Twilight's Children

Session 4, 5/23/03-5/25/03


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WARNING: The DM's Commentary contains spoilers for future sessions. However, all the spoilers in this particular commentary have been revealed ingame by Session 13. If you are one of the players, it is safe to read. If you are spoiler-sensitive, and have not yet read up to the Session 13 journal, please hide the commentary now.

Sunday, April 2nd, BC (Barovian Calendar) 730
Karina, Invidia

On a rainy night Kerri is attacked by Erik, who says she is a liability.

Here we have the introduction of Kerri, a new character played by a new player, who had never played a pen and paper RPG before. (She had played some of the D&D-based computer RPGs, so she was familiar with most of the terminology and conventions.) I gave her the same choice as the others regarding an NPC class and she went with Expert(Herbalist). Adding a new continuing player added some challenges, mainly because I had already given a lot of thought to working the backgrounds of the first three PCs into the story, and it was difficult to give that same treatment to a new character. As a result, Kerri wouldn't really see any of her player-created background come into play until Session 7.

But my stopgap solution to the problem was to force some additional background on her that I knew would come into play sooner. Being an herbalist from Mordent, it was very easy to give her a Van Richten connection, so I showed her his picture before her first session and told her what she knew of "Dr. Ritter." In addition, I knew that I was going to start putting Cynthia into the story and had already decided to stick her into Scar's gang, so by entwining Kerri with the gang as well, I was able to "piggyback" her on anything I did with Ludovic's story. And by placing her with the Engineer, I knew that the boys would cross paths with her fairly quickly, since he was their reason for coming to Karina. I had sent her the intro that's now on her page including pictures of Scar, Erik, and Cynthia. (Scar is from the module; Erik is a name a I made up for the guy standing near Scar in his picture. Cynthia is another photoshop creation. I took the vorlog picture from Denizens of Dread and removed her dead boyfriend and the tears and blood.) Then before the session started, I took her aside and ran her through this bit of intro. Her player had created her to be a bit naive, out in the world for the first time alone, so I felt it wasn't too much railroading to have her fall into the wrong crowd and get hoodwinked. This would then play into having her join the party as more "trustworthy" companions.

She trips him with her whip, and escapes. Running through the rain, she sees a kindly old man at an open door, who ushers her inside. He introduces himself only as "The Engineer."

Monday, April 3rd, BC 730
Karina, Invidia

The Evil Eye is a very NPC intensive adventure, and I only made it more so by adding a few of my own into the mix and expanding the role of some of the ones already in the adventure. So to keep everyone straight for the PCs I made judicious use of pictures culled from the module and elsewhere. To keep everyone straight for myself, I typed up an NPC roster, with summary information on each of them:

NameWantsWhy?Attitude to PC’s
TalosGustav’s JournalTo get his soulThey have useful information, but once they don’t, they no longer matter.
CynthiaTo Kill RVRRevenge for killing Metus Indifferent
Gabrielle AderreTo use Malocchio for revenge on the Vistani.
To sow chaos.
Blames her mother for lying about her father and for her curse.
Loves using her powers for evil.
Playthings.
Matton BlanchardGabrielle backLoves herAt first, disdain, but after they prove themselves, allies.
MalocchioTo sow chaosLoves to play with his powers Playthings
Midnight SlasherTo kill Gabrielle
To kill Regress
To kill others
Revenge for death of parents
He disrupts family life and hurts children.
Insane
Possible allies, or victims.
The ZarovanTo Trap MalocchioHe is the Dukkar, and can free darklordsUseful servants
Cmdr. RegressTo enjoy the dog fightsSadist.Useful servants or dog fodder
Scar TaborTo steal the Dog Fight moneyTo get rich Useful servants
Nathan TimothyTo eat the PCs, to have fun, to kill Matton.To have funA diversion or a snack.
RaulTo help the Zarovan.
To set Leyla to rest
He is Vistani
He is haunted by her
Helpful friends?

Around 4pm, Ludovic, Leif, and Duffy leave the Temple of Milil with Raul & Nikko and head north toward the clocktower. As they walk, the festival thins, and they stop to ask for directions to an inn. A reveler directs them to the Wine Garden, a plaza with six fine inns. In the Wine Garden, the rude hunter they saw on the river enters on horseback and proceeds to the Laughing Maiden. They rent rooms 2 & 6 at the Clock's Tick. Leaving Raul & Nikko behind, the boys walk to the clock tower through the Commons, passing dancers, jugglers, and a general loud ruckus.
Three of the players had recently been to Mardi Gras in New Orleans. So, although I'd never been there myself, I told them to picture a similar atmosphere.
The golden granite Clocktower sits on an unnaturally round hill. They ring the bell, a strange periscope-like contraption looks them over, and a voice asks what they want.
The Engineer gets barely a paragraph in the original adventure, so I had nearly free reign to add things, including contraptions he'd invented. As a note, using the name of the clocktower as written ("Goldfinger") provoked only laughter in my players. Your mileage may vary.
Duffy says he seeks the Engineer in the name of Gustav Malvoni.

