundarak's "Second Unwise Rebellion" began and her lover was decapitated in the early hours of the fighting. Heartbroken, the woman is said to have plunged the blade into her own heart on her wedding day, after having dressed in her nuptial gown for the occasion. Rumors have it that the blade carries some enchantment, either through design or the powerful emotions that surrounded it. This has yet to be tested, although I'm sure you have the means at your disposal to do so once it is in your possession.
Your humble servant,
Ionache von Tassel


Raymond realizes that a courier must have been walking through the streets of Zeidenburg when the creature grabbed his legs and dragged him down into the sewers. He marvels at what an improbable series of events had delivered a treasure such as this into his hands.
Digesting this, he sits for a few more minutes before wrapping Ada's Love and the accompanying letter in his cloak and moving on. He does not go far when he turns a corner and runs straight into a group of over half a dozen of the young men in their dark patchwork jerkins and painted wooden medallions, all brandishing weapons. A search party, he thinks. Cursing himself for being so wrapped up in his new acquisition that he became careless enough to stumble into this mob, he realizes that they have all already seen him and he will now be forced to deal with them.
He notices several of them pointing at him and hissing at one another in Luktar, apparently taken aback by his features. My usual welcome, the caliban thinks.
"You. Barovian spy-dog", speaks the leader of the group in Balok with a thick Gundarakite accent. "What have you done to our friends?"
"I have done nothing to any of you" replies Raymond, holding his hands up, palms forward in a gesture of peace, yet ready to assume a combat stance and draw a weapon at a moment's notice. "I have seen the recent remains of one of yours, though, I believe. “There would seem to be a terrible monster stalking these tunnels, for I have just visited its lair and seen what is left of several of its victims."
"You lie, freakish one!", the leader of the group spits back with a sneer. "There is no monster in these sewers. Wheeb."
We will not be taken in by such a fanciful tale is what the he was actually about to say, however when the huge hairy arms grab hold of him and yank him backward into the darkness, the young man's last discernable word spoken in this world would ultimately be something sounding like "Wheeb" followed by a series of screams and gurgles. Only the youth's torso reappears, moments later, landing on the slimy stone floor and flopping about like a dying fish as the dead man's arms spasm for a bit and then go limp. The thunderstruck silence is broken by an obscenity uttered in Luktar by one of the young man's associates.

When the shadowy outline of the nearly 10 foot tall slavering thing now appears in the tunnel before them a moment later, hungry yellow eyes gleaming, most of the remaining men in the room, Raymond included, turn and dash headlong down the tunnel in the other direction.

The screams of those who moved to slow or froze in terror can be heard echoing through the sewers as the panic-stricken men all race for their lives through the labyrinthine tunnels, a few slipping and falling in the muck and then scrambling to keep up. Being the sewer rat that he is, Raymond is able to instinctively find his way back to the place where he entered without breaking stride, three of the other Gundarakite men hard at his heels. When they all emerge to the surface, Raymond stops to catch his breath while the three young men continue to run, screaming, into the city proper. Attracted by the commotion, a pair of Barovian soldiers on horseback now ride out into the street in front of the fleeing men. Recognizing them on site as Gundarakites out after curfew, or perhaps just undesirables in general, the two soldiers draw their swords and immediately cut down two of them without a word or a warning. Raymond watches in horror and disbelief as the horsemen attempt to run down the last surviving youth who flees into an alleyway. Wary of suffering the same fate, he quietly slinks outside of the city limits to spend the rest of the night up in a tree somewhere, far from the nearest sewer entrance or Barovian soldier, cradling his new treasure in his arms.


On the morning of April 30th, the brothers board their coach once more and leave Zeidenburg by way of the Crimson Road. Cameron had heard that the Crimson Road was named such because in the aftermath the several “Unwise Rebellions” against Duke Gundar, his troops would round up many of the dissidents and line them up along this road, and Gundar himself or one of his lieutenants going down the line and one by one cleaving them nearly in half with a great blade, thus dousing the road in blood. Some even say that the ghosts of those executed wander the roadside on certain nights, their spectral bodies split nearly in twain. Following it north for a few hours, they see and feel the road the road becoming more difficult as it begins to climb up into the foot of the looming Balinoks, just as the great oak trees and other hardwoods dotting the countryside begin changing over to thick evergreens.
After coming to a crossroads mid-morning, they continue west along the Dreadpass, a rather ominously named highway that looks to have started life as little more than a trail and had recently been expanded into a crude road, probably in the time since the Barovian invasion.
Soon the road is winding through the formidable Balinoks, truly earning its name. Twisting through these mountains, which used to essentially form a natural buffer between the constantly feuding nations of Barovia and Gundarak, Raymond and Cameron feel uneasy, almost as if these massive and towering chunks of earth could close in and crush them all at any moment. This growing unease worsens still as the coach passes by an abandoned old keep, literally hugging the side of the mountain, and the two are unable to unclench their muscles until the keep is well behind them and hidden by a bend in the pass.
As the sun is beginning to set, the brothers start to fear they will be forced to spend the night in the middle of this forlorn mountain range with nothing to keep them company but the wolves who they hear constantly howling. Both are relieved when the carriage rounds a bend and they see Lake Zarovich glittering in the light of the retreating sun, with the fishing village of Vallaki nestled against it.
Located at the western end of the Svalich Pass, the lakeshore village is a pivotal crossroads for the entire southern Core, and has modest, bustling streets of clanging blacksmith shops and riotous fish markets. Vallaki is divided into the prosperous upper town and the somewhat squalid Lower Town. The former surrounds an ancient citadel constructed in a distinctive style with domes and spires, circular arches, and narrow arcades of slender columns. Other than that of the citadel, Raymond and Cameron see that the architecture here is similar to that in Zeidenburg, although the adornments are much different. Barovians, it seems, are fond of decorating the facades of their buildings with colorful stones, especially those that glitter with bright mineral flecks of a strange luster. These lively decorations adorn even the humblest home. Doorways tinkle with silver wind chimes, and windowboxes overflow with bright and delicate mountain flowers. Although quaintly charming, this domestic primping seems to highlight to Cameron just how trivial the joys of these people are.
Indeed, from what the brothers can tell, these people seem dour just by their dress; all somber colors of black, gray, and dark brown. The women in particular seem to wear nothing but black in this town, with very few exceptions. The reason for this, which the visiting D’Agostinos are unaware of, is that it is customary for Barovians to wear black for an entire year following the death of a relation. Consequently, given the size of the old Barovian families, and the harshness of Barovian life, it is not uncommon for many to perpetually wear black year after year.
Other than the colors of the fabrics, the fashions are very similar to the simple dress of the Gundarakites, and physically, an outsider would be hard pressed to tell these two feuding peoples apart, as they share the same features. They are apparently similar in temperament as well, and soon the icy stares of the citizens of Vallaki make Raymond and Cameron nostalgic for the scowling Gundarakites.
Raymond is disheartened to find that the small fishing village has no sewer system to skulk about, and is forced to spend the night exploring the above ground sections of Vallaki. It gets off to a bad start when he attempts to buy supplies from a general store with Invidian coin. After spitting on the silver piece, the shop keep screams at him in his guttural Balok to "Get out of here with yeh! Yeh stink of cat piss and arse!"
Having gotten some Barovian currency from their coachman at a modest exchange rate, Cameron meanwhile checks into the Blue Water Inn, known to be the finest establishment in Barovia and a considerable improvement from the paltry amenities of the Bloated Leach. In a common room with a spectacular view of Lake Zarovich and Mount Baratok in the distance, he sups on a fine meal of tocana, which is a Barovian pork stew with onions and garlic.

Leaving Vallaki in the early morn of May 1st, the brothers continue their journey by coach eastward along the Old Svalich Road, soon coming to the Svalich Pass and the massive Gates of Barovia. Spanning the opening to the narrow mountain pass, these huge iron gates hang from great stone pillars built into the sides of the mountains themselves, and standing before them are two towering stone guardians wielding pole arms and bearing the Von Zarovich crest. Both are decapitated; their carved heads lying among the weeds at their feet, neatly broken from the stone shoulders.
The gates are inexplicably closed, which the brothers find rather odd for such a heavily traveled route. Just as they disembark and investigate, however, the rusted gates emit a great screeching sound as they slowly swing open of their own volition, a chilly mist billowing forth from the Svalich Pass and washing over them like the breath of some great and terrible beast.
Gathering their courage and ignoring the desire to turn back, the two return to the carriage and continue on into the pass, fully expecting to hear the massive gates clanging shut behind them. The only thing that greets their ears however as they ascend even higher into the Balinoks are the howls of dozens of wolves.
Their travel slows considerably due to the incline and the many dead-man's curves and precipices that caution one against moving to rapidly along this treacherous twisting mountain road and after a few hours of winding through the craggy peaks of the Balinoks, the coach passes through a crossroads. From the window of the carriage, Cameron notes the sign that designates a smaller road as leading off towards Castle Ravenloft. Continuing along the main road, they approach the natural stone bridge that spans the massive Tser Falls. The two brothers look out the window at the thick white curtain of water that plunges to the valley a thousand feet below, which is almost completely obscured by the spray of the falls.
As the coach gains opposite end of the bridge, the brothers get a remarkable view from their window of the valley and notice immediately the perpetual ring of fog that surrounds the village and its environs. The D'Agostino brothers had always thought the infamous 'ring of choking fog' a legend or exaggeration, but here it was, wrapping around the Tser pool and snaking through the Svalitch pass, cutting across the road in two places to completely seal off the settlement from the outside world.
After crossing the falls, the road begins to wind its way downward into the valley, where the village of Barovia sits, completely surrounded by the ring of thick mist that almost seems to hold the town prisoner. Known locally as the Devil's Descent, the road twists back and forth as it drops precipitously in its approach to the village.
As they descend futher, the village once again becomes hidden by the mountainous terrain and the Svalich woods, and when the coach soon after comes face to face with the wall of billowing fog, the passengers both take deep breaths and steady their nerves, as their vehicle pushes through the dense, clammy mist and emerges on the other side agonizing moments later. A couple hundred feet beyond the mist the coach begins to slow. Sticking his head out the window, Raymond can see that they are approaching a crossroads where an old wooden gallows creaks in a chill wind blowing down from the high ground to the west, from which they came. A frayed length of rope dances from its beam. Across from the gallows, a low wall - crumbling in places - partially encloses a small plot of graves which presumably house those who died at the end of that rope.
As the coach now comes to a stop, the brothers climb out to see what is causing the delay and find to their dumbstruck horror that a shimmering apparition has materialized in the graveyard area.

