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| "We would be honored if you would join us." |
Chasing a burglar who stole a holy symbol, Somers the Paladin (who I've been calling "Summer" this entire time; I forgot what I named her) and Quill the Ranger have been transported to a strange alternate dimension, full of gloom and fog, ruled by a shadowy figure named Strahd. They have explored a dangerous forest and a desolate town, picking up fighter and fighter/mage/thief companions along the way. They have solved one quest but have not made much progress learning where they are or why they're here. A Vistani gypsy has offered to sell a potion that will let them pass back through the fog, but he wants 15 gold pieces for it, and currency doesn't seem to be a thing in this game.
We begin this session by returning to the Old Svalich Road South. We abandoned exploration last time. I turn on "step movement" for a while, which has the party move in discrete tiles and turn at 90-degree angles, just like the original
Dungeon Master or
Eye of the Beholder. I don't care for it here. Enemies dance all around the party and seem to be able to hide in the diagonals. Also, the numberpad is extremely sensitive and often ends up registering multiple moves when I only intend one. I could maybe deal with that by lowering the cycles, but that causes other issues. I return to continuous movement.
It turns out that we almost explored the entire map last time, so the only thing we discover in this new excursion is a couple of bandits and a massive, locked gate at the southern end of the road.
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| I appreciate the elucidation, but this is an RPG. We're all expecting locked doors with no explanation. |
Soon, we're back in Barovia, which I mistakenly thought we had finished exploring last time. I soon find a few new encounters:
- In addition to the exit to the Cemetery, there's a second northern exit to the Old Svalich Road North.
- In Barovia's northwest corner is a large circle of stones. I don't know what it's for.
- A northwestern exit leads to the aptly-named Wooded Area West of Barovia.
But the main thing I didn't do last time was visit the Burgomaster, who lives in a huge, richly-furnished manor surrounded by walls in the northwest quarter of the city. Somers expresses disgust as we enter. "What gives such a man the right to flaunt finery in a poor town?" Quill later disagrees: "When I am ready to change careers, 'tis a burgomaster I shall become."
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| My question is: where did he even get the finery? I didn't meet a single tailor, artist, architect, or furniture maker. |
It's hard to remember any first-person game with more graphic detail than this one. There was some discussion in a previous thread about the graphical quality of Ravenloft in comparison to Eye of the Beholder and other first-person games. To me, it's no contest. Ravenloft might look worse on a pixel basis, but it manages to achieve a much deeper sense of immersion. Its environments are hand-crafted, not just textures. The manor is furnished with tables, wall hangings, lamps, vases, bookshelves, pedestals, candelabras, decorative suits of armor, and other features that create a much deeper sense of immersion than we've seen before. They help to bring life to the sorts of rooms you would expect a manor to have: entry hall, dining room, pantry, study, bedroom.
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| An obvious dining room. |
The unfortunate thing is that none of its features are interactive. They can't even hold objects; anything that the party can pick up is strewn across the floor. Thus, something like
Ultima Underworld still wins the immersion award. It had less stuff, but what it had felt more real. Still, I appreciate that we're almost there. A few improvements to graphics and sound are all we need to feel like we're really inhabiting the world. It's exciting.
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| A study. There's a scroll on the floor. |
Though well-detailed, the manor is mostly empty of anything interesting. We find a couple of scrolls and potions. In a library, we find a writ ordering death for anyone who claims that Lord Strahd von Zarovich is involved in necromancy, that he killed his brother, and that a woman named Tatyana once plunged to her death trying to escape him.
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| These things seem awfully specific. |
The Burgomaster is in a den with a roaring fire and a few comfortable chairs. One of them is occupied by a lounging woman, to whom we speak first. She's an attractive elf mage, consulting a book and sipping a drink called tuika. She says she's grown bored of the Burgomaster's attention and offers to join the party. We accept, though over the Burgomaster's protestations ("there are other books, magical volumes I haven't yet displayed before you!"). We say goodbye to "Jill of all trades" Velika.
