Hello all! I have been working on my first ever adventure for Ravenloft 3.5, and I just have a few questions.
My party consists of four PCs of 3rd lvl, one outlander(Human Ranger from Faerun), two native Barovians (Barovian Cleric of the Morninglord and Elf Druid from the Ketari tribe[my own work]), and native Dementlieu(Half-Elf Bard). The Dementlieu native is trying to get to Barovia because his soul mate(reincarnated feat) has was last spotted there (he is still working on his story, its something like this). During travel, mists pick him up, same for the Barovian allies, the outlander from Faerun, and are all dropped in Souragne. They all interact with each other because they are locked away in the middle of an unknown swamp with a raft before them. The PCs work their way to find a way home. Once the adventure is completed they are all dropped in Barovia.
My first question is, what should I change the creatures to match the 3.5 system. I already have the "crocodile," the "giant frogs" and the "Vistani."
Second, the day system at the start of the adventure just seems very slow and I don't think it will be paced very good. One description, and encounter, ect, ect...
Third, as I have read through the "Ravenloft Player's Handbook" and reading the "Ravenloft Dungeon Master's Guide," a lot of the techniques that I have read are not used in this adventure, or maybe I'm just blind. for example, the "Thirteen Tips" tip VI says to not reveal the name and instead describe its appearance. While page 21 of NotWD's description says, "They are zombies, a literal army of them..."
Fourth, what about a cut scene? Where could I place one?
Fifth, how do people respond to someone from a renaissance or outlander realm (clothing mainly)? Do they pay no mind to their physical features as long as he knows their customs?
Sixth, should I use the Gazetteer on Souragne?
Seventh, the chase scene, it seems very hard to run this. I don't want to take turn after turn while they chase him. It just seems very repetitive and I don't think it will run smoothly. Any ideas?
Eighth, what kind of "pacing model (page RL-DMG 42 - 48)" do you think is used?
Lastly, I just really want to instill fear with in them. I have done it before, and I just don't know if this adventure will do the trick. What do you thin?
If anymore spring up, I will let you know.
Night of the Walking Dead (NotWD)
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Night of the Walking Dead (NotWD)
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Re: Night of the Walking Dead (NotWD)
But of courseKorsahrath wrote:Sixth, should I use the Gazetteer on Souragne?

I'd use it to enrich the atmophere description, add interesting NPCs, provide side trecks, etc. In a world, to make this adventure set in a living world.
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I use cut scenes to gice my players story info they would not have without, or for an horror atmospheric.
In your Souragne game, you could add a cut scene on Misroi (something dark and sinister watching your every moves) or on Chicken Bones (show them a sinister ritual, without telling them the result) or an atmospheric (you see through the eyes of a woman running in the swamp. Gasping from air because of the run, she seems to be running as if fearing something behind her. It stops on a scream) or (you see people as if you were 3 floors high. They are tying ribbons and things to the branches of a tree. You feel a deep hatred, and you shake like after a long sleep. People scream and run away from you... See the Gaz to get the clue to this one!), etc.
It really adds to the feel of the game. Usually I say, in the morning you find you all had the same dream and tell them the cut scene. My players know the dark powers behind the game (!) is telling them something important, but not of importance at this very moment.
Joël
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Re: Night of the Walking Dead (NotWD)
what's left? zombies and ghouls are in the SRD/MM, as is the zombie template, if you want a few buffed up ones. I don't remember if there are juju zombies in the adventure, but they are apparantly in "Unapproachable East" and the "Tome of Horror" according to a quick web search. Marcel is a Zombie Lord, which is in Denizens of Dread/Darkness.Korsahrath wrote:My first question is, what should I change the creatures to match the 3.5 system. I already have the "crocodile," the "giant frogs" and the "Vistani."
It's been a while since I ran the adventure, but I don't recall it being a problem. Remember that these events should be spaced among player-driven exploration. So they aren't all that's going to happen each day. You could also sprinkle in some side plots from the Gaz. And if it seems to be going slowly, just pick up the pace and have the events happen more rapidly.Second, the day system at the start of the adventure just seems very slow and I don't think it will be paced very good. One description, and encounter, ect, ect...
Well first keep in mind that NotWD is one of the first products for RL, written 11 years before the DMG. (Though, many of the same tips were in the original RL Black Box setting.) But also, not EVERY tip has to be forced into every adventure.Third, as I have read through the "Ravenloft Player's Handbook" and reading the "Ravenloft Dungeon Master's Guide," a lot of the techniques that I have read are not used in this adventure, or maybe I'm just blind. for example, the "Thirteen Tips" tip VI says to not reveal the name and instead describe its appearance. While page 21 of NotWD's description says, "They are zombies, a literal army of them..."
As for this particular nitpick, note that by now the party has encountered and/or heard of several zombies, and zombies are a sort of generic term for the walking dead anyway. By saying "zombie", you're not giving away any out-of-game info, and not specifying if they are regular zombies, ju-ju zombies, or any number of other zombie variants. (Also, boxed text in modules is usually a suggestion, not binding. If you don't want to say zombie, say "walking dead" or something instead)
Again, don't feel obligated to use one in every adventure, but I do see a good opportunity here. My favorite use of cut scenes is to give some background and pathos to the villains. Jean and Marcel's relationship never gets seen by the PCs in the adventure as written, so I would show it in a cut scene.Fourth, what about a cut scene? Where could I place one?