At first all that their eyes notice is what appears to be a disembodied head wearing a frayed and soiled hood worm by condemned men, with a noose and length of rope dangling in the breeze, but after a moment they can see the transparent outline of the rest of the spectral body. A yell startles them and they both look away from this supernatural presence to see an armored man charging toward the graveyard, drawing not his sword, but a dagger with an ornate hilt and a blade that almost seems to be made of glass.

Steeling his courage, Raymond charges into the graveyard as well, drawing his weapon. Reaching the monster first, he swings at the spectre in a diagonal slash that carries the blade through its transparent form. Had he been wielding Ada’s Love, the ensorcelled properties of that weapon may have allowed him to damage his foe, but feeling as he was of being unworthy of using such a blade, his treasure remained in his backpack, and so his weapon passes through the phantom with no effect.

In response, the creature wraps its shimmering fingers about the caliban's neck and Raymond feels an intense cold go through him which freezes him in a state of shock and panic. Rushing in to his brother's aid, Cameron swings for the ghost but finds that his weapon is also useless against it. Out of the corner of his eye, he also notices with concern that a sinister quartet of pale and cadaverous humanoids – most likely ghouls scavenging on the carrion within the graveyard – have emerged from hiding and are now approaching. Turning to face them, he clutches the silver medallion about his neck and thrusts it in their undead faces, calling upon his faith in Ezra to vanquish them. Two of the attackers hiss and shield their faces before turning and scampering off. The remaining two close in for the attack, and the paladin steadies himself for their charge. The armored stranger, meanwhile, has joined the combat, sinking his almost transparent blade into the back of the phantasm, actually causing a visible wound in the creature to appear, which soon wells up with spectral blood. The ghost turns on him, releasing Raymond and clutching at the man’s throat, as the knight repeatedly plunges his enchanted weapon into the phantom's chest. Weakened from the ghosts touch, Raymond slices for the hood covering its head, but while the blade cuts through the hood, creating a large rent in the rough fabric, it does not meet anything within, and the monster begins to choke their newfound ally, causing his face to turn deathly pale and his eyes to bulge with terror.
Cameron meanwhile manages to wound one of the hungry creatures assaulting him before the other scrapes his exposed flesh with its dirty nails, causing an intense cold to spread through his limbs and body, paralyzing him and making him collapse to the ground before his enemies. Having slashed again at the ghosts hood with no effect, Raymond now sees his brother's predicament and comes to his defense, running through one of the ghouls with his blade as Cameron's body fights off the effects of the creature's touch and the paladin sluggishly gets to his feet to rejoin the battle.
With a last show of strength, the strangled knight plunges his ghostly dagger into the spectre’s chest once more, and the phantom convict finally succumbs to the multiple stab wounds and fades away with a wail. As the empty hood and frayed rope drop to the ground, the knight, horribly weakened from the struggle, soon follows them.
The two brothers finish off the last undead assailant and see to the fallen knight.
“Thank you, noble warriors, for your timely assistance” he says with a sputter as they help him to his feet. “I am Sir Urik.”
“I had made camp here the past several nights waiting for this apparition to appear so that I might put it to rest,” says the knight.
“You are a brave man for camping out in these lands,” observes Raymond with admiration.
“Or a foolish one,” chuckles the knight. “We would not have survived the Barovian nights had we not come prepared with a healthy supply of wolfsbane to keep the local predators at a distance. Even so, we were forced to kill several whose hunger overcame their revulsion. It is fortunate that the restless spirit finally appeared, for our supplies have dwindled. My brother at arms, Sir Tyrus, had gone down to the village this morning for more, but has not yet returned.”
As he relays his tale, Sir Urik gathers the remains of the tattered and grimy hood left behind by the spectre. Sprinkling holy water over it, he retrieves a spade from his camp and begins to dig a hole in the small cemetery for the ghost’s final earthly remains.
“According to the tale I was told by a local innkeep,” says the knight, “on the night following this man’s execution many years ago, his body was ripped down from the gallows by a few very strong and determined wolves, leaving only the hood and noose, which were simply discarded and never properly buried. I believe it was this lack of a decent burial that has kept the man's spirit from being at rest.”
After digging the small grave, Sir Urik and the D'Agostino brothers hold a small service and inter the remains, with Cameron giving prayer to Ezra to see this spirit into the next life. Sir Urik’s quest completed, the knight now packs up his small camp and returns to the coach where Raymond and Cameron wait.
With the knight and the brothers now sharing the same destination, all board the carriage to continue on to the village of Barovia. Dusk is rapidly approaching as the coach nears the small settlement, and a thick damp ground mist has settled in, threatening to envelope the area. As they approach, the passengers find the layout and architecture to be very similar to Vallaki, but as the muddy ground underfoot gives way to slick, wet, cobblestones, they begin to see that many of the windows of the tenements are boarded, broken, and lightless. A dilapidated sign hanging off to the right reads, in Balok, "Welcome to the Village of Barovia". Nothing seems to move in the village, although the mist is hampering visibility. Faint sounds, as of something groaning, echo hollowly from somewhere deeper in the settlement.
The carriage continues on, the coachman slowing its speed, as the streets become further choked with mist, limiting vision to only a few dozen feet. The passengers can see that the buildings here at the edge of town look to be all either abandoned, burned out, or barricaded. Garbage litters the ground, and Raymond detects a carrion stench in the air. Once more, the coach comes to a stop, and as the passengers lean out the windows, they see that ahead, in the middle of an intersection, is another carriage that is overturned and blocking their way, the haft and yoke broken and lying in the street, as well as most of the wheels. The horses are nowhere in sight. Sir Urik spots some movement coming from within the wreckage of the broken carriage and gets out to investigate, the brothers disembarking behind him and taking in their surroundings.
As Urik approaches the wreckage, he sees a pale man with terrible wounds hunched over the still twitching body of one of the coach's passengers, ripping and tearing at the flesh with gory mouth. As the knight recoils in horror and takes a step back, he sees that several more of these obviously dead people have silently emerged from around the wreckage and from the alleys and doorways surrounding the group.

Before he can draw his sword, the living corpse in the broken carriage lunges at him and Urik grabs hold of the grasping arms and hip tosses his opponent back into the wreckage, where the ravenous thing is impaled upon the broken haft. Raymond and Cameron draw their blades as Urik tosses another lunging cadaver over his back and into a pile of refuse before drawing his own weapon.
Raymond charges into the fray, quickly felling one of the rotting things and moving on to another, while his brother lops the arm off of one but then slips on the wet cobblestones and loses his grip on his weapon, scowling in dismay as it clatters into the gutter while two of the hungry dead bear down on him. Urik decapitates one shambler then turns to face the corpse that had been impaled earlier, the broken piece of haft still protruding from its gory chest. Cameron meanwhile tumbles between the grasping claws of his attackers and recovers his blade, turning to face his rotting foes once again. Finishing off another of the walking dead, Raymond moves in to assist his brother, while Urik cleaves the skewered monster in two. Cameron finally puts down the one armed zombie, and all three hack down the remaining undead combatant. Turning to look back, the trio realizes that the coachman must have panicked and abandoned them during the melee, as neither he nor his carriage are in sight. With a moan that echoes throughout the streets, dozens more of the living dead begin to emerge from doors and alleyways, hungry for their next meal.
As the trio grimly prepares to face the onslaught of the horrible things shambling forth from the foggy gloom and stumbling out of abandoned buildings, a morbid lullaby drifts down from above, sung in a haunting baritone.

Little one, O little one..
Come to me, your time is done..
Forget the future, Forget the past..
Your life is over – Breathe your last..



Quickly scanning the windows and rooftops above and about them, while keeping an eye on the oncoming undead, Cameron finds the source of the disturbingly hollow voice; a creature perched on a roof right above them, dressed in old and faded dinner attire and cape, with a giant gourd for a head, carved in a sinister Jack O'Lantern's face. Eerie yellow deadlight glows from within the thing's head, and greenish wisps of smoke issue from the mouth.