Soundtrack for the Engineer's Clocktower:
The Princess Bride - Theme (mixed with a ticking clockwork sound effect)
An old, old man with thick spectacles lets them in. The Engineer introduces himself (but not the young lady at his table) and makes some delicious tea.
That would be Kerri.
The girl doesn't say much at first and watches them carefully. The Engineer asks what they want with Malvoni and if Duffy's relationship with him was a good one. After receiving his answers, he reveals that the tea contains catstongue root from the Forlorn Highlands, which will make them speak only truth for 10 minutes.
A made up herb as a more Ravenloft-feeling zone of truth potion. (Yes, I know you can't make a potion from an area effect spell, so consider it a potion of a targeted arcane spell very similar to zone of truth.) For the domains that don't have any clear government or civilization, I prefer to refer to them as regions, rather than countries. Thus, the Verbrek Woods, the Forlorn Highlands, and later during Feast of Goblyns I'll mention the Bluetspur Wastes. Using the domain name as a descriptive term in front of a geographical noun feels more right to me than saying, "Welcome to Forlorn."
He apologizes for the ruse, but did it to protect Gustav and himself. To protect their privacy, he leaves with Kerri for the remainder of the 10 minutes. In the next room, he tells her that the tea proves they are trustworthy, and perhaps she we be safer traveling with them than alone.

Drinking more of the tea himself upon his return, The Engineer reveals that Malvoni visited for two weeks, many years ago. He claimed to know the Engineer by reputation and that he was being chased by someone named Talos. He was raving mad, talking about "the sort of thing that the mists listen for." But after Talos didn't show up, they worked together, trading techniques and he left something wondrous. He takes them to a lift, which carries them up near the roof of the tower. On the way up, Ludovic nearly loses his head from a passing scaffold.

I actually whipped up a 3-D map of the clocktower for the impending fight with Malocchio. It can be found on the DM's Page. The bit with Ludovic and the scaffold was an ad-libbed response to the player expressing his character's amazement with the place.

Soundtrack for Belfry Battle:
Castlevania Soundtrack - Final Toccata (Malocchio's Theme)
Danzig - Black Aria - Overture Of The Rebel Angels
At the top floor, Ludovic and Leif(?) notice the boy in black from the docks is sitting in a window frame.
The module as written doesn't offer many opportunities for the PCs to interact with Malocchio, and invites the DM to expand on his use of his charm powers. So, this was my first such insertion. I couldn't think of a much more creepy intro than this small boy just perched in the window with no apparent way of getting there.
Leif tries to talk to him. The boy says "ready for some fun?" and then jumps, as six large bats fly from the rafters and attack.
charm animal. Malocchio's stats in the back of the module don't include this power, but I assume that's an oversight since the runaway horse scene at the Docks explicitly says he uses his Evil Eye on animals and children at first, and his backstory includes him making birds crash into walls as a child, which I later used on Duffy. His 3e writeup gave him a Special Quality that allowed him to call wildlife to do his bidding, but Gazetteer IV wasn't out yet when I ran the module.
Kerri and the Engineer run after the boy, and see him disappear in a puff of foul black smoke as he hits the ground.
The puff of smoke is my little flavor addition to Malocchio's teleport power.
As the group fights off the bats, the boy reappears on the scaffold and tries to touch Duff, who shoots him, and feels a chill on his spine again.
Perhaps I was a bit harsh, but I thought that Malocchio hadn't done anything directly offensive to them, and was apparently just a little boy with some teleportation power, not a threat, and unarmed. So it was a hair too soon to be shooting him. Hence, a powers check.
Leif leans down and smacks the boy in the head with his staff, feeling a similar spine-tingling chill.
Same here. He may be a devil-spawned child of evil, but so far, he's done nothing to merit a thwack in the head other than being creepy.
But the boy grabs the staff and disappears with Leif, reappearing in thin air between the scaffolding and the wall of the tower. They fall.
OK, now he's fair game. I really had no plan for how Leif would get out of this alive. I knew I wanted to drop someone, and when Duffy dodged, Leif got the honor. I figured whoever it was would come up with something in the one round before hitting the ground. And whatever outlandish plan they thought of, I'd probably let it work. Does that make me an Evil DM? I dunno. It was funny, though.
While the battle rages, Leif manages to swing the boy against the wall and push off to land on the scaffolding, instead of the ground below, saving himself from certain doom. They boy proclaims that they are no fun, and disappears. Ludovic and Duffy pick off the remaining bats while Kerri sees to the Engineer and Leif slowly makes his way back up the stairs.

The Engineer shows them the "gem drive" Gustav made, to power the moon phase and constellation guide of the clock.

I sketched the gem drive on paper first and then scanned it in and corrected and colored it in photoshop, adding the wood grain effect. It's no great beauty, but it conveyed the "mad science" feel I was going for. Note the Malvoni symbol on the side, and the little red and black windows on the front. I actually constructed the front "box" part out of paper and foam board so that I could play out the puzzle part coming up. I'm not sure why I felt the need to do that, when I could've just described it, but I was a bit "prop-crazy" and it seemed like a good idea at the time.
The Engineer doesn't know how it works. He just changes the gem once a month or so. When Lud detects magic, he sees a darkness, the opposite of a glow.
Trying to imply here that this is such "mad science" that it's the opposite of magic.
The Engineer concurs; he noticed that Ludovic was a fellow "artisan" during the battle. A magnifying glass from a nearby table flies into his hand, showing that he knows some magic as well. He says the gem drive isn't magic; he offered to teach Gustav, but he refused anything to do with magic, and it caused a rift between them. When he finally left, he said he'd go back to his workshop in Darkon.