Our new companion is Glorianna of Sithicus, a neutral good Level 5 mage. She inherits all of Velika's carried stuff, but since she has a quarterstaff (which allows attacking from the rear rank), I decide that I'm done with retrieving missile items. Her starting spell selection isn't great: no "Improved Identify," no "Fireball" (despite two Level 3 slots). Still, I'm sure we'll get there.
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| Just what the party was lacking: a 1980s aerobics instructor. |
On to the Burgomaster. He welcomes us in the name of Lord Strahd, his master. When we ask about Stahd, he says, "Your interest in the great one is matched by his interest in you." He hands us an invitation and refuses to answer any more questions, saying only (ominously): "If I cannot persuade you, he will compel you to go."
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| I'm curious if Strahd ever really "compels" the party to go. |
I figure we're going to have to walk there along the Old Svalich Road North, but he says that a carriage is waiting to take us to Castle Ravenloft. We demure long enough to rest and memorize spells, then accept the invitation.
A cut scene tells us how a horse-drawn carriage conveys us through the night to the castle. A cinematic shows us crossing a drawbridge.
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| I wonder who does the carriage manufacturing around here. |
"Everything will be fine; we're guests, after all," Somers says as we arrive. "Yet there is in this air something which brings sweat to the palms." I'd love to believe this is her "Detect Evil" ability activating, but I suspect every party gets this dialogue. We find ourselves in the castle's entry hall, full of armor, tapestries, paintings, and a (probably) red carpet.
No sooner than we have opened a door than another cut scene takes over. Lord Strahd von Zarovich (which turns out to have the accent on the second syllable, not the first) greets us in front of a dining room table. He presents himself as an articulate and debonair lord, with no signs that he's a chaotic evil vampire. I suppose it's not possible to go into this game ignorant of his true nature, but it would have been more fun if he hadn't been shown on the game box in vampiric form.
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| He looks like George Hamilton crossed with Laurence Olivier. |
Strahd's speech is long, adequately but not brilliantly voice-acted. "No road leads out of this mist-bound universe," he warns. "The land entraps many; its ruler is no exception." He claims to have therefore devoted his life to the entrapped people. His latest pursuit involves the study of dimensional gateways (I thought there was no way out?). He says there is a portal in the caverns west of Barovia, near the Ivlis River, and he'd like us to investigate. The party dines with him and takes his carriage back to Barovia. I was rather hoping that we'd get to explore more of the castle.
I assume the way to the caverns is through the western exit, so naturally I take the northern one. It is indeed the same road that we took by carriage, and it takes us back to Strahd's castle, although its gates are shut and locked. Other than a bunch of worgs and the experience points they convey, we don't find anything in this area.
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| One does not simply walk into Ravenloft. |
Back in Barovia, I'm just about to head to the Wooded Area when I remember that the Vistani offered to lead us to his camp if we were willing to be blindfolded. We talk to him again and agree. He warns us it will take a day or so to reach the location. Blindfolded, I think it would take a day or so to even get out of the city.
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| An inviting scene. |
He leads us to a circle of wagons surrounding a fire. "Madam Eva awaits," the game tells us, as if we've heard of her before. A cut scene draws us into her wagon. All we learn, however, is that her tarroka deck is short one card, stolen by another gypsy, perhaps at Strahd's behest. A few seconds later, we're back at the tavern in Barovia.
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| What's he going to do with one card? |
The Wooded Area West of Barovia is the last place left to us, so that's where we go. Well, first I go back to the Old Svalich Road South, as I have come to regret expelling Velika instead of Fhalken. Unfortunately, I can't find Velika where I originally picked her up. Thus, west it is.
The Wooded Area is full of skeletal bats and werewolves, neither of which is terribly difficult. I feel like combats in this game have been relatively easy in general, facilitated by the relative ease of finding a place to rest and fully heal. I'm not even sure why this works given that my paladin cannot cast cleric spells yet. I thought D&D rules were that absent spellcasting, characters could only heal one hit point per 24-hour period. Nevertheless, about nine hours seems to be enough to get everyone back to full health.