Fear gnaws at Cameron's stomach as he knows from experience that mindless undead become even more formidable opponents when under the direct control of a powerful and evil being such as this.
Turning back to the approaching gaggle of dead Barovians, he brings forth his medallion and attempts to use his faith to turn the blasphemous things back, but for whatever reason – his growing fear, the presence of the pumpkin headed fiend, or the power and number of these monsters – the zombies refuse to acknowledge Ezra, and continue their relentless advance.
Having drawn his enchanted dagger, Spectreslay, Sir Urik charges into two of the things with the blade thrust out before him, driving it through both of their chests an pinning them to one another. The force of the charge knocks them both to the ground, with Urik still on top of them.
Raymond wades into a small mob of the ghouls, the saber Ada's Love firmly gripped in his hand. While had been reluctant to use the blade found in the sewers beneath Zeidenburg, feeling that a blade so beautiful was not meant to be wielded by one so hideous as he, after witnessing the ineffectiveness of his own sword in the battle with the ghost of the hanged man, he had decided that perhaps it was meant to be so. Indeed, the gilded saber itself almost seemed to be telling him to use it. And now use it he does, easily lopping the groping limbs off of his rotting assailants, and cutting them down one by one. Still, destroying these things is a difficult process. Indeed, all three living combatants are struck by how powerful these walking dead are. Much more so than those that any of them have ever previously encountered; these ghouls fight with a strength not typically displayed in the mindless undead, and have proven especially resilient to attack, with flesh that is strangely harder than putrefying flesh should be and bodies that refuse to crumple to the ground until they have been nearly hacked apart completely.
They are also proving to be incredibly resilient to the power of faith, as Cameron attempts to drive them back once again with the power of Ezra only to once again fail.
Still pinning two of the clawing zombies to the ground, Urik fends off their seeking nails and teeth and pulls the small bottle of holy water from his pack, crushing it against the head of the closer ghoul and breaking the glass against its skull. Like a powerful acid, the pure liquid quickly disintegrates the rotting thing’s head and begins to eat into the head of the creature beneath it. Urik gets to his feet and pulls the blade out of the two corpses as they spasm and then lie still, but before he can catch his breath he is assailed by two more of the living dead that attempt to wrap their filthy hands about his throat. Laying his hands on the knight's shoulders, Cameron mutters a quick prayer to Ezra and Urik feels a renewed strength flood his body, giving him the energy to continue the battle. Pushing his attackers back, the knight sheathes the magical dagger in favor of a weapon more suited to cleaving skulls, and advances into the zombies while swinging his bastard sword in powerful two handed arcs.
No matter how many the three heroes kill, however, more and more shamble out of the fog to feast upon their flesh, and eventually even their battle hardened bodies begin to tire from exertion and from the cuts and scrapes and bruising they receive throughout the onslaught of these ravenous monsters.
Unbroken by repeated failures, Cameron summons his faith in Ezra once again and finally manages to drive off a few of the living cadavers, while Urik pours lamp oil over his blade and ignites it, waving it about before the shambling monsters in an effort to keep them back. Raymond shouts at his companions to take this opening and make a run for the nearest building before they are overwhelmed again, and the heroes scramble for the door of a nearby tavern. Raymond tries the door, which is thankfully unlocked, and all three dash into the unknown darkness of the seemingly abandoned building, praying it is not infested with the hungry dead. As Cameron slams the door shut in the ghastly rotting faces of the oncoming mob, and draws the bar across it, he thinks to himself how lucky they are all that this establishment doesn't feature batwing doors like one of the local taverns in Curriculo.
Pausing to catch their breath, yet readied for battle should there be enemies about in here, the heroes take in their gloomy surroundings. Having the best vision in darkness from years of living in the sewers beneath Curriculo, Raymond scans the inside of the tavern and announces that it appears empty. The interior seems to be one big common room full of vacant tables and bar, with a large hearth in the corner which is most likely the source of the heavy stench of burned meat that permeates the place. Cameron goes to investigate behind the bar, looking for a trapdoor that might lead into a cellar. Catching movement out of the corner of his eye, he manages to duck just as a woman jumps up, and swings a thick oaken staff in a horizontal arc, smashing open a dozen or so bottles rather than his skull.
Quickly taking a good two steps backward, he raises his right hand and brings out his medallion with his left, shouting "Wait!! We are not the enemy!"

Several emotions play over the young woman's face, first anger and determination, then surprise, followed by dawning realization, then relief, and finally puzzlement. "What is this pendant you show me?" she says finally in Balok, as she lowers her staff slightly.
"It is the symbol of Ezra, my lady", Cameron responds.
The girl's puzzlement deepens for a moment, then she replies "Ah. The mist goddess worshipped in the eastern lands."
"Ezra is worshipped everywhere"
"Not in Barovia. Here those seeking spiritual guidance follow the path of the Morninglord."
"Of course", says Cameron. He is struck by the auburn haired woman's beauty. A pure loveliness without overt sexuality. A sense of innocence and kindness coexisting with an aura of inner strength, confidence, and determination. Looking beyond her, he sees an old man and a young boy huddled on the floor. Following his gaze, the woman says "The man is named Boris. He has been injured. The boy is Stefan. Both are from this village. My name is Ireena."
"A pleasure to meet you, my lady" says Cameron, bowing deeply. I am Cameron D'Agostino. This is my brother Raymond, and this is Sir Urik, a valiant warrior whom we have recently met."
Raymond and Sir Urik begin to barricade the windows and doors as best they can, while Cameron kneels down at the old man's side to inspect his wound, finding a ragged gouge in the right forearm, bloody and already showing signs of infection.
"He was bitten by one of those… things.. out there,” says Ireena. “I dressed it as best I could with what is available here. My remedies and ingredients are in my room at the Blood of the Vine Inn and I did not want to leave them alone to try and get them."
"It was good that you did not venture out alone, my lady. Is this inn close by?"
Ireena nods. "Down the street to the south at the town square."
Cameron takes the man's arm in his and places his right hand over the wound, while gripping his silver medallion in his left. The old man gasps, but Cameron murmurs him to be still, while bowing his head in concentration. The boy looks on in awe.
"Potions, and ingredients.." says Raymond as he goes to the bar and pours himself a drink. "Are you an alchemist?"
"An herbalist." She replies. "And a healer"
"As am I", says Cameron, lifting his head and speaking softly. "Though by different means. Ezra provides me the ability. I have halted the infection, by Her grace, and have saved his life. The wound still needs treating, however, so it would be best that we try and retrieve your things at first light."
The night the six spend in the abandoned tavern – the silence of the village disturbed every so often by clawing and scratching at the door or windows – is a long one, and filled with nightmares for those who are actually able to sleep. Throughout the night they hear the church bell tolling every hour. Good to know someone else in this village is still alive, Raymond thinks. In the early morn, Ireena brews a tea in the fireplace that she claims has the ability to restore vigor in those who drink it. After they all share a quick breakfast of mostly hard tack, Raymond shimmies up the chimney to the roof and drops a rope down, pulling up first the boy, then the old man, and finally the young woman, Ireena. Cameron and Urik wrap their armor and equipment up in a blanket and tie it to the rope and then one at a time climb up the chimney before pulling up their things and donning their armor on the roof. While they do this, Raymond scans the area. The fog – while still present – has lifted slightly, and he can make out shapes moving about the village square to the south. It appears that a barricade had been erected to block off the street, but it is about to be breached by a mob of the walking dead. The streets in the immediate area seem clear, however, as the shamblers' attention seems to be drawn to the town square for the most part. Hearing the sounds of battle from that way, Raymond shouts to the others that he is going to help before they are overrun and springs from the rooftop, dropping into a roll as he hits the wet cobblestones.

Scrambling to his feet, he sprints toward the town square as Cameron and Urik finish re-equipping themselves and the paladin climbs the rope down from the roof and rushes to join the battle as well. Urik declines to descend, instead running and leaping to the next rooftop, intending to make his way to the town square by going from building to building, a feat that only one who has trained as he has could accomplish while wearing metal armor.

Raymond, meanwhile, is just reaching the town square, where he can now see a lone figure in golden armor and bright yellow mantle, fending off the oncoming dead with a shield and short spear. Two of the hideous things have been felled, but there are nearly a dozen more beginning to pour through a breach in the makeshift barricade.

Giving the mob of dead a wide berth, he leaps at a still intact section of barricade and scrambles to the top, jumping down on the other side. He realizes that the lone defender in the golden armor is actually a woman, and in a moment of chivalry, he runs to her side, putting his body in between hers and the clawing dead arms pressing in on her, and, grabbing her shield arm, he attempts to lead her to safety.
"What the devil are you doing?!?” the astonished woman shouts. "We have to fix the barricade!"
"You can't fix it, you bitch!" Raymond screams back, the moment of chivalry apparently having passed. "Let's go!!!" He continues to try and pull her away from the undead mob, but the armored woman knees him in the groin and turns back to the zombies, impaling the closest one on her spear with a banshee's cry. Muttering and grumbling, Raymond draws his new saber and wades into the horde as well.
Cameron reaches the mob of undead trying to force their way through the barricade and, perhaps inspired by the intense bravery of the two defenders on the other side, wields his faith in Ezra like a ram, forcing several of those closest to flee before her symbol in his outstretched hand. He then charges into the thinned ranks, just as Sir Urik leaps down from above, nearly cleaving a ghoul's chest in half from the force of his aerial charge. The zombie begins to get back to its feet, ribs protruding and blackened, putrefied organs spilling out, but Urik soon lops the head off and the corpse falls to the ground again, lifeless. Seeing that the tide is turning now and that his brother and the other two defenders are finishing off what's left of this wave of the undead siege, Cameron turns and runs back to the tavern, urging the three others to one at a time jump into his waiting arms. The four begin hurrying toward the town square as the dead finally begin to notice them and approach. Once through the breached barricade, Cameron tells the others to run for the inn, while he and the other defenders feverishly try and repair the hole in the barricade before the living dead begin their siege anew…