I knew I had some adventures I wanted to run in Darkon eventually, so I set up the long term plot hook of Gustav's workshop there.

At 7:42 by Duffy's estimate, someone notices what appears to be a keyhole in the top of the gem drive.

A little joke. Duffy asked if his expert clocksmithing skills would let him determine the time from inside the giant clockworks. I said, "Sure, why not?"
The Engineer says that that section is especially mysterious since it doesn't seem to connect in any way to the rest of the drive. Duffy tries to pick the lock, but can only feel the shape of the hole. Leif suggests that his description sounds like a clock hand.
I had to draw the shape on paper to describe it. I tried to make it clearly a frilly metal clock hand. At least someone recognized it.
Duffy removes the minute hand from Gustav's clock, and opens the lid, revealing 4 colored dials and 2 doors. Lud notices a red 4 in circle on the back, and they try to get a 4 to be revealed in the red door. Duff figures out that the numbers in the doors are the number of correct colors and the number of colors in the right position. Kerri deduces the right answer, but Duffy tries a few more before listening to her. Then the lid opens fully.
This played out like the game "mastermind." I handed them my mock-up of the box, and let them spin the colored wheels into place. Then after each guess, I took it back and spun the black and red numbers into the correct position to indicate number of colors guessed (black) and number of colors in the correct place (red). I had originally planned to re-randomize the colors after a certain number of guesses and make them start over, but it took a while to even figure out the game with no clues, so I dropped that complication on the fly.

Inside is a set of three lettered gears. They remove them, and use them to decode page 43 of Gustav's journal:

Here, I gave them a little code wheel I'd made out of paper, which was supposed to represent the output of the three gears when turned to a particular input. I toyed with actually making the 3 gears, but wisely realized that would be silly.
"Finally I accept my suspicions as fact. A heart is more than a machine. Man's true soul is beyond the reach of science and I dare not turn to magic. Worse, Talos has taken my last gem. I fear what he will do to get more. I know what must be done. I saw a man in Lamordia with a weapon of gears and flame. I think I can make one myself."
At this point, Gustav abandoned hope of making Talos a soul, and began his attempts to destroy his creation instead of redeeming it. The "weapon of gears and flame" is vague-speak for a simple gun. This is Gustav's first step into the firearms business.

At 9:27, The Engineer gives a strange set of goggles to Duff and Lud asks if he has any spell ink or spells to teach.

The goggles are custom made goggles of minute seeing, that grant an additional insight bonus of +2 to Craft (clockwork) and similar Craft skills.
He politely refuses to teach, saying he stopped taking students of that nature a long time ago. But the spellbook ink could be ready in a few days.
Another example of Lud's continued ink obsession.
The boys leave at 10:23, but Kerri goes after them and asks to join them. They don't put up much of a fight.

The newly expanded party heads back to the Clock's Tick to meet Raul and use the Chalice. Duffy tries to meet Captain Timothy and go to the dogfights, but meets up with the boy in black, who says that they are "ruining his fun." He also says, "Mother is calling" before disappearing. A huge flock of ravens suddenly arrives and pursues Duffy down an alleyway. He valiantly picks off a few of them with his pistols, but they crash into him, killing themselves against his body and the wall behind him.

Little bit of plot hammer here. I wasn't ready for the PCs to go to the dogfights until I'd introduced Matton and Gabrielle, and I certainly didn't want Duffy to go alone. So I took the opportunity to put in a disturbing Malocchio scene I'd come up with, making their score with him a bit more personal.

Ludovic follows a few minutes later and finds him bloodied and surrounded by dead birds. They return to the inn to rest. Leif and Lud spend some time in the common room, where they overhear two men arguing politics. One says that the best thing that happened to Invidia was the death of Bakholis. The other says they need a strong leader to stand up to Von Zarovich in the east and the dark knight in the south.

A little bit of background on the nature of Invidia's political situation and foreshadowing of what the place will become post-Malocchio.
Leif takes a much-needed bath. (Surely the addition of a young lady to the party is entirely coincidental.) That night, Ludovic dreams of his mother's death once again. For the first time he can clearly see the face of her client.
Because, for the first time, I have a picture of her.

Tuesday, April 4th, BC 730
Karina, Invidia

Soundtrack for the festival:
Nickel Creek - House of Tom Bombadil
Michael Flatley's Lord of the Dance - Gypsy
Boondock Saints - The Blood of Cu Chulainn
Mantovani Orchestra - Spanish Gypsy Dance Jethro Tull - The Whistler
The Count of Monte Cristo - Training Montage
Leif wakes up with a sore shoulder, but shrugs it off.
Mummy Rot! With Leif's high fortitude save and Ludovic now knowing lesser restoration, not to mention Leif's in-character tough-guy attitude, he could conceivably have had mummy rot forever with little effect. Lucky it was he and not, say, Ludovic who contracted the disease.
They spend the day mostly resting. Duff works on some small trinkets to sell, and Lud studies his spells. Around midday, Kerri and Duff go shopping, and see wedding decorations going up in the Wine Garden. When they return later, they are being removed, since the bride and groom had a fight.
My memory is a bit foggy here, but I think I postponed the wedding scene to make sure all the PCs had the option of joining in.
Duff tries to sell one of his wind-up toys to a drunk man, but the man has no money(??). Lud takes a trip to the Engineer, but his ink isn't ready yet.