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| Spooky, scary. |
We find the entrance to the caves on the far western wall. The masked woman from the tavern, Irmgarde, waits next to it. She mentioned that she was trying to find a way out of here, and apparently she's heard of the dimensional portal within. We suggest once again that she join us, and this time she accepts. We send Fhalken back home. I guess it's a good thing we didn't waste time having Velika rejoin us.
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| I'm not sure what she means by her first line. |
Irmgarde is a Level 6 neutral good half-elf cleric. With her and Glorianna, I feel like I have a complete party. Thus, when I discover a chaotic neutral human mage named Ryszard brewing potions in a nearby building, I decline to let him join us even though he's one level higher than Glorianna.
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| I'm not sure I want a party member who's mad with anything. |
We enter the caverns. There's a spinning portal-looking thing right in the main entrance, and at first I think that's the portal we've been sent to find. It turns out it's just a barrier that we have to dissolve by pressing the Seal of Entrance that Strahd gave us to a plaque on the wall.
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| This seemed too easy at first. |
On the other side, blocking the corridor, we meet a fighter named Vladislav who says he "shares our goals" and offers to join the party. "You will come to know me as a man of constant resolution." He elaborates that he is also seeking a portal to "a kingdom known as Elturel," which the Burgomaster worries thieves might try to use. That's where we're from! I don't like his attitude, and I like my current party composition, but the bastard is literally blocking the way forward and won't budge. As I soon discover, I can't take him, then drop him, because he returns to the place I found him. I thus reluctantly have to get rid of Glorianna temporarily. She says she'll go to the tavern.
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| He looks a bit like Strahd. Is it Strahd? Did everyone know that except me? |
Vladislav is a Level 7 chaotic neutral half-elf male fighter. He comes with platemail, which I give to Quill. I have to arm him with a quarterstaff so that he'll be able to do some good from the rear rank. I soon find a halberd to replace it with.
It takes me about three hours to get through the caves. I have a block shortly after I start exploring because in order to make progress, I have to open some barriers by pulling ropes on the walls. The problem is—and here my colorblindness might be screwing me again—I can't really see the ropes against the backgrounds. I only find the first one because, having hit nothing but dead ends, I end up both clicking and trying to walk through every wall.
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| Does that look like a pull rope to you? |
There are ultimately four keys scattered about, all needed to open a series of those spinning barriers. There are also teleporters, illusory walls, and spinners aplenty, plus a couple of corridors where lightning bolts and fireballs come shooting at the party. One of them kills Irmgarde at one point, and Quill remarks that without her, we have no hope of entering the portal in the caverns. I didn't realize she was that key.
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| A lightning bolt is about to kill us. One of those barriers spins to our left. |
The floors are so scattered with scrolls, potions, wands, and weapons that my inventory is soon bursting. I start using things just to clear some space.
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| An Oil of Fiery Burning damages a bone golem. |
The level is swarming with skeletons, punctuated by the occasional bone golem. The skeletons are trivial; the bone golems are deadly. I keep dying at their hands, reloading, and then killing them at a distance with Oils of Fiery Burning. "Turn Undead" turns out to be a single-enemy spell, though it refreshes quickly. It completely kills the enemy when it works. All the characters hit Level 7 in the caverns.
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| Somers takes a mace to the face. |
We find a mage's scroll at one point. It's written from the perspective of someone trying to escape from Ravenloft, convinced that there are portals that can be opened with various rituals (including killing a wereraven beneath a full moon). It ends by wondering: "Lifting the cures of Alabain, acquiring Trimia's Catalogue of Outer Plane Artifacts, finding the date of the Great Alignment of Southern Stars, which of these holds the most promise?"
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| There was this weird pile of clerics' gear in one cavern. None of it was magical. |
We find the portal in the southwestern part of the level, behind a couple of secret doors. We walk into it. I don't understand what happens, but we find ourselves back in the Wooded Area with Irmgarde and Vladislav both gone, their stuff piled on the ground in front of us. Neither are back at the entrance. Did they jack our portal? If not, why did we not all appear in the same place?