As our heroes and their allies struggle to repair the makeshift barricade against the ravenous mob of walking dead in the Village of Barovia, let us now turn briefly to a darkened chamber some unknown distance away. Nothing stirs in this pitch black room. Nothing living, that is. The only thing that can be seen in this darkness is a pair of burning red eyes that pulsate with a fiery malevolence.
A burst of flame erupts in the center of the chamber as a brazier suddenly springs to life, even though devoid of coals. Now that the room is somewhat illuminated, we see the stonework of a keep or a crypt, and the source of the burning eyes can now be seen as a shadowy figure sitting on a throne on the far side of the otherwise empty room.
Within the fire burning in the brazier, a visage can be seen; a grotesque being with a gourd-like head carved in a hideous grin.
Cold bony fingers grip the arms of the throne. A voice issues forth from beneath the burning eyes; a dry and sinister voice.
"Ah, Lord Pumpkin,” it says. “What news do you bring?"
The odious gourd head speaks in its haunting baritone, plumes of greenish smoke emitting from its mouth as it does so, deadlights blazing from within.
"I have been successful. The boy was killed. The cleric found the book and used it. The blaspheme was created. The necromantic plague was unleashed. And the dead now walk the streets of Barovia."
The glowing red eyes burn fiercely then soften.
"You have done well, my friend. And what of the girl?"
"She remains safe."
"Excellent. She is of critical importance. And the Invidians – have they arrived?"
"Just a short while ago. They have encountered the walking dead and narrowly escaped. I believe they are with the girl now."
"Ah, splendid. Everything is transpiring according to my design. Return now, my friend. I shall have other tasks for you."
There is a pause, and a pulse of light within the sickening pumpkin head. This is obviously not a creature used to being given tasks. If the figure on the throne notices, however, it does not show any sign. Finally, the gourd thing nods and disappears, the flames in the brazier following soon after, plunging the room into darkness once more.
A darkness pierced only by a pair of burning red eyes.


Notes: This chapter was actually two gaming sessions worth of story. I had originally written each session as a different entry, but decided to combine them because it flowed better, and because the sessions had each been very short. The first session ended with the coachman leaving the characters to fend against the zombies. The section with Raymond exploring the sewers I had actually run with Mike while waiting for the other players to arrive for the second session and did it as sort of a flashback, but when I revised the entries, I inserted it chronologically into the narrative. For a while, with people's schedules, we were having trouble getting everyone there for the start of the game, and both sessions had started more than two hours late. In between, I thought of preparing little solo 'mini-adventures' that I could run if we ever needed to wait for other players to arrive, and that is where Raymond’s exploration of the sewers came from. Like I did with the previous chapter, I revised it a little from what I had originally written, although I didn’t need to do that much, since I was already getting into the swing of writing by that point. I fleshed out the dialogue between Cameron and the Invidian soldiers and the dialogue with Sir Urik, and then added a couple of references to the history of the land.
At this point we also got a third player, who was playing on a trial basis as a character I had created for him. If he worked out, he would have eventually gotten to make his own character after the party left Castle Ravenloft, where Sir Urik would have most likely died horribly but nobly. As it turns out he only ended up playing three sessions, and Sir Urik was run as a non-player character afterward.
While he is not named in this session, the man in gray robes with the ominous black bag that the characters encounter at the beginning of this chapter when they try and explore what remains of Old Seccolo is Dr. Malus, and his appearance was done in reference to an ongoing storyline in my Ravenloft campaigns. The Dollmaker – an evil child murderer – is pursued by the living corpse of the parent of one of his victims, whom he also murdered. The undead Dr. Malus first appeared in one of my games in 2002 and has appeared a few other times over the years, on the trail of the Dollmaker but never able to get his revenge. The two finally met and had it out at a special game/party I did in February '07, where the roles of Malus and the Dollmaker were ironically played by Rob and Mike, respectively. In that game, Dr. Malus finally got to bring his nemesis to justice once and for all, and then crumbled to ash, his work in this world now finally done. As far as timeline goes, I set the beginning of this current campaign before the events of that game, so the Dollmaker and Dr. Malus are both around, and since I had just had the Dollmaker appear in the previous session, I thought I'd have Dr. Malus show up briefly, still on his trail.
The Invidian general, Warduke, is a character that was created for and featured in the Dungeons and Dragons cartoon and accompanying toy line back in the 80s. They have recently given the character a fleshed out history, statistics for use in the game, and a miniature. For my campaign I'm using the look and the name, but created my own background and statistics that fit Ravenloft better.
A lot of the descriptions of the architecture and general setting that I use when the party visits various towns and villages are usually taken straight from published supplements for the game, with some of the wording changed a little - same thing with the room descriptions in Castle Ravenloft later on. Probably over 95 percent of these entries are my own words, but I did want to point out that some sections were the work of other writers. The introduction to Ravenloft at the beginning of Chapter 1 was also taken from already published material.
The session ended up being just a lot of reading aloud to the players. There was supposed to be an encounter at a farm (I eventually used it in Act II) that was originally supposed to happen on the way to Barovia, but a couple players were really late to the game so I had to skip it because I wanted to make sure the group got to the village of Barovia so that they could meet up with the character of a player who was just starting that day. Consequently there was one less major encounter to break up the long descriptions of the journey and the scenery, and the towns the group was passing through, so it seemed at times like the session was just me blathering to the group. Another problem was that the encounter that I skipped was supposed to net the players a magic weapon which they really were going to need to fight the gallows ghost that was the second encounter, so Sir Urik ended up doing all of the work against the ghost since he had the only weapon that would work against it and I threw in a couple more ghouls for the other characters to fight, since they could not hurt the ghost at all with what they had, since Mike would not get Ada’s Love until the flashback session I did before the next game. The sword was actually supposed to be given to the group after the encounter at the farmhouse. The background of the sword was going to be the same, but it was going to have come into the possession of the farm widow’s husband, who had been a collector of such things and would have been presented to the players, along with another weapon, by the grateful widow and her family.
Another reason the ended up being so short was that I actually home cooked a 'Barovian-themed' dinner for the players. It was a thick pork stew that was heavy on garlic and onions. I used an amalgam of a couple of recipes I got online, although unfortunately I don't think I saved it. I served it in wooden bowls with crusty bread and got compliments from my players for the authentic feel. I also made 'Barovian plum brandy' by combining some plum juice with brandy, but it was still a little too strong to be used for gaming night. I think next time I'll use mostly plum juice with just enough brandy to make it taste like some kind of liquor.
Lord Pumpkin is a nod to an obscure comic book villain that appeared in the short lived Ultra comics of the nineties. I sculpted the head and modified the body to look as close to the character as I could get. I thought it came out pretty good, although I keep meaning to add a little bit of green smoke emitting from the mouth like in the picture taken from the comic.
The verse that Lord Pumpkin sings is from the Clive Barker novel, Abarrat. I remember when I first read it a couple years back I filed it away for future use in one of my games
I wish I could have done the zombie plague better. I have tried numerous times in my Ravenloft campaigns to do the Night of the Living Dead thing and have it really work, but haven't had luck with it. The D&D system doesn't really lend itself to huge mobs of monsters, because the way the rules work, there is really no difference between a character fighting against three opponents at once and fighting against twenty, so you never really get that fear and tension you have in the movies with huge mobs of the walking dead – plus all the dice rolling need for such large groups detracts from the atmosphere. I think the closest I had come to a good system for doing the zombie mob thing was in the "Escape Zombie Castle" scenario I did two years back, but unfortunately the turnout for that game was so low that it totally changed the scope of the scenario and I never could get that zombie movie feel.
For this zombie plague I used the zombies in the book, which were much more powerful and took a whole lot to kill, and then each game turn the group stayed out in the middle of the street I rolled a six sided die - one that appropriately had a skull and crossbones replacing the one. Whenever a one was rolled, I added another zombie, and I rolled one more die for each successive turn. I think when the group finally decided to seek shelter in a building I was rolling a big handful of dice at the beginning of the round.
By the way, the line "You can't fix it, you bitch!" was actually spoken in character by Mike (Raymond) at the gaming table and we all had a good laugh at it, which is why I remembered and included it word for word.
The epilogue was a little interlude scene I had written to sort of bridge some of the sessions and drop some hints and foreshadowing about what was to come, and also as kind of a refresher as to what was going on in the game since at that point we were only playing about once a month and it was taking more sessions than I thought to get through it. Also I kind of forgot about Lord Pumpkin after his brief appearance and I wanted to cement his role in the storyline.