Around 8:30pm, the group hears a commotion outside, and the wedding is apparently back on. Duff and Kerri (and Lud?) go outside to watch. Leif watches from the window. A young lady named Giselle puts the moves on Duffy.

My love of pseudonyms shows again. I didn't want them to make the connection between Matton and Gabrielle immediately, so I gave her a similar, but not completely real name. The picture used is straight from the back of the module. For those keeping track, it's Darklord #6 for the campaign. (5, if you don't count former Darklords)
The marriage is performed by a priest of Milil, but the ceremony is interrupted by the brother of the bride challenging the groom to a duel, over his sister's honor. They fight with rapiers, and both collapse, gasping. Lud (?) detects poison on both swords. Kerri and Leif rush to try to save them. They manage to save the brother, but the groom is dead. The families argue as the town watch arrives. The watch is led by Captain Johan, and the boys give him the details.
Johannes Van Deusen, in the module. Either I flubbed the name during play, or we wrote it down wrong in the journal and it stuck.
He says that duels are commonplace, but poison is dishonorable. They can find him at the Citadel if they remember more.

Meanwhile, Duff goes off with Giselle for a drink.

Around now I took Duff's player aside to tell him he was charmed. I was a bit concerned about using another charming lady so soon after Kelwin in Session 2, but I couldn't play Gabrielle without her signature powers. Luckily, it didn't feel too repetitive, and the player went easily along with playing charmed again.
She doesn't have much money, so he buys. She hides in fear as Radu Gerdanok of the town guard passes by.
I'm not sure why I made Radu a member of the town guard rather than a noble, as written in the module. May have been a mistake, and not deliberate tinkering.
She says he was Baron Bakholis's cruel slavemaster when she was sold to the baron as a child by the Vistani. She invites Duffy to spend the night at her room at the Silver Star and he goes off to inform the others. They convince him to bring her back to their inn instead. He goes to find her, but sees her go into an alley, and hears a scream. He follows, but only finds a bloody handkerchief. The others catch up to him, and Leif finds muddy bootprints going to the Citadel. On the way, Duff becomes confused, and unsure why he was following her in the first place.
charm person wearing off.

At the Citadel, they see Radu, just coming off patrol. He seems nice enough. Ludovic(?) lets slip that they were going to the dogfights. Johan presses them for information. He says the dogfights are illegal and they try to stamp them out every year.

I considered using an undercover sting as their dogfight excuse, but they quickly changed the subject. The Johannes of the module is a drunken and corrupt buffoon, but I made him an honest and beleaguered man amongst the corruption to set up a contrast with the Citadel after it falls under Malocchio's sway later on.
Duff deflects the attention by blaming Captain Timothy and the hunter and agreeing to stay away from the fights. Johan identifies the hunter as Matton Blanchard, a well respected noble.

They run to the dogfight at 11:40, and reach the Black Swan Inn just before midnight, but Nathan Timothy has already left. They try to find the fights on their own, but the Falkovnian guards at gates of the Falkovnian quarter won't let them in past curfew. (8pm)

Now the plot hammer keeping them from the dogfights was becoming more severe, regrettably. I still hadn't gotten them to talk to Matton yet, so I wanted to wait one more night.

Wednesday, April 5th, BC 730
Karina, Invidia

In the morning, the innkeeper tells them the boys have a message from a man staying at Laughing Maiden about a business offer. On the way to the Engineer, (why??) they pass through the commons, and see a crowd gathered to watch a dancing bear. The boy in black is in the crowd. He waves to Leif with his 6- fingered right hand. Then looks at the bear and disappears. The bear flies into a rage and bites the trainer's head, bursting it like a melon. The crowd flees in terror.

Soundtrack for Bear Battle:
Castlevania Soundtrack - Final Toccata (Malocchio's Theme)
Dario G - Carnaval de Paris
One more of my additions to point out Malocchio's charm animals.
Leif tries to calm the beast, but between the boy's mysterious influence and Duffy's bullets, the bear is unresponsive.
Poor Leif. Every time he tries to soothe some wild animals with his ranger skills, the others just blast it. :)
The bear breaks his chain but Leif secures it to the stage. Lud calls forth the touch of the grave (and chilled spine) and the bear is weakened.
Powers Check, in case I still need to say it...
Kerri is knocked unconscious by the bear's claws, and Leif drags her to safety under the stage. Duffy finally slays the bear with his new Rongeise rapier, Ezra's mercy.
Ravenloft Gazetteer vol. III had just come out (naturally just after my party left the Richemulot, Dementlieu, and Mordent area) and I took the liberty of retconning the rapier Duffy bought in Mortigny into a Rongeise steel rapier with Ezran markings, and informed the player of the legendary properties of such swords. With the shadowleech knot in place (soon) to make it magical, the sword qualifies for all properties of such swords, and thus the player gave the sword its evocative name.

The city guard arrives and takes them to Citadel for questioning, despite very reasonable protests. After some brief questioning, the guard says that the witnesses' story doesn't match up with the party's.

I made it clear that they were being railroaded. At this point, Malocchio's powers are growing to the point where he can charm adults as well, and he has taken advantage of this by charming the most powerful adults around, the town guard, to teach the party a lesson.
He arrests them, escorting them to cell 11 and 12 of the Citadel's dungeon. He says their trial will be tomorrow. Leif asks for a note to be sent to the Engineer. It begins, "Dear The Engineer, ..."