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| Confronting the portal. |
In any event, I'm glad to be out of the caverns. I have not enjoyed this game's approach to dungeons nearly as much as its approach to other areas. The dungeons have been too cramped and confusing. I did forget until the end of this session that the player can write annotations on the automap, though, which might have made the place easier to navigate.
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| This was a big map. |
We head back to town and go to the Burgomaster's to enlist Glorianna again. He tells us that she's gone to the tavern, where we find her and convince her to re-join us. With no more cleric, at least for now, we go to the house of Tatian the fighter and ask her to join. She's only Level 4, so I hope not to have to keep her for long. We then return to the forest to pick up the various items. I just realized typing this that we could have enlisted Ryszard instead. Maybe I'll do that when the next session begins.
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| Is she any relation to the Tatyana who plunged to her death? |
While in the Wooded Area, I happen to notice a cave I missed during my initial explorations. So I may pop in there next before . . . I don't know . . . returning to Strahd? Oh! I forgot to tell you that I found a Church Vestibule Key in the caverns, so that's a potential path forward. What do you think: Should I spend some time in the next entry comparing what this game has shown us to the original model, or should I save that for the end?
Time so far: 11 hours
09/13/2026
It should have be ÈšuicÇŽ. That final ÇŽ is pronounced like a French “eu”, not like a a.
ReplyDeletehttps://en.wikipedia.org/wiki/%C8%9Auic%C4%83
It is always bland. The good alcoholic brevage of Romania is the cherry-based ViÅŸinatÇŽ
Else, nothing to say beyond “good article”.
*should have been.
DeleteWordpress does not support Romanian diacretics so the comment above looks weird.
Everytime you see ǎ, I meant â but with the accent in the other direction :).
The stress thing is funny: in Serbian/Croatian, the stress would fall on the first syllable. With a stress on the second syllable is how it would be pronounced in Russian. But: all Russian last names ending in -ovich (not to be confused with male patronymics that also often end in ovich) are Jewish. So Strahd's ethnic identity gets more and more complicated.
ReplyDeleteVK, "ovic"/"owitz"/"owicz" are standard Polish last name ending; "ovic" is present in Serbian and Croatian. Perhaps it is considered Jewish in russia because russia got pretty much all of its Jewish population during partitions of Poland (hence Pale of Settlement and the like), but there is absolutely nothing Jewish about this ending.
DeleteI think I switched to gridded movement for this game and never looked back. I think I found navigating the dungeons much easier that way.
ReplyDeleteMost NPCs, but not all, have a place to go. Either they had their own place in town or spot where you found them or in the tavern. Some will take residence somewhere in the city. Velika should still be around somewhere.
ReplyDeleteI believe Velika vf va obebivn vs lbh qba'g erpehvg ure jura lbh svefg zrrg; ohg fur qvfnccrnef vs lbh qb erpehvg ure naq yngre qvfzvff ure.
DeleteVelika has a home in Barovia either way; you can always get her back. Same applies to Fhalken.
DeleteI would save the module comparison until the end - spoiler alert, you’ll be headed back to the castle, which is the meat of the module anyway.
ReplyDeleteYour paladin’s lay on hands ability would speed up healing substantially, but it’s only twice their level every eight hours - way better than 1 hp/day but should still take more than 9 hours or so to get to full.
I think that you need to come from that Ultima background to actively appreciate the number of interactive, but otherwise completely useless, items. When you start at different games where most items that you can put into the inventory has some sort of use, it is too easy to either fill up on complete junk or miss some genuinely useful items among that junk, like I did with oil flasks in Ultima 8.
ReplyDeleteI do agree that sometimes it gets very illogical (particularly if you skip a quest or something like that) when you suddenly find a singular "fork" that can be picked up among seemingly thousands of forks you encountered before, but I think that from gameplay standpoint it is better than the alternative.
The Divinity: Original Sin games have an odd design around random items. almost every object can be picked up and moved around, and most are useless, but some are important and are usually a different color, or sparkly, or something. However, on higher difficulties, you really need money to buy better gear, and the easiest way to get it is by picking up and selling all the random junk that's light enough to carry. Forks (and knives) in particular are very valuable for their weight and they should all be picked up and sold. Picking up all those forks and plates gets pretty tiresome. You can do this in Baldur's Gate III also, but I usually found I had plenty of money in that game.