Thursday, June 10, 2010

The 13th Hour; Act I, Chapter 1; "Theatre Odiare"


The 13th Hour
Act I; Into Evil’s Den


Chapter 1; Theatre Odiare
Session 1 (played 3/24/07)
Dramatis Personae:
Cameron D’Agostino (Rob)
Raymond D’Agostino (Mike)

On the day of April 26th in the year 748 on the Barovian calendar, brothers Cameron and Raymond D’Agostino stroll through their home town of Curriculo, a bustling Invidian community located on the banks of the grand old Musarde River. Today the town is celebrating the annual spring festival of Bambeen, and there is an atmosphere of mirth and merriment in the streets, while decorative flags and banners hang from the windows of the tall narrow buildings of plastered over wood or brick that make up Invidian settlements.
A young man approaches the two brothers and drapes a brightly colored scarf about Cameron’s shoulders. “Best wishes to you” he says with great cheer. He is about to do the same to Raymond, but recoils when he sees the hideous deformity shrouded by his hood. Cameron scowls at the boy. Unfortunately, he is used to his brother receiving such treatment, for Raymond and his twin sister Marilena were both born with terrible and grotesque deformities. In many lands, such deformed babes are said to have resulted from the mother being cursed by a hag while with child, and most refer to such offspring as ‘caliban’. Cameron’s face lightens, and he produces a silver coin and shows it to the boy, the stamped visage of former Invidian ruler Gabrielle Aderre twinkling in the sunlight.
“You may have this if you drape my brother as well.”
The boy nods and does so quickly, murmuring his well wishes before taking the coin and hurrying off.
“Do not judge the lad too harshly, brother. He is young and may still learn the folly of such rash judgments.”
The brothers eventually find themselves in the district known as Old Secolo, an ethnic section of town where they both born and raised. They had both today been out doing errands for their aunt Nana, who runs an herbalist shop in Old Secolo. She had recently suffered a broken leg, and so the brothers have been helping with her materials gathering and her deliveries.
Walking up to the slightly listing building which houses the shop, Cameron produces a key and both brothers enter, walking up the narrow staircase to the apartment above.
Nana’s face beams when they present the sack full of their day’s labor.
“My boys are-a so good to an old woman,” she says with pride.
“And where would we have been growing up without you caring for us?” asks Raymond.
“Well I hope you were still able to enjoy some of the Bambeen festival today.”
Their conversation is interrupted by their younger sisters Diona and Zina scurrying into the hallway, almost bowling the old woman over.”
“Brother Raymond!” they cry, “what have you brought us?”
“Children, have a care!” snaps Cameron, to which the girls respond by sticking out their tongues.
Cameron groans in exasperation. The twins’ mother had died in chidberth, and their father shortly after, leaving Cameron and Nana to raise them. Consequently, his forced role as disciplinarian has not made him their favorite over the years and they are much fonder of their brother Raymond, who always regales them with his adventures in the sewers beneath the town. While Cameron is more than happy that his brother is able to receive this measure of adoration that has always been unknown to him, he can’t help but smile at the irony that their situations are completely reversed inside this house, with Cameron the favored one and he himself the outcast.
“Listen to your brother Cameron,” Nana tells the girls now. “You mustn’t run inside. These halls are narrow and I’m not as thin as I used to be.”
“Yes Nana,” they both say in unison.
“It’s okay, children,” says Cameron. “We were given these scarves from Bambeen. I’m sure they would look better on you than on us.”
Snatching up the scarves with quick ‘thank-you’s, the girls scamper back off the way they came. Nana shakes her head in mock exasperation and turns back to the brothers.
“There was a strange man that came for you while you were gone,” she says.
“Was he a guard or soldier?” asks Cameron, now suddenly very suspicious and worried. Usually guards or constables came looking for their precocious younger brother Petre, who had a good heart but was known to get into mischief now and then. Occasionally, Raymond will be harassed by the local law enforcement as well, not for any actual wrong-doing but more as a result of the irrational fear and suspicion he is treated with because of his features.
“No, he was an older gentleman. Very distinguished looking. I could-a swear I have met this man before.”
“Did he say what he would have with us?” asks Raymond.
“He said he might have work for you and to meet him at the Old Secolo Inn at sunset.”
The brothers were both seasoned adventurers who had spent many a recent day helping those in need or hiring out their services, and Cameron thought it not inconceivable that this mysterious caller may have heard of their exploits and come to them looking for sell-swords.
“We shall meet this man and hear him out, then,” he says after a quick glance at his brother, who nods his assent.
“Could you both do an old woman a favor and bring your sisters home from the theatre tonight? They are going to see one of Guiseppe’s puppet shows and I cannot go with them because of my leg. It will be after dark when they come home and I don’t want them to walk home alone.”
“Don’t worry, Nana – we’ll see that they get home safely,” says Cameron. “Perhaps Raymond will even be able to see some of the show.”
Raymond nods the affirmative. He had always loved Guiseppe’s puppet shows as a child, and the old man had been one of the only people in Curriculo who was kind to him growing up.
Cameron and Raymond both spend the rest of the day walking about town. Raymond spends some time with their younger brother Petre, who had always looked up to him, even as most others shunned him. It seems that Petre has already heard of their mysterious caller and is brimming with excitement.
“If you’re going on another adventure, can I come too this time?” he asks as soon as he spots his older brother.
“Keep my cart behind my horses, brother. We don’t even know what this man wants.”
“But if it is something, I want to go with you. I’m almost of age, and I’ve been practicing. I’ll take a quarter of a share!”
“Not this time, brother. If Cameron and I must travel, we will need someone to help your Nana while she recovers, and to look after the girls. Next time, I promise. In the meantime, we’ll be meeting Diona and Zina tonight at the Odiare to see one of Guiseppe’s shows. Would you like to come along?”
“That’s kid’s stuff!” retorts the youth, still desperate to be a man. “I’ll be at the docks tonight with my friends.”
“Stay out of trouble,” Raymond admonishes.
Cameron, meanwhile is about town doing another errand for Nana. As he is making his way through Old Seccolo back to the herbalist shop, he hears the tune of a nursery rhyme being hummed softly and hauntingly by a voice that is definitely not a child’s. The hairs on the back of his neck stick up, and he cautiously makes his way toward the source of the tune. He traces the sounds to a narrow alleyway, but when he enters, he finds it empty, and that the humming has ceased. With his hand resting on the hilt of his blade, he scans the windows and rooftops about him, but finds no trace of anyone being there. After another few minutes of futile searching, he continues on his way back to Nana’s.
Walking home, Raymond is taunted by some of the local children, who surround him and begin pelting him with mud and small stones and calling him a freak. Even though he is not unaccustomed to such treatment, Raymond snarls, baring his tusk-like lower cuspids, and resisting the urge to draw his blade on them for fear of reprisals from the town guard, who have always held him in suspicion. He is about to take to his feet and run from his tormentors when he hears a voice bark out “Hey you kids! You leave-a him alone!”
Raymond had not even noticed that he was passing by Guiseppe’s Toy Shoppe, so lost in thought about this mysterious stranger and their upcoming meeting, but now here was the old man Guiseppe striding out of his shop waving a broom at his detractors, who quickly scatter.
“Raymond! It has been so long! Come in, come in! You must see my new puppet, Figlio.”
Appreciative of his help, Raymond follows Guiseppe inside.
“Those children shouldn’t torment you so.”
“They are just following in the footsteps of their parents,” says Raymond glumly.
His spirits soon lift, however as Guiseppe takes him around to all of the newest toys in his shop and allows him to inspect them and play with them, bringing him back to one of the few bright spots of his youth. As he runs his gnarled hand over the smooth wooden features of a rocking horse, he reminices about how Guiseppe used to let him come and play with the toys and even explore the crawlspaces beneath the stage of the Odiare and see how all of the theatre magic worked. Guiseppe then unveils his latest – and to Raymond D’Agostino’s mind, greatest – masterpiece. As the old man lifts the puppet up to show him, Raymond could swear the puppet were a real boy, so well did the toymaker capture the likeness of one with knife and paintbrush down to the very smallest detail. Even the hinges and joints are barely perceptible at first glance.
“My Figlio,” he says now with great pride.
“This is the most wonderfully crafted thing I have ever seen,” says Raymond with deep sincerity.
As dusk is approaching, the brothers both finish the dinner Nana has prepared with the help of the girls and leave to Old Secolo Inn to meet this mysterious stranger. As they walk, they notice that dark clouds have formed in the sky and droplets of rain are beginning to fall. The streets are now a flurry of activity as the vendors hurriedly put tarps over their stalls and people make their way to dryer places. The first rumble of thunder can be heard as the Raymond and Cameron enter the common room of the Old Secolo and Cameron allows his eyes to adjust to the dimness. Having much better vision in the dark than normal men – one of the only physical blessings he received at birth – he almost immediately spots the distinguished looking elder gentleman that their aunt had described sitting at a corner booth, wearing the sophisticated formal attire favored by those in the western lands of Mordent and Dementlieu. Gesturing to his brother, they both make their way over to the stranger’s booth, and with thunder now rumbling and crashing outside, they begin their palaver.
“Greetings,” says the older man in a voice that is smooth and yet distinctive. “Thank you for coming. I was worried you might not. Allow me to introduce myself. I am Alphonse LaMarrs.”
Later, Cameron will remember the name as that of a famous actor from Dementlieu who had once appeared with a traveling troupe that he and his aunt had seen in the nearby town of Karina during festival season some years ago. At present, however, he can only feel a nagging familiarity with the name.
“I am sure you are wondering what my intentions are,” he continues. “We have heard of some of the heroic exploits and have need of your assistance in a particular matter of importance.”