Specifically, I'd show Jean bringing some slain bodies for his brother to animate and once again falsely promising to find the scroll for him. (see "background" on page 25) and then add something at the end showing Jean checking on the scroll, showing that he knows where it is and is hiding from Marcel. (or simply mentioning his thoughts about the scroll being kept safe from Marcel. It's a cutscene, so hearing thoughts isn't out of the question.) Be careful not to give out any info the PC's shouldn't know yet (since the adventure is a mystery, a cutscene can be dangerous that way). Don't use names if they haven't found them out yet. (they can call each other Brother, or mon frere or something).
I would treat it like any rural person would look at someone from the city. Some might have a bit of envy or awe, most would have some resentment, condescension, or pity ("stupid city-folk and their impractical clothing... he'll regret those fancy boots soon enough when they fill with mud in the swamp."). But in the end, people are people. First impressions can be based on looks, but in the long term, how they act will determine reactions.Fifth, how do people respond to someone from a renaissance or outlander realm (clothing mainly)? Do they pay no mind to their physical features as long as he knows their customs?
I would. It didn't exist when I last ran the adventure, but I'd certainly comb it for some info if I ran it again. Even just getting some of the background feel is useful, IMHO. It seems that ever since his debut in RLMCII, most people try to fit Chicken Bone into the adventure somewhere (either replacing Mordu or Shaman Brucian, or just added in elsewhere). If you don't have RLMCII, the Gaz description of Chicken Bone ought to be useful if you want to use him.Sixth, should I use the Gazetteer on Souragne?
Use the environment to spice things up. He can climb onto rooftops, jump through fences, slap a horse to run in front of his pursuers, knock over barrels of ale on them, etc. Think back to every chase scene you've seen from a movie. It's rarely just people running after each other in the open.Seventh, the chase scene, it seems very hard to run this. I don't want to take turn after turn while they chase him. It just seems very repetitive and I don't think it will run smoothly. Any ideas?
I think this is a great adventure for inspiring fear. Just think about what's scary about the situation and play it up... lost in the swamp, natural terrors, a creepy boy in an abandoned house, a terrified village plagued by a madman and the walking dead. The dead themselves... once human and now empty shambling shells. The rain, the dark, the smells, the madness, ancient tombs, voodoo culture, isolation, decay...Lastly, I just really want to instill fear with in them. I have done it before, and I just don't know if this adventure will do the trick. What do you thin?
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Reading the Gazetteer seems very strenuous D; Is their any sections you could refer me to to create the atmosphere? I don't think my party members are going to venture off in an unknown world. I have read the RL-PHB in the past two weeks and now half way through the RL-DMG. I just want to run my darn game 

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I've run NotWD a couple times. I noticed that the undead element of the story is introduced way too early. Once the party found the zombie in the coffin all they wanted to do was go straight to the graveyard and "cleanse it". You might want to leave out the undead parts until much later on in the adventure. Focus on the serial killer part first. Once they take out Jean they'll think the adventure is over, then suddenly they'll have an army of zombies and a pissed off zombie master to deal with. Sprinkle some hints that there's more going on than just the killings, but don't be too obvious with it and try to make it look like it could all be Jean's fault (it's Jean's fault there are ghouls in his house, which is actually true. It's Jean's fault his victims are rising as undead, which isn't true. Stuff like that).
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By all means, go ahead and start! the Gaz is helpful, but not at all "required reading."Korsahrath wrote:Reading the Gazetteer seems very strenuous D; Is their any sections you could refer me to to create the atmosphere? I don't think my party members are going to venture off in an unknown world. I have read the RL-PHB in the past two weeks and now half way through the RL-DMG. I just want to run my darn game
On a quick skim, here are the parts I'd recommend in order of importance:
pp31-41 and 47-49 are probably the most useful in terms of adding local flavor. The whole class divide thing adds a very real and historical aspect to the place, IMHO.
pp53-63 discuss the Loa religion, though if you want to skim, just read the Lord of the Dead, the Maiden of the Swamp, and the Ezra sections.
pp9-16 is regarding the flavor of the swamp (Maison d'Sablet) itself
(Chicken Bone is on p15 in both the main text and a sidebar.)
pp72-74 give some rules help for swamp navigation.
pp28-29 discusses the town of Marias d'Tarascon, but it is written AFTER the events of the module, so take that into account.
pp85-89 is the section on the darklord, Anton Misroi, which you may wish to know as background, but as mentioned, he probably won't get involved in the adventure.
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I agree, that scene was a bit too distracting. You might turn it into a Cat Scare-style fakeout, by having them hear something moving inside the coffin. They open it, the corpse's hand twitches ... and a rat sticks its nose out from under the (inert) body's hand, squeaks in surprise, and ducks back under the cadaver. Play it for creepiness, then for laughs, and it'll feel just like a movie.Shadowdragon wrote:I've run NotWD a couple times. I noticed that the undead element of the story is introduced way too early. Once the party found the zombie in the coffin all they wanted to do was go straight to the graveyard and "cleanse it". You might want to leave out the undead parts until much later on in the adventure.
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