DeleteElder Scrolls games also have lots of junk you can pick up by my memory of those games is that almost everything is basically worthless.
15 gold is _ridiculously_ cheap for a potion that gets you out of Ravenloft, of all places; this suggests to me that the gypsy is selling snake oil.
ReplyDeleteLore-wise, that portal also shouldn't exist; but it makes sense for NPCs to hope for such a portal and want to investigate it. And as your entry shows, indeed the portal doesn't take you out of Ravenloft.
Naq lbh ner vaqrrq pbeerpg gung iynqvfyni vf fgenuq.
The potion doesn't take you out of Ravenloft. It allows you to enter the Mists without dying when Strahd has sealed his Domain.
DeleteNow exiting is almost impossible while it's sealed. With you returning to Barovia when you finally decide to leave the Mists. But at least they're no longer lethal.
Also, the Vistani MIGHT be able to leave Barovia with others. The Vistani are one of the few groups that Strahd does as little to mess with as possible, even as they often serve him.
Also, methods of leaving Ravenloft do exist. But they're extremely rare. And, as mentioned in that note, often difficult to open.
I would appreciate a comparison with the module at this earlier stage. I feel like doing it now would allow you to get a little more granular and detailed with it, which I would like, but if you feel like that's too big of a distraction from playing the game I understand.
ReplyDeleteThis is the first time I've tried to play a game along with you and I must confess I'm struggling to get into this one. It's the combat; pseudo real time combat in a blobber has always confounded me. I feel like all I can figure out to do is to spam the mouse until something dies and I feel like I have no idea what I'm doing. If anyone wants to give me some tips on how to understand the combat in this game I would really appreciate it lol
Well, it's still D&D combat. Whenever you click one of the weapon buttons, the game internally rolls a die, adds your character's attack bonus, and compares it to the monster's armor class. This is why fighters (who have a higher attack bonus) are better frontliners than wizards.
DeleteThe enemies do the same to you, so it helps to boost your own armor class by putting on better armor and/or having a good dexterity score.
If you hit, the game rolls for damage (for which e.g. swords do more damage than daggers), adds the character's strength bonus, and subtracts it from the enemy's health points.
Does that help? You do in fact win combat by repeatedly clicking on the attack buttons, but it helps if you plan this by picking your weapons, and supporting yourself by spells (e.g. the Bless spell improves your chance to hit, whereas Protection from Evil improves your armor class).
The weapons have individual cooldowns. Dual wielding is also allowed but rangers get a bonus in light Armour. When they are ready you can strike at the enemy. You will need to use special abilities like turn undead or spells. Before combat you might need to cast buffing spells (e. g. bless, aid, prayer) or protection spells (e. g. Blur, stoneskin, negative plane protection). You might need to put a healing potion into a character's hand and use it. You might need to go to the inventory screen and switch positions of characters. Put the badly wounded in the back. This you do with the mouse hand while you may slowly move with the num block with the other hand.
DeleteI think that you should at some point should compare how different fully 3D CRPG's (or games aspiring to be one) handled combat and exploration in this new dimension. So far we have:
ReplyDelete1. Ultima Underworlds, where I would call combat pretty lacking, but where exploration was at least somewhat fun
2. Betrayal at Krondor, which had great open world exploration (to the extent allowed by its engine), "meh" dungeons and turn-based combat
3. Shadow Caster, which tried to have real-time shooter mechanics to improve Ultima Underworld experience, but was tied to flat levels
4. Arena, which tried to do everything in 3D, including portions of exploration
5. Ravenloft, which I haven't played
6. Ultima VIII, which, although sprite-based, is a 3rd person 3D game for all practical purposes, even if the end product was limited by technology of its time. But, yes, I think it qualifies as a genuine attempt to answer a question of "How do we marry RPG's and 3D"?
For the purpose of the argument, I leave out blobbers and clearly inferior attempts, like Realms of Arcania II or Drakkhen.