“You said ‘we’”, Cameron notes.
“So I did,” responds LaMarrs without hesitation. “I represent a group who call themselves the Black Alphabet. Ours is a society that dwells in the shadows, seeking out knowledge to be used in the struggle against the forces of evil that plague our world.
“What kind of knowledge?” Raymond asks.
“Both scholarly and the arcane. What we cannot accomplish through libraries and sifting through ancient documents, we seek to achieve through sorcerous means, by locating certain items of power, acquiring them, and studying them, while at the same time keeping them out of evil hands.”
“My brother and I normally prefer to pursue more noble causes than merely treasure hunting,” says Cameron.
The man across the table pauses for a moment before speaking again.
“Have you ever heard tale of the foul and powerful creatures who from time to time have invaded our land from the worlds beyond? They have been given many names over the years. Some refer to them as demons or devils. Others have simply called them fiends.”
Cameron nods his head slowly, remembering the tale he heard once of the creature called the Whistling Fiend who single handedly slew an entire village somewhere in the world.
“I have heard of such creatures. Monsters of the nine hells escaping into our world to work their evil.”
“Indeed. Their point of origin is something in debate. Many scholars simply refer to whatever place these malevolent beings come from as the Otherworld. Regardless, their threat to our mortal world is great, for their power is beyond comprehension. Their number dwelling in our world is believed to be small – perhaps a dozen or less – and they do not seem to work together, but these are small comforts, since no-one has ever managed to defeat one, not even the great Dr. Rudolph van Richten.”
Here, LaMarrs pauses, as if to allow this to sink in. Raymond and Cameron exchange solemn glances. After a moment, the old man continues.
“Through our research, we uncovered several years ago a legend concerning a powerful cleric from an ancient faraway land. According to the legend, the cleric, named Menndo, created a blessed artifact specifically for the purpose of banishing these dark beings.
“So you see, Mr. D’Agostino, finding such an artifact is a much more noble cause than mere treasure hunting.”
“I would have to agree,” says Cameron. “Do you know where this artifact is?”
“Or if it even exists?” adds Raymond.
“Our search for these artifacts, known as the Seven Bells of Menndo, has spanned several years and led us to Ravenloft, the castle of Count Strahd von Zarovich, ruler of Barovia.
He goes on to say that their search for these artifacts, known as the Seven Bells of Menndo, has led them to Ravenloft, the castle of Count Strahd von Zarovich XI, ruler of Both brothers have heard of the “devil” Strahd, as the people of his mountainous country call him. Throughout recorded history the von Zaroviches have ruled Barovia with an iron fist. For over a century, the nation of Gundarak had served as a buffer between Invidia and Barovia, but following the assassination of Duke Gundar in 736, that nation had been swallowed up by both countries in recent years so that they now share a border.
Penetrating the heart of Ravenloft’s defenses,” continues LaMarrs, “and stealing something from the Count’s treasury would normally be a suicidal mission, but we have come by the knowledge that Strahd is distracted at the moment, making it possible, though still difficult, to steal into his mountain fortress.”
“Our scrying has determined the window of opportunity to be narrow, and will end with the coming of the next sickle moon, so haste must be made.”
Cameron does some quick mental calculations. “About two weeks from now,” he says.
“Twenty-two days to be exact.”
“That doesn’t sound easy,” says Raymond.
“I never said it would be,” replies Alphonse LaMarrs as he produces a black satin pouch from the inside of his dark dinner jacket and pushes it gently across the table with white gloved hand. Raymond opens the drawstring and shakes out a couple of remarkable looking gems, then glances over at his brother, who looks up at LaMarrs with raised eyebrows.
“In total, those are worth 500 of your Invidian drymarks,” says the man across the table. If you are here at this inn at this time thirty days from now with the Bells of Menndo in your possession, you will be given a bag four times that size.”
Raymond whistles softly while Cameron sits back in his seat and things for a moment.
“If this artifact is as powerful as you say,” he begins slowly, “then one could probably sell such an item for a much higher price once it was acquired.”
To his credit, Alphonse LaMarrs arches an eyebrow in amusement.
“Agreed, an unscrupulous man might do exactly such a thing,” he chuckles before leaning in across the table, “which is why I am coming to you, paladin of Ezra.”
Cameron has to smile in spite of himself. “I suppose you’re right,” he says, then looks across the table at his brother, who shrugs.
“Why not,” says Raymond.
“Very well,” says Cameron, “we accept.”
“Spendid,” says LaMarrs, truly pleased. “I must advise that before you attempt to steal into Castle Ravenloft, you seek out a man named Brocken.”
”Who is this Brocken?” asks Raymond.
“He is the source of much of our information, and a former Gundarakite noble who is the only living person to have been inside Castle Ravenloft and lived to tell the tale. His help to you would be invaluable if you were able to gain it. I leave you free to offer whatever reasonable incentive in order to secure his aid.”
“Where can we find him?”
“He is currently in hiding somewhere in the village of Barovia, at the far eastern end of the Svalitch pass and just south of Ravenloft. Exactly where in the village he is we cannot say, although our scrying has revealed that when the bell tolls four times, the finger will point the way.”
“What the devil does that mean?” asks Raymond.
“They tell me that the information revealed in arcane scrying is often cloaked in cryptic clues and enigmatic riddles,” says LaMarrs as he takes to his feet and retrieves his hat and cane. “In any case, I’m sure you’ll figure it out.” And with that he tips his hat to the two of them and makes his exit.
A few minutes later, the brothers step out into the rain and head in the direction of the Odiare. They travel nary a block when a shrill cry of ‘murder!’ suddenly rings out from above, startling both. Glancing up, they see a hysterical looking woman at the window of a nearby residence and the two rush to the front door. They are met by the sobbing woman who is barely able to get out her own name.
“My husband, Franco,” she says before lapsing into another hysterical fit.
Quickly but cautiously, Raymond and Cameron ascend the staircase to the upper dwelling, unsure of what awaits them, with the woman Maria following closely behind. Within the first bedroom they find the grisly corpse of Franco Sertino, entangled in the bedsheets in a crimson pool on the floor with his throat laid wide open. Both grimace in horror at the sight of his mouth, the side of which have been cut open, turning it into a hideous grin, with rosy circles painted on the man’s cheeks in his own blood.
Quickly, they search the rest of the house in case the killer is still about, but find no trace of the murderer nor anything overly suspicious. When they come to a smaller bedroom they find little Giselle, the Sertino’s daughter, obviously in shock, sitting on her bed rocking back and forth and speaking in cooing tones to the puppet doll she cradles in her arms like a babe. Cameron gets down before the bed on one knee and tries talking to her, but she appears to be nearly catatonic. While his brother is attempting to communicate with the girl, Raymond inspects the room, searching for any trace of the killer whom he suspects must have encountered this little girl at some point to frighten her so. His keen eyes catching a glint of metal coming from within the dollhouse, he bends over and peers in to find a bloody straight razor lying within. Cautiously reaching in and removing it, he says his brother’s name softly and holds it aloft for him to see. When Giselle sees what Raymond has found, her eyes go wide and she suddenly shrieks out.
“He made me hide it!” she screams. “He’ll kill me if I say his name!”
Maria rushes to the girls side and tries to comfort her, but the Giselle remains silent, staring straight ahead and sucking her thumb, while clutching her puppet to her chest in her other hand. Hearing someone coming up the stairs, Cameron turns to see Constable Aldo maneuvering his girth through the narrow doorway.
While the constable inspects the horrid scene in the adult bedroom, Cameron tries in vain to communicate further with the catatonic girl, then leaves her in the care of her mother, who seems to have composed herself somewhat. After the brothers relay to Aldo everything they have discovered since arriving and point him to the dollhouse where the bloody straight razor was hidden, the constable takes Cameron aside.
“Has your brother Raymond been with you all evening?” he asks now.
Cameron scowls down at the shorter man. “What is your meaning?” he asks his voice cold.
Aldo is unable to meet his gaze, and looks away, muttering that it is nothing.
Returning to his brother, Cameron says “The good constable has things in hand. We’d best get the girls home safely if there is a murderer about tonight.”
Raymond nods agreement and both leave the building and continue on towards the theatre.
When they reach the Odiare and step through the double doors, they find it quiet as the grave, with all of the seats in the darkened house vacant. The only light comes from the stage, upon which stands Guiseppe, staring off vacantly, his precious Figlio sitting inanimate on his little puppet stage. When the old man becomes aware of their presence, he looks up, and when he sees the two brothers, he begins to blubber incoherently.
To the horror of both Cameron and Raymond, the puppet Figlio’s head then snaps around on it’s own and the wooden mouth opens, shouting in a shrill tone “Carrionettes! Kill them!”. At this command several more puppets come out of their hiding spots under the seats, scampering about on their own with no strings visible and quickly surrounding the two brothers, brandishing small knives and large silvery needles.
“Figlio,” cries Guiseppe, almost heartbroken, “why you-a-being so bad?”
The puppet on the stage snaps his head around with an audible wooden click and retorts with a voice full of hatred, “I told you my name is Maligno, you old fart!”