In the dungeon, Ludovic sees guards that no one else does, in old uniforms.

Ghostsight.
They don't respond to his voice or touch. A creepy man in the next cell, named Balton Suzerik, is sentenced to death for murdering several women. His sentence is signified with a black scarf tied to an iron ring. Through the day, Duff tells him about Ezra and gets him to repent.
Not really. He just said so to get Duffy to shut up. ;) A nice character moment, though. It's rare to see a non-cleric character take their religion seriously. I really like the way Duffy's player took his character's Borcan heritage and ran with it.

Later, Captain Johan appears, and says that something strange is going on. The file says they killed the trainer and that's all, no mention of the bear's attack. He promises to do what he can to help.

I guess at this point, I let Johan become just a captain of the guard, and not the captain of the guard. He doesn't seem very in charge, does he? So maybe he is simply Johan and not Johannes Van Deusen after all. oops.
Soundtrack for the Ghost Rebels:
Quake soundtrack - It Is Raped
At 11pm, Ludovic hears the ghost guards say, "The rebels are coming!" and run into the wall. Everyone hears wails of pain and crackling flame from beyond the wall. A few cells down, an inmate sobs, "not again!" Flaming ghosts fly out of the wall and attack and age Kerri and Leif, and continue down the cellblock.
I really like the old 2nd edition ghost aging, regardless of whether or not it's supposed to be gone in 3rd edition.
One ghost passes through Ludovic, and then returns into him. The ghost speaks through Ludovic, saying he will not rest until the country is brought out of the anarchy that arose when the Witch of Loupet killed Baron Bakholis. He wants to leave the Citadel with Lud to find a strong leader for Invidia. Lud blasts himself in head with a spell to disrupt the energy of the undead. The ghost seems to leave.
disrupt undead. First appearance of Manfred Taige! As mentioned briefly in the module, the ghost of Bakholis's steward. According to the 3rd edition conversion of the Spiritualist class that we had worked up, Ludovic was due to get the Haunted feat at his next level up, and I decided to have some fun with it. I was reading the latest in Robert Jordan's Wheel of Time series at the time, and the character of Lews Therin inspired me to forgo the "friend, ally, or loved one" guardian spirit in favor of one that was surly, evil, and a bit crazy.
The other inmates report that this happens relatively often. One inmate says he sees them every night.
Another "blessed" with Ghostsight, driven insane by long exposure to the spirits that haunt this place.

Thursday, April 6th, BC 730
Karina, Invidia

That morning, a guard comes in with a glazed look in his eyes. Only Kerri is awake. He puts black scarves on their cells, ominously saying, "He told me to play with you," as he walks away.

Having established the black scarf as the death sentence, this was very creepy.
She wakes the boys and they plan their escape, picking the lock of cell 12 with bits of wood and Leif's necklace.

Cell 12 gets a visitor, who is searched for weapons by the guard. They are surprised to see it's Vir, the Burly Man!

Yes, this whole section with Malocchio taking over the Citadel and capturing the party was inspired by my desire to bring back Vir in a "holy ground" situation (Highlander reference) where he could talk and be angry and defiant and yet not get into a fight that would reveal his nature.
Soundtrack for Vir's Visit:
Nine Inch Nails - A Warm Place (Vir's Theme) ("Mechanical Conversation mix")
Nine Inch Nails - A Warm Place (Vir's Theme) ("Utopia mix")
He seems upset at them for not telling him about the Heart Chamber. He says when he left Mordentshire, he nearly did something nasty to a happy family of rabbits in his rage, and when they escaped he found himself turned around to face the city, which made him wonder what exactly brought the boys to Mordentshire, so he returned to investigate, and found out they were holding out on him.
My best attempt at explaining Vir's strange doubling back. Not great, but good enough.
He makes an offer to build trust between them: he will answer questions truthfully for them for each that they answer truthfully for him. Quid pro quo, as they say in Darkon.
Blatant Silence of the Lambs rip--off. I'm so ashamed. At least it fits. Darkonese is Latin, after all.

(*** Unfortunately this whole section of questioning is a bit hazy in my mind, and I may not have some of the questions and answers exactly right. Doubly unfortunate since some of them are kind of important. So, players, please let me know what I have wrong. ***)

Leif asks first: "Can you and will you help us escape?" He says he can, and that he might, depending on how they answer his questions.

Thus far, Vir is truthful.
His first is "Why didn't you tell me about this Heart Chamber, when you knew I was looking for a mechanical heart for Eva?" They reply that it wouldn't have worked for her; it was built for a machine.

They ask, "How did you get through the wall of nausea between Borca and Mordent?" Vir says he doesn't know what they mean; he simply walked from Borca to Mordent.

Still true. He didn't notice the closed border at all.
He asks, "What are these clues that brought you to Mordent?" And Duffy replies that there were some notes they found in Gustav's house.(???)

They ask, "How do you run so fast?" Vir says he doesn't know, it's an ability he's always had.

Eh, half true. He has always had the ability, but he knows full well it's because he's a machine.
He asks "What brought you to Karina?" (???) And throws a hidden dagger through the bars, where it sticks in the wooden bench next to Duffy. They answer: ??? (Man, I wish I remembered, help!)

They ask, "Do you know about Gustav's workshop in Darkon?" He answers, "Yes, I grew up there. It's near Mayvin."