If we go off 1994's list, there'll be Robinson's Requiem (even though it is not really an RPG) and Menzoberranzan; perhaps you could do a special posting about how different RPG's tried to handle 3D gameplay, and what worked and what didn't?
You appear to be conflating first-person perspective games and games with vertical movement. Both are technically "3D" in some sense but they're clearly not the same.
DeleteUU and Ultima 8 have vertical movement. In fact, so does Ultima 7; and this approach goes back to adventure/puzzle games from around 1987.
BOK, SC, Arena and Ravenloft have maps that are entirely flat, with no Z-axis. This goes back to blobbers like Dungeon Master, except their rotation is no longer limited to 90-degree turns. Most of them still have maps where everything is square.
All of these have "portions of exploration" in 3D; I don't know why you're singling out Arena for that. Thankfully, Chet is already comparing how these games handle combat and exploration, because that's all in the GIMLET.
If the criterion for "3D" is merely "non-gridded first-person exploration," then AmberMoon would also qualify.
DeleteI think RG is onto something here. As we get further into the 1990s, it's clear that innovations in graphic quality and engine technology allow for greater possibilities in first-person immersion. What did some developers choose to emphasize? What just doesn't work? Can we have truly immersive exploration if we yank the player out of the world and onto a separate screen for purposes of combat? We might quibble over some of the details, but I think RG's basic thesis--that a special topic entry is called for--makes sense. Maybe not just yet, but eventually.
DeleteDid you miss a cavern in the wooded area west of barovia? gurer'f n jrerjbys va gurer.
ReplyDeleteI have not enjoyed this game's approach to dungeons nearly as much as its approach to other areas.
ReplyDeleteGood news: there’s some better dungeons yet in the game, that don’t feel as cramped.
Bad news: there’s some cramped tedious dungeons yet in the game too.
The auto map is great, but I wonder if the devs recognized its utility and decided “hey this auto mapping means we oughta create some CRAZY dungeons.”
The title of this entry reminds me of Carman's 90's Christian... "music?" video "A Witch's Invitation." Ironically, some of the many evil things in the witch's house - among horoscopes and a black cat - are Dungeons & Dragons games.
ReplyDeleteVladislav...
ReplyDeleteOh, baby, don't hurt me
Don't hurt me, no more
visible smile was produced
DeleteSpiderweb games classically had junk such as forks, plates and spoons that you could pick up to your heart's content, but were useless and worth nothing. Occasionally a quest might require you to find eight picks.
ReplyDeleteThere's also at least one adventure game (Dreamweb) that lets you pick up basically all the cups and cutlery in the house even though there's no practical reason to. If done right (which in my opinion Ultima 6 and 7 do), this approach can really add to immersion.
DeleteDefinitely naming my next tabletop character Church Vestibule.
ReplyDeleteSome randoms comments:
ReplyDeleteIIRC, "Ravenloft" is both the name of the setting and Strahd's castle, but I think nobody uses that word to refer to the world in which they live, so I think all those references to "Ravenloft" in books and dialogue should be to "Barovia" (which it is both the name of a city and the domain which Strahd rules). So, the phrase "the following rumors are to be stamped from the minds of the burgomaesters, boyars and peasants of the villages of Ravenloft" should be "of the villages of Barovia".
Glorianna comes from the domain of Sithicus, and the Dark Lord of that domain is Lord Soth, a character from the "Dragonlance" setting. Although the majority of the Dark Lords come from unnamed domains, a few are from the Forgotten Realms setting (which could explain why you found a character talking about the god Helm, maybe he comes from a Forgotten Realms-based domain where some people still pray to it pantheon of gods), and I think there was one from Dark-Sun (Kalidnay).
I wonder if Glorianna's design it is partially inspired by that of Storm (in its original Dave Cokrum's design) from the X-Men. Also, looking at characters like Glorianna, Velika, Irmgarde and even Fhalken, it seens to me that there is greater NPC ethnic diversity in this game than in previous DnD games.
"Is she any relation to the Tatyana who plunged to her death?". I think it is supposed to be, but it has absolutely no relevance to the plot, and it is just an easter egg.