The puppet then scampers off behind the curtain at the rear of the stage, with his despondent creator hurrying behind, still wailing. Cameron and Raymond, meanwhile have brandished their weapons and take to the stage, leaping over a pair of the living puppets moving to intercept them. As they mount the steps, Raymond glances down and notices the corpse of a man sprawled on the floor before the stage with his throat savagely cut open. Onto the stage now appear more ‘carrionettes’ to cut off their pursuit, and the two brothers find themselves embroiled in a vicious melee with an entire troupe of these foul playthings. Hacking and slashing low with their blades, they dismember the puppets that they catch quite easily, however their tiny size and darting speed make them difficult targets, and more keep coming to take the place of those whose pieces are being scattered over the stage. Suddenly, Raymond feels his whole leg go numb and collapses against the backstage curtain. Looking down, he sees that one of the little monsters has jabbed a silver needle into his calf, apparently paralyzing his entire leg. With his free hand, he yanks the needle out and tosses it away, soon after rewarded by the feeling creeping back into the injured limb. He is barely to his feet however, when another needle is stuck into the other leg, and he staggers once more as that side goes numb. Cameron is having similar problems, as one of the deadly little silvery javelins the puppets have been pelting him with has found its way between the plates of armor on his sword arm and he suddenly loses all feeling in that extremity, dropping the sword to the ground. Kicking out with his foot, he sends the offending puppet flying across the stage, but more swarm about him, attempting to climb his legs with their silver needles clenched between wooden teeth. He manages to dislodge several with his remaining arm, but one is able to sink its needle into his upper thigh and he finds himself collapsing to the floor. As the brothers attempt to hobble and crawl backstage, fighting off their attackers, their remaining limbs are one by one struck and paralyzed, until in short time they both lie sprawled on the wooden floor, helplessly staring up at the theatre flyspace. Cameron feels the sharp prick of one of the needles being jabbed into his neck and then knows no more.
The first thing he sees when the darkness lifts is the bars of a cage, and looking about him, realizes that he is within a cage suspended at a dizzying height above the floor of a room so gigantic it boggles his mind, as the colossal chamber must be easily fifty or sixty feet high. Standing below him are gigantic doppelgangers of himself and his brother. ‘Cameron’ looks up and smiles at him, while ‘Raymond’ points and laughs. He thinks at first he must be dreaming, and then glances over and notices that the hand clutching futilely at the bars of his cage is not his own flesh and blood hand but the wooden fingered hand of a puppet. Glancing over he sees another puppet as tall as himself gaping out of the cage with an expression of bewilderment on its wooden face that he must have on his own.
His mind swirls as the horrifying realization dawns upon him and he feels like he is about to black out again but somehow maintains consciousness.
“Our bodies..” squeaks a tinny version of Raymond’s voice from behind him. “They’ve stolen our bodies…”
“And left us in theirs,” finishes Cameron as he watches himself and his brother turn their back on him and walk out of the room.
The next two minutes for the brothers are spent regaining their composure and ascertaining their current situation.
They realize they are within a hanging birdcage inside of Guiseppe’s workshop, which Raymond recognizes from his visit earlier in the day. Both work now on trying to find a way to escape their cage. Raymond scrambles up the bars to get a better view of what the cage is being suspended from and finds to his good fortune that there is a metal ring atop the cage which is held by a hook at the end of a chain running from the ceiling. After helping his brother navigate up the side of the cage, both work together and manage to lift the ring free of the hook.
“Better brace ourselves,” says Cameron a split second before they both find themselves plummeting to the floor far below. Both are tossed about the cage as it crashes to the ground and then bounces about, but are otherwise unhurt by their ordeal, their new puppet bodies apparently immune to pain and light enough to sustain such falls with minimal damage. Crawling out of their prison through now bent and broken bars, the unwilling puppets still find themselves disoriented from the fall coming on top of their recent body swapping. As they try to get their bearings, they see that the sole current occupant of the house has come to investigate the noise as Guiseppe’s large grey tabby, Gatto, pads down the staircase. From their perspective the cat is of dragon-like proportions as it leaps from the third stair and bounds toward them, and if they currently had any blood within them, it would be running cold right now.
The mammoth Gatto pounces on both of them, batting Raymond with one paw and pinning Cameron to the floor with another.
Scrambling to his feet, Raymond looks about desperately for anything that can be used as a weapon among the giant toys and dolls surrounding him. His eyes spotting a group of toy soldiers which match his current height, he snatches up a pair of their swords and runs back to help his brother, who is currently being whipped about while his leg is held in the giant cat’s jaws. Raymond charges the cat, managing to work up enough momentum to drive even the dull wooden sword into Gatto’s haunch, causing the cat to screech and drop his brother. Tossing the spare blade to Cameron, Raymond ducks under the swipe of one of Gatto’s paws and darts forward again, jabbing the cat in the belly. His brother, in the meantime, has gotten to his feet and snatched up the sword, and now both brothers jab their wooden blades at their giant feline persecutor. Startled at the mice having actually counter-attacked, and stung by their weapons, Gatto decides to flee and regroup, and with a hiss he turns and leaps atop a nearby table causing a book to fall to the ground with a thundering boom, and then leaps for the staircase, darting up the risers and quickly disappearing in the darkness of the loft.
Investigating the giant book that now lies on the floor before them, Cameron and Raymond find it to be the diary of Guiseppe. Over the next hour, the brothers turn page after page (something which now requires some doing in their current form) and with a growing sadness in their heart, learn the details of how the sad old man’s loneliness and longing for a son sent him on a descent into madness. The catalyst for this descent was when he when he was visited out of the blue by a mysterious creature which he describes as a human-sized doll. The doll man claimed to be the “patron saint of toymakers and puppeteers”, and had decided to bestow his secret of life upon the toymaker who has impressed him so. Cameron remembers hearing tales whispered of an odious dollmaker who wanders the land in the body of a man-sized doll and spreading misery everywhere he goes with his evil enchanted toys, and assumes Guiseppe’s “patron saint” to be this creature. Following the doll-man’s instructions, which called for, among other things, his own blood to be mixed with the paints, Guiseppe created Figlio, and to the old man’s delight, his puppet soon came to life. His happiness was short lived however, as it soon became obvious that Figlio had a mind of his own, and a dark soul to match even that of the mysterious doll-man’s. Guiseppe immediately paraded his puppet boy among the children and adults of Old Secolo, and while Figlio enjoyed performing for the children, who truly believed in him, he soon grew despondent and bitter at the adults who did not believe that he was anything more than a puppet, and he soon began to be more and more rebellious, defying his two creators and lashing out at the adults of Old Secolo, at first by merely performing tricks on them. He made Guiseppe create an army of puppets for him, which he found he was able to animate as loyal servants. He also discovered that these puppet minions had the ability to take over the bodies of the townspeople by sticking silver needles into their necks. In the final entry, apparently written very recently, Guiseppe notes that after his minions ambushed and took over the bodies of all of the adults at the theatre, Maligno tried to do the same and found that he could not. In a rage, he slit the throat of his intended vessel. Guiseppe, obviously hopelessly mad at this point, writes that he will have to “send Figlio to bed without his supper”. He also writes that his ‘little boy’ claims that he is now the ‘lord of Odiare’, and that none can escape unless he allows it.
Cameron and Raymond quickly realize that they will have to steal back their bodies and then return all of the adults to their stolen bodies. Also recognizing that the silver needles are the necessary means to do so, the duo searches the workshop, using makeshift ladders and ropes to scale tables and shelves, finally being rewarded with a box containing some silver needles.
Hatching a plan in his mind, Cameron gestures to his brother towards the staircase, and both help each other up the risers, creeping as silently as they can. Peering over the last riser, Cameron sees Gatto’s eyes gleaming out from the darkness beneath Guiseppe’s bed. Cameron and Raymond split up, making their way in towards the alert and cautious Gatto from two different directions. Gatto turns his head toward Raymond and hisses, and Raymond capitalizes on this by darting forward aggressively and waving the needle about in large movements. As Gatto hisses and focuses his attention on Raymond, Cameron darts in from the side and plunges a silver needle into his neck like a knight slaying a dragon with his trusty lance.
Cameron feels a whooshing sensation in his mind as his consciousness is ripped from his puppet’s body and plunged into the body of Guiseppe’s cat.
From Raymond’s point of view, the puppet that was his brother suddenly collapsed to the ground and began twitching as soon as it had stuck the needle in Gatto’s neck and the cat is now thrashing about on the floor in some kind of seizure. Finally, the cat calms and slowly gets to its feet, somewhat hesitantly.
“Cameron, is that you?” he asks, to which the cat nods its head.
Raymond glances down at the prone and twitching puppet. “And I guess that’s Gatto now,” he says. “We’d better find something to tie him up with before he comes to. I have a feeling he’s going to be pretty upset.”
He also has the nagging suspicion that since their body stealers had locked them up rather than just destroying them, that means that somehow their souls are linked, and if one dies, so does the other. Better make sure nothing happens to the cat while in its new puppet body, he thinks.
Finding some twine, Raymond returns and begins to bind the puppet’s arms and legs. As he finishes, the puppet begins thrashing about and emitting high pitched screeching sounds.
“Gatto’s awake,” he says.
Using more of the makeshift rope, he ties the thrashing puppet to his own back and makes a rudimentary harness about Cameron’s new body to which he can tie himself into, occasionally cursing at the difficulty of using wooden puppet fingers to perform such intricate manual tasks.
“I’m tied down, brother. Do whatever it is you were planning on doing.”
What Cameron was planning on doing was to leap from the 2nd floor window, and to his brother’s shock and horror, that is exactly what he does, landing on the storefront awning and then leaping to the street below, Raymond little puppet body hanging on to his fur for dear life.