More truth. Although "grew up" means something a bit different than usual for him.
He asks, "How does it work? " as he pulls the heart chamber out from under his cloak!
If he wasn't wearing the cloak, they could've seen him pull it out of the storage compartment built in his torso. As mentioned in Session 2's Commentary, the picture of the heart chamber was made for this moment The hand is from M. C. Escher's Hand with Reflecting Sphere (Self-Portrait in Spherical Mirror), the rest was drawn in photoshop by me.
They tell him again that it wouldn't work for Eva; it was part of a machine that ran amok and killed its creator. He shouts, "I don't believe you!" and smashes he fist against one of the iron cell bars.
Good ol' Vir and his temper. He can't be civil for too long. Of course, the question lingers: Did Vir deliberately give them a dagger and loosen the bar so they could escape? Only Vir knows for sure.
He snarls, "I will enjoy watching you hang, deceivers!" as he stalks away.

Soon after, they hear the arrival of another visitor, here to make an identification for cell 11. Cynthia enters, looking distraught.

First actual appearance of Cynthia DeGrieves. I must pause to thank forever darkness of the Ravenloft Mailing list for giving me the idea to make Ludovic's mother's last client a Vorlog who Van Richten accidentally created early in his career, and also for simultaneously mentioning Baron Metus, which inspired me to put the two ideas together. Further refinement of the idea came from W.Alexander and Gomez on the Mailing List. Cynthia was created to be a very opposite bad guy to Vir. Where Vir has rage, strength and bluntness, Cynthia is composed, elegant, and subtle. (Of course she's also nuts, so she can fly into a good rage when she wants to as well.) I had to work with the constraints I had set up: She's alive, or appears so, is looking for Van Richten for revenge, and has assistance of a sort from some kind of incorporeal undead. Once the vorlog idea took root, making the incorporeal side be a Crimson Mist felt perfect. As forever darkness put it, "so you now have two enemies, one double undead and the other half undead, both hunting VR, and who have something tying them together." No plain old single undeads for me. :)

For those wondering about Metus going after a woman, when he tried to make Van Richten's son into a vampire "groom," we know that Metus "swings both ways" since Bleak House says he followed a vistana woman into Ravenloft in the first place. So despite what he did to Erasmus Van Richten, he's not only into boys. Cynthia's unprovoked hate for Kerri stems from her paranoid delusions that Kerri was after her current Metus surrogate, Erik.

Soundtrack for Cynthia's Visit:
Silent Hill - Tears of Pain (Cynthia's Theme)
Kerri tries to sway her, but she ignores her. "Yes, that's the girl that was singing when my purse was stolen," she says, "she must have enspelled us with her witchery." The boys see her surreptitiously pass a pouch of coins to the guard behind her back. "Not to worry," replies the guard, "she's already marked for death. Justice will be served." Ludovic calls to her, saying, "you were there when my mother died, did you find Van Richten?" (?) She remembers him, "The Vistani seer, the little boy, the Mist! It was your fault!" she cries and runs off in tears.
Not the answer he was expecting. From the incident with Ludovic's mother, and her encounters with the Mist of Metus since then, Cynthia has developed an extreme phobia of Mists and vistani in general, and Ludovic and his mother in particular.
After she leaves, Kerri explains that she was suckered into performing at an inn while Cynthia, Erik and Scar stole from the audience.

When the coast is clear, they execute the escape plan. They make makeshift clubs from the wooden benches, Leif takes the bar that Vir knocked loose to use as a staff, and Duffy opens the lock on their cell. Kerri calls the guard over, and Duffy kills him with Vir's dagger. They free Kerri and several of the convicted criminals, including Balton Suzerik.

I tried really hard to make this guy despicable. So much so, it became uncomfortable for me to portray him. I originally put him there as another horror to deal with in the prison. Some people actually deserve to be there. So I did a creepy voice and talked about how much he loved to kill and such. Then when they decided to let the criminals loose, I was stuck with that characterization, and had to keep running with it. I really didn't want them to let him out, so I made him particularly nasty, saying that he'd love to come with them, especially if Kerri was coming with them. But they let him out anyway!
Only the one who saw the ghosts refuses. He locks his own cell and awaits his execution. They kill one more guard and knock out several others. Upstairs, captain Johan is holding back several guards with the glazed look, and tells them to run for it. Duffy and Kerri help save the Captain from one angry escapee, while Leif and Lud go after their belongings. After fighting off two more guards, Leif smashes the chest with their belongings, and everyone escapes, telling Johan to meet them at 8 at Goldfinger. On their way out they see several guards snapping out of their daze and joining Johan. They also see Balton Suzerik's body.
I couldn't take playing him anymore. He made me feel dirty. Ghosts and Vampires are fine, but a "real" serial killer is just more disturbing. So I had him run off ahead and become a casualty of the fight.

They head to the clock tower and tell the Engineer everything. They spend most of the day resting there. Duffy notices that Gustav's journal is missing, and also finds the strange hilt wrapping from Alanna Shadowborn's sword, which he had forgotten.

Vir stole the journal on his way out, bribing Ventress Targo, the guard, to give it to him. Mentioning the hilt-wrap was a not so subtle reminder from the DM that they had a magic item they hadn't even looked at yet.
An examination by Duffy and Lud shows that when wrapped around a weapon handle, tendrils of magic reach into the weapon. They try it on Ezra's Mercy, and it flows up the blade. They try it on Lud's staff and the magic flows to both ends. They try it on Duff's gun, but the magic seems blocked, and the wrapping loosens.
The wrap "knows" that it can't drain blood remotely through a ranged weapon, so it doesn't bond with the gun.
They settle on leaving it on Ezra's Mercy.