"I don't understand what happens, but we find ourselves back in the Wooded Area with Irmgarde and Vladislav both gone". This is a very confusing moment, and I wonder if there was originally supposed to be some cutscene here. When I played this part, after crossing the portal, one of my remaining character immediately said "He's gone! That rascal gained our confidence, then vanished without leaving so much of a footfall on this side of the portal", which seems to imply that Vladislav jumped through the portal before the rest of the party. My guess was that Vladislav was a disguised Strahd trying to find a way to escape Barovia, and he was allied with Irmgarde or, more probably, he caught Irmgarde and crossed the portal with her, and when he found that the portal was useless to him, he left the place before the rest of the party arrived.
"I think it is supposed to be, but it has absolutely no relevance to the plot, and it is just an easter egg."
DeleteNot just an easter egg. If you have Tatian in the party when you meet "Vladislav", he is distracted to the point of almost forgetting speaking with the PCs and starts behaving like he is smitten with her. I really wonder what happens if you have Tatian in the party at the end of the game.
Regarding the confusing portal: since the characters on the left of the GUI are the front rank, what makes the most sense (to me) is that PC 1 and 2 step thru the portal, and the other two don't follow.
DeleteAssuming Vladislav IS Strahd, he then cast Teleport to get back to his castle; the spell can bring Irngarde along even if she doesn't want to. That's the only way that they can make "not even a footfall".
Why there is a portal that just leads back outside the caves, I have no idea. Outside of Planescape, such arbitrary portals don't really fit D&D lore, nor is there a high enough level wizard in Barovia to make one (except Strahd himself).
> I really wonder what happens if you have Tatian in the party at the end of the game.
DeleteROT13: Abguvat unccraf; hasbeghangryl, gurer vf ab ernpgvba.
Nor does it make any sense why Strahd sent the party to the cave. Him sending them in first as guinea pigs would have made sense, but that’s not what happened.
DeleteIt simply is not explained in the game. I think that the confusing moment may have been by design, although being not that well executed does make it a bit frustrating. My speculation is that (rot13) Fgenuq, qvfthvfrq nf Iynqvfyni, gnxrf gur cnegl ba n qrgbhe ur xabjf yrnqf abjurer, naq frvmrf gur bccbeghavgl gb ryvzvangr Veztneqr gb cerirag ure sebz svaqvat n jnl bhg. Ohg gur cnegl nppvqragnyyl svaqf gur Puhepu Irfgvohyr Xrl ba gur jnl naq vf abarguryrff noyr gb haybpx shegure cebterff.
DeleteIt's also worth noting that additional things can happen at the portal depending on party configuration; as explained in my walkthrough, (rot13) Veztneqr znl or ergnvarq vs cnffvat qrnq guebhtu gur cbegny; naq Gngvna znl or creznaragyl ybfg (cerfhzrq gnxra ol Fgenuq) vs fur vf va gur cnegl ng gung cbvag.
Just to note, Detect Evil (and good) does not work in this setting. Chaos and law are unaffected, but using magic to find evil is too "easy", and thus not allowed.
ReplyDelete"Unfortunately, I can't find Velika where I originally picked her up."
ReplyDeleteShe stays in one of the houses in Barovia, as is Fhalken, who also has a house.
As a side point, when I played the game, I liked to store excess items, primarily potions, at this NPCs houses. It made sense from both gaming and role-playing points of view.
When I used Turn Undead I was amused to see the developers took it literally: it made undead turn in place like a record.
ReplyDeleteThe carriage ride and dinner at an outwardly genial vampire's castle is of course straight from Dracula. Strahd's letter is a good pastiche of Stoker's. Capitalizing "Questions" really sells it.
Is Strahd lawful or chaotic evil, some sources differs?
ReplyDeleteChaotic in the first-edition adventure, and lawful in the second-edition campaign setting and ever since.
Deletere: The write about the rumors, Strahd hasn't heard of the Streisand Effect. Admittedly it comes from an incident that happened years after the game was written, and also in an alternate universe from the game's setting, but he sure hasn't heard of it.
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