As they now make their way down the seemingly gigantic streets of Old Secolo, they find that a strange thick mist has permeated the area, giving everything a dark and dreary cast in the light of the street lamps. The place appears desolate, and as they travel down the foggy street, they see no people about whatsoever, although occasionally they will hear a faint scream coming from somewhere, or horrible tinny laughter from somewhere nearby.
They have gone two blocks when they hear the same humming voice Cameron had heard earlier in the day humming the same nursery rhyme, and moments later the towering form of the doll-man steps out from the mouth of an alley, directly in their path. The black button eyes glint with insane malice as they peer down at them from the in the center of the bulbous burlap skinned head and the stitched mouth turns up in a sneer.
“You are not one of mine,” the haunting voice booms down at them. “A good dollmaker always recognizes his own work. That means you must be one of that ungrateful upstart Maligno’s. I have just the toy for you to play with.”
With that, he produces a strange looking bladed toy and begins to wind the key. Not wanting to wait and see what this evil looking plaything does, Cameron the cat darts between the doll-man’s legs, running hell bent down the street and never looking back. Eventually, Cameron’s now heightened feline ears pick up some noises that sound human, and they approach one of Old Secolo’s taverns to hear raucous noises coming from within, and peering through the open door, they see their bodies cavorting drunkenly with some other humans, who Raymond guesses are probably possessed by the evil puppets as well. Cameron decides to wait for a while and see if the crowd thins out at all or if another opportunity presents itself for them to successfully attack the doppelgangers and steal back their bodies. The only have to wait a little over an hour, as, unaccustomed to the effects of alcohol, the puppet-controlled men and women pass out one by one, until only the hardier bodies of Raymond and Cameron are left standing. At this point, Raymond unstraps himself and their unwilling passenger from Cameron’s back, in order to give him more freedom of movement, and soon the cat is darting into the tavern, clawing, hissing, and agitating their stolen bodies and making them stumble about trying to chase after him. It doesn’t take long for ‘Raymond’ to trip over one of the bodies of his drunken comrades and come crashing to the ground, stunning himself. The real Raymond immediately seizes the opportunity and darts in and jams a silver needle into his body’s neck. He comes back into consciousness hearing the sound of ‘Cameron’ clomping about the tavern vainly chasing after his brother in his cat form. Reaching a now human hand out, he grabs hold of the imposter’s ankle and sends him crashing to the ground as well, then jumps on top of him and holds him down. Helping fit a silver needle in his brothers paws, he guides it home and feels the body spasm beneath him as his brother’s soul is returned to its rightful place.
“Thanks brother,” says the real Cameron.
Snatching up the stunned puppet who had stolen his body, Raymond tosses it into the roaring fireplace where it bursts into flames and dies screaming its tiny little scream.
“We should try to return the cat to normal,” Cameron says. “We owe him a lot.”
Raymond nods and together they put the silver needle into the little hand of the tied up puppet and stick it into the neck of the stunned cat, sending the carrionette’s dark soul back into it’s puppet body and restoring Gatto to his normal state. Not surprisingly, the cat then runs off as fast as his paws will take him, and the carrionette soon joins its brother in the fireplace.
Back in their bodies, the brothers now wake up and interrogate one of the puppet-controlled drunks. Unaccustomed to being able to feel pain, some mild slapping around by Raymond gets the brothers the current whereabouts of Maligno. Their captive tells them that the evil puppet is currently “doing the only thing that makes him happy,” this being entertaining Old Secolo’s children at the theatre. After tying up their informant, Raymond and Cameron take to the misty and vacant streets and make their way toward the Odiare.
They decide to cut through the derelict and fog enshrouded market square, and in doing so are greeted with a horrific sight, for in the center of the square is a dying bonfire, and sprawled about it what seems like a hundred corpses of the adults of Old Seccolo, grimaces of pain and horror upon their faces.
Investigating the abominable scene, Raymond finds numerous blackened and charred pieces of Maligno’s puppet minions among the ashes and dying embers, and he and Cameron soon put together in their minds what must have happened. In their minds, they picture the horrifying scene as the first wave of puppet controlled humans tried to do away with the trapped spirits of the townspeople by holding a mass burning of the puppet dolls their souls were trapped in, only then realizing that their spirits were linked, and as the souls of the good people of Old Seccolo were extinguished, so too did their stolen flesh and blood bodies convulse and die in a dark orgy of death. Cameron surmises that after that initial slaughter, Maligno must have ordered his minions to start safely imprisoning the puppets after stealing the bodies of adults.
“We’ll have to find wherever they’re holding the souls of the rest of them after we deal with Maligno and save the children,” he says.
Arriving at the theatre, both brothers can hear the laughter of the children within and decide some discretion is needed. Going around back, they find the backstage door and spend the next few minutes trying to open it before Raymond produces a crowbar and pries open the locked door. Taking to the crawlspaces that Raymond knows so well, they slowly make their way beneath the stage, all the while listening to Maligno performing for the children above. They wait beneath the trap door throughout his entire performance, the hate for this little monster rolling through them all the while. When they hear the children exiting the theatre, they realize the time to avenge their fellow townsfolk is at hand and listen for Maligno’s voice and footsteps above.
When the hear the puppet approach, Cameron springs open the trap door with one hand while Raymond grabs hold of Maligno before the living puppet can react. While Raymond holds on to him, Cameron attempts to smash an oil lamp over Maligno’s wooden form, however the fiendish puppet manages to wriggle free before the impact and the lamp crashes on the stage floor, spilling flaming oil over it and setting it ablaze. The Lord of Odiare calls to his puppet minions as the avenging D’Agostino brothers vault up onto the stage with weapons drawn and begin hacking away at his puppet guardians, while they are distracted by the fire. Maligno scurries over and touches Raymond’s leg while he hacks a pair of carrionettes in two and suddenly the caliban finds himself dancing uncontrollably, his feet and legs moving with a will of their own, dancing feverishly about the stage on their own accord. Cackling, the diabolical puppet now touches the wooden dragon that had been a character in the show he had been performing for the children just minutes ago. The dragon turns its head now and begins to breath fire at the unwilling dancer, setting his cloak ablaze.
Ignoring the other puppet minions now, Cameron charges after Maligno himself, but the spry villain darts in and out, circling the paladin while jabbing and slashing with a straight razor he wields like a scythe.
Raymond, meanwhile, his cloak and leggings ablaze, can do nothing but continue dancing crazily as he starts to burn, all the while the animated puppet dragon continues belching fire at him. Finally, his brother manages to strike his taunting and cackling target, lopping off Maligno’s head and sending it rolling into the flames which now cover most of the stage. Maligno’s headless body collapses lifelessly, followed immediately by all of his animated minions. Free now of the dancing compulsion, Raymond hits the stage and rolls about, putting himself out with the help of his brother. As they get to their feet, they realize the fire has now spread beyond the stage, and standing looking out into the burning house, the brothers see the ghosts of all the murdered adults filling the seats, solemnly clapping and applauding the deeds of the heroes even as the flames begin to lick at their chairs. After stopping to take a small awkward bow at the front of the burning stage, Raymond and Cameron retreat as the ghosts fade away.
Crying Figlio’s name, Guiseppe now emerges from backstage and attempts to throw himself on the body of his fallen creation, however Cameron grabs him by the arm and together the brothers drag him from the burning building. Outside they find the mists have grown even thicker and the children of Old Seccolo are all wandering dazedly about. After a frantic minute of searching, Raymond spots the twin girls, Diona and Zina, and both rush over to them, taking their confused and disoriented sisters into their arms. Hearing a cry from behind, they turn and only then realize they let go of Guiseppe as they watch him running back into the theatre, screaming his boy’s name. Cameron gives both twins to Raymond and is about to give chase when the flaming building collapses.
“Poor crazy bastard,” he mutters. Raymond is stoic, but Cameron can tell he is pained by what happened to the old man he had cared for.
The mists have now risen up to the point where it makes it impossible to see anything, and the four siblings hold hands and wander about in the cold and clammy fog what seems like hours, not finding a building or another person, the voices of the other wandering children seeming to have faded away in another age. Zina will remember to the end of her days the skeletal hand which for a brief second clasps hers in that dense mist. After an eternity, they hear Nana’s voice calling in the fog, and make their way toward it. They finally reach the exhausted hobbling woman and take hold of her, and immediately the mists suddenly recede, and the group finds themselves in Old Secolo once again. Cameron takes a head count of everyone and smirks approvingly to see that Diona is cradling Gatto in her arms.
Looking about, the group immediately realizes something is wrong. Old Secolo is empty, and beyond that has an ancient and lifeless look to it, like the empty shell of a creature long since dead and turned to dust. They search for over an hour but find no signs of any of the other children, or any other living thing at all.
Eventually making their way back to Curriculo proper, they find the rest of the town is as they had left it. It is a new day, and the celebration of Bambeen is continuing. As the merry townsfolk flitter gaily about, someone eventually notices the five D’Agostino’s, and looks beyond them to see the desolate streets of Old Secolo behind them. One by one, they investigate, and wander the empty streets looking for lost friends and neighbors, and slowly, the merriment of the Bambeen festival in Curriculo disappears, replaced by a growing sorrow. From henceforth, the part of town known as Old Secolo will be a ghost town, where no creatures dwell and no birds will fly over, and a place the citizens of Curriculo will avoid at all costs. The Raymond and Cameron surmise that Old Seccolo – the real Old Seccolo – still floats out in the mists somewhere, its denizens trapped and at the mercy of the dark powers. Cameron vows to find his way back there and rescue the rest of the children someday. That night both brothers are kept awake by dreams of an insane old man with severe burns covering his body, sitting in his workshop while terrified children wander the misty streets outside, lovingly creating another puppet that looks just like his Figlio….
Notes: I had originally done the write up for this session shortly after we did it in 2007, however my writing didn’t really hit its stride till the third or fourth one I did and so the write-up of the first session read more like a synopsis than a real story. I had always wanted to go back and rewrite it after getting to know the characters of Raymond and Cameron better, and so just this past week, I did.
The bulk of this session was from a module (pre-written scenario) published by TSR in the 90’s called “The Created”. I used it as a base to work from and added story elements from the overall campaign storyline I was working on. Elements like the characters’ extended family, their meeting with LaMarrs at the inn, their quest in Barovia, and the presence of the dollmaker – who is one of my recurring villains – were all things that I added in.
The first session was a lot of fun. Right off the bat there were a lot of really good character interactions, like Cameron trying to stick up for his deformed brother with the various townspeople. Rob & Mike’s use of Guiseppe’s cat was completely out of the box and unexpected, but I was able to improvise to keep up.
The part where Raymond produces the crowbar was a play on a funny moment in the game where the players are trying to figure out how they are going to get into the locked theatre door and they are looking around for anything they might be able to pick the lock with and five minutes later Mike suddenly looks at his character sheet and realizes that he had listed a crowbar as one of his character’ possessions.