Leif uses The Engineer's telescope to check on Raul, Nikko, and Matton. He also scans the town, noticing a worried Matton Blanchard gathering information, some town guardsmen recapturing the escaped criminals, and a pickpocket stealing from a man in an ornate jeweled and feathered mask.

I ruled that this was a Gather Information check with Wisdom instead of Charisma. Unusual circumstances.
Lud finally gets his ink from The Engineer, who also gives Kerri and Duffy 4 vials of Quintessence (pure distilled positive energy), 2 of which they use immediately to heal themselves.
From Van Richten's Arsenal. I was hoping to use the Engineer as an intro to the wide world of Alchemy presented in that book, but it didn't get much further than this.

The Engineer tells them of Baron Bakholis, who once ruled Invidia with an iron fist. He also tells of Manfred Taige, Bakholis's steward who ruled Karina from the Citadel, and who was burned alive in the Citadel's North Wing by revolutionaries after the Baron died. An unsettling conversation between Ludovic and the ghost in his head confirms that the ghost is in fact Taige, who whispers things in Ludovic's mind occasionally from now on.

When playing Taige, I use a low, growling voice to make it clear who is talking. Even though the other characters can't hear him, I don't go through any extra effort to whisper only to Ludovic's player or pass him notes or any of that.
Ludovic also asks the Engineer what he knows about Dr. Rudolph Van Richten. The Engineer knows him personally and he is a renowned monster hunter, a doctor by trade, who used to live in Darkon.

At 8, Captain Johan arrives, and the group asks the Engineer to fix him some tea. Under the influence of the tea, he tells them they are cleared of all charges, and an internal investigation is proceeding to find the cause of the guards' behavior. Most suspect the Witch of Loupet, who the locals believe still lives in Bakholis's Castle Loupet, deep in the Vulpwood, and is blamed for any mysterious happenings. The investigation also uncovered a bribery ring among the guards. Mayor Beauchamps has extended the Festival by 3 days to allow them to recapture the criminals whose executions were to end the festivities. Ludovic asks Johan to investigate the ghosts in the dungeon, for the sake of the prisoners' sanity.

They return with Johan to read the Citadel's visitor log. Radu shows it to them, and it shows only two: Vir Stannum of Darkon for cell 12 and Cynthia DeGrieves (wanderer) for cell 11, escorted by Ventress Targo.

The name Ventress was stolen from the Star Wars: Clone Wars character, Assaj Ventress. I don't recall where Targo came from.
They learn from Johan that Targo was one of those implicated in the bribery ring, took a turn guarding the chest, and was killed in the jailbreak. Ludovic asks to check the cells for "a lost pendant," but the ghosts are gone.(?)
The lost pendant was just a cover story for Ludovic to look for the ghosts.

Back in the Wine Garden, the party goes to The Silver Star to look for Giselle. Duffy rents a room so he can sneak upstairs and pick the lock of Giselle's room. Inside they find a fine silk gown, an empty infant's basinet, and empty vials with a residue Kerri identifies as poison.

At 8:45 they meet Matton Blanchard at the Laughing Maiden. He is looking for his lady love, Gabrielle, who has gone missing. He believes she is being held prisoner at a Manor house north of town, but doesn't know which one. He heard that she had been seen with a new suitor, and he believes this man is holding her. He offers them 400gp to escort him to the dogfights as bodyguards, where he will meet an informant who has more information. Kerri turns on the charm and talks him up to 800gp.

Successful Diplomacy check.
They agree to return at 11.

Outside, they see Nikko and Raul wandering off in a daze. Alarmed, they follow, but Raul says, "Everything will be alright now, they are here."

The party showed no sign of heading back to the commons, so I had to force the issue a bit. Those vistani sure are mysterious.
He leads them to a booth in the commons, where they see a colorfully dressed Vistani man with a green parrot, with red wingtips. The man has a large black closet-shaped box, which he calls the House of the Mists. He says it's a perfectly safe illusion that will show them the ghosts of the past.

Ludovic agrees, and steps inside. He fights the Mist that killed his mother and destroys it with a blast of positive energy. Duffy tries next, and faces a Falkovnian soldier. Curious to see what happens, he lets the soldier cut him in two. He exits the box unharmed. Kerri goes in and sees nothing until she is stabbed in the back by Erik. She also leaves unharmed. Leif wants nothing to do with it, until the vistana asks, "Don't you want to know what's wrong with your arm?" Even then he is reluctant, but eventually goes in, where he faces the Mordentshire Miser. The snappily dressed skeleton first caresses Leif's right shoulder with bony fingers, and then slams a fist into his shoulder, knocking him down. Leif also leaves unharmed. The man tells them, "The help you need can be found in the Vulpwood, but only if you possess courage." Then he steps in the box, and disappears. Curiously no time seems to have passed on the clocktower during this encounter.

Raul seems very anxious to go the Vulpwood, and Leif(?) agrees to go soon if they can. They leave Raul and Nikko at the Clock's Tick and meet up with Matton who brings them to the Falkovnian quarter. He avoids the guarded gate and enters through a secret passage. They sneak through the empty streets, and as the clock tolls 12, they see a man in the fog, in a wide brimmed hat, with a dark scarf and cloak and a wickedly serrated dagger. Matton warns them of the legend of the Midnight Slasher, who kills exactly at midnight during the 3 nights of the crescent moon. As they pass the where they saw the Slasher, Kerri notices a note. The note holds a severed finger, with a Falkovnian signet ring.

Kerri's player gave a satisfying jump when I nonchalantly mentioned the severed finger. :) For the note, I ripped a scrap of paper and gave it the tea-aging traetment before scrawling the message in red magic marker on it.
It reads, "The darkness is mine, the anger is mine, the vengeance is mine."

They arrive at 123 Bog St. and Matton reveals that his contact is Scar Tabor. Kerri nearly flees, but whips up a makeshift disguise. Matton gives the password: Arkandale lives. And two Falkovnian guards let them in and take their visible weapons. Leif claims he needs the staff for a hurt ankle. The guard humors him.

Knowing it won't help him against the werewolves inside.
Inside the warehouse, they find a rowdy crowd gathered for the dogfights, including Nathan Timothy, Scar Tabor, a high-ranking Falkovnian officer, and Cynthia DeGrieves.
The Falkovnian officer is Commander Regress, although the party didn't choose to interact with him at all. He reappears in Session 9. As would become my habit, I clipped the pictures of all the major players to my DM screen. The Regress picture was straight from the module. Yes, I noticed later that the name in the module is actually Regess, but by then it was too late and Regress had stuck, in my brain and in the journal.
Several people tell Matton he's not welcome. Nathan is glad they could make it. Duffy places a bet on a long shot, #7. Lud goes to talk with Cynthia, who seems distracted and watchful.
Soundtrack for talking with Cynthia:
Silent Hill - Tears of Pain (Cynthia's Theme)
She's distracted, because she's supposed to be the "lookout" while Erik steals the cashbox.
Kerri sits a safe distance from Scar and Cynthia with some ruffians.

Cynthia tells Ludovic that Van Richten murdered someone she cared for. After the séance she searched Mordent for him, but couldn't find him.

Because: a) he was using the name Hansel Ritter and b) she was easily distracted by potential Metus surrogates.
She first saw the Mist at the séance, and since that day, the Mist has followed her, killing those she cares for.
To push her back toward revenge on Van Richten when she abandons her duty.
Scar tells Matton that Gabrielle is at Cliff house, the old Haptmeyer Estate, probably held by "the boy." Then two of the crowd reveal themselves to be werewolves and attack Matton. Leif trips one to the ground and Matton pounces on him and pins him. During the scuffle the crowd gathers and Nathan bets Duffy 100gp, 3:1 against them. Lud tosses out silver daggers and they slay the two beasts. After the fight, the crowd returns to the dog pit, and Nathan offers to go double or nothing on the next bout, at 6: 1 odds. Meanwhile Scar has ducked behind a curtain and the group follows. They find a pile of dog corpses and two Falkovnian guards who they kill, taking their short swords.

Duffy opens the door the guards wouldn't let him open and sees Scar and Erik trying to open an iron lockbox. Scar says to stay out of it, and they run out with the box through the bar.

Soundtrack for Dogfight battle:
Count of Monte Cristo Soundtrack - Betrayed
Medieval - Drum Dance
One of the barmaids leaps on the bar with a crossbow and wolfs out, firing at the thief. Several other patrons shift into half-wolf form and attack Scar and Erik. Matton suggests the group leaves and they start to do so. The hideous wolf-beasts maul Erik to death, and Cynthia wails in anguish. Scar notices Kerri, but is preoccupied with fleeing.(?)

Nathan grabs Duffy, and asks why he's leaving so soon. He shows him that #7 is a sobbing woman with a dagger facing down a snarling dog. Duffy runs, feeling a shiver of ice water down his back.

For not even attempting to save #7.
It lingers a bit, and disappears. Lud stays behind to save Cynthia, while the others and Matton leave.

Once they claim their weapons upstairs, Duffy dodges the guards and runs back to get Lud. Kerri leaves with Matton and Leif goes after Duffy. Scar escapes. Cynthia tells Lud to just leave and shoves him against a table with surprising strength.

+4 Str from the Vorlog Template. She is too distraught over Erik to leave him.
He asks where to find her. She says the Pale Rose Inn in the Maze. Lud sees the Midnight Slasher run from behind the curtain, dive into the pit and haul the woman out. The Slasher exits, pursued by werewolves, including Nathan Timothy. Lud flees, and catches up to Leif and Duff, and everyone leaves, led by Leif's direction sense back out of the Falkovnian quarter where they meet up with Kerri and Matton.

Matton thanks them for their help, and asks if they will accompany him again to Cliff House the next evening to find his Gabrielle. They are unsure, and he gives them time to decide. If they wish to join him, they can meet him at 8pm at the Laughing Maiden.

So Leif's disease seems to remain, although he refuses to tell anyone, and the ghost of Manfred Taige resides in Ludovic. And now, Ludovic, Duffy, Leif, and Kerri, must choose if they will assist Matton further, or investigate the Vulpwood to please Raul, or search for the creepy boy in black, or perhaps the mysterious Giselle, or find Cynthia again, or follow any number of other leads, or leave Karina entirely for Tepest, Darkon, Lamordia or elsewhere...


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