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Monday, October 19, 2026

Ravenloft: Strahd's Confession

You're so vain, you probably think this game is about you.
         
Grinding has proven unnecessary in this game, at least so far, but I start this session doing a fair bit of it anyway, just so I can get my new cleric, Mischa, up to Level 5. I start with ghouls in the Cemetery, but it turns out they only deliver 44 experience points each, so I'd have to kill 100 of them. (Vampires are worth more but apparently do not respawn.) Darklings in town and werewolves in the Wooded Area West of Barovia are worth 105 each, but they're actually dangerous and also somewhat limited in number. From an efficiency standpoint, I think the best option is zombies on the Old Svalich Road North. They're worth 68 points each and there are a lot of them in a small area. More important, they have no status effects when they strike.
   
Once Mischa is Level 5, I head for the crypt with the banshee. It takes some fumbling, but I figure it out. There are two statues flanking the entrance to the crypt, and when I use the pouches of Unusual Gold Dust on them, I awaken the female spirits within them. They speak of a brave elven warrior, slain unjustly by "a prince of our land" (Strahd?), entombed below the crypt. Their sister—the banshee—guards the entrance, but their blessing will allow us to pass. Sure enough, when we enter the crypt, the banshee is gone. Stairs head downward beyond the point that she guarded.
       
My first idea, to throw the dust on the banshee, ended more quickly and hilariously than this.
          
We head down and find ourselves in the Elven Warrior's Crypt, Lower Level 1, which of course suggests that there will be multiple levels. I thought this was going to be a quick lark. We start exploring corridors decorated with statues and tapestries. 
   
We meet the ghost of the titular Elven Warrior in the second chamber. He relates that the prince who slew him was not Strahd, but his own brother. Both brothers loved the same woman (the banished banshee), who the brother also killed. To free their spirits and allow them to go to Avernaith, I will need to find a locket in the hallways below.
       
It was nice of someone to decorate the place.
         
Encounters in this dungeon:
   
  • Werebats and wights. The werebats pose no real danger, but the wights can level-drain, so I start using "Negative Plane Protection" scrolls and spells. It turns out that they a) only protect one character for b) one hit. Easier to just stay back, which isn't so hard since the wights seem to have trouble with doors. Still, I end up reloading a lot in this area. The wights sound like elephants.
      
Freaky but easy. Like your mom.
       
  • A room full of arrows for some reason. I'd rather have my back characters do nothing than spend time picking them up after each battle. Fortunately, my back characters have returnable throwing weapons.
     
A special screenshot for my OCD readers.
        
  • A room full of shields and spears, including two Javelins of Lightning. I'll save those for some future boss battle that will definitely come at some point and make itself crystal clear when it does. 
  • A lightning bolt trap. Maybe a thief would have identified and disarmed it.
  • Mage scrolls with "Wizard Eye" and "True Seeing."
  • A spinner.
  • Multiple piles of bones, each of which I feel compelled to try the Rod of Rebirth on.
  • I like the paintings and tapestries, but the artists in this place seriously need some new ideas. Everything is either a ship confronting a sea monster, an evergreen tree, or a king in robes carrying a staff.
    
Nice of the developers to take a position on Maine politics.
       
  • On the floor of a corridor, in a pouch, I find a Ring of Free Action.
  • We encounter something called a "pyre elemental." It repeatedly kills my first two characters. The game has no "Resist Fire" spell. I kill it by shooting it at a distance with a Wand of Frost. Mischa hits Level 6. There are more of them later, and Somers, Quill, and Glorianna all hit Level 8 at about the same time.
           
I like to think I'm not shooting a "Fireball" at him.
          
The large level falls into a pattern. There are four locked doors in one section. Hidden buttons around the level open the doors in succession. Each door has a teleporter behind it that takes the party to a new section of the level, where they must find the button to open the next teleporter before finding the teleporter out of the hidden area. Each "return" teleporter dumps the party in the corridor with the lightning bolt trap, where they must hie out of the way before the bolt fires.
      
This is a big dungeon.
         
Eventually, we find a key, which unlocks the door to the next level. The lower level is equally as large as the upper one and very maze-like. We meet more pyre elementals, and for undead, the game introduces specters. They level-drain just as quickly as wights and are utterly unimpressed at my attempts to turn them. I start keeping "Prayer" and "Aid" going as I travel. "Negative Plane Protection" doesn't seem worth memorizing given how short a time it lasts. 
      
Somehow, this is the best shot I got of a specter. Look, from now on, there are no more "spectres" or "sceptres" on my blog, regardless of how the game spells things.
         
I do my best to actually use items as we move forward, including wands, potions, scrolls, and Oils of Fiery Burning. I think it's time to admit that I'm never going to use all these "Raise Dead" scrolls, though. I can't imagine a scenario in which I'd rather lose a point of constitution than reload an earlier save. I also have a lot of "Cure Disease" scrolls, and I'm waiting for something to cause disease.
        
This level requires finding a bunch of these buttons.
        
Moving on:
   
  • A room has a Wand of Fireballs and a suit of Elven Chainmail. Glorianna remarks that even mages could wear the chainmail—except that she can't.
     
Is your name Willis? 'Cause I have to ask you . . .
        
  • Mischa hits Level 7 against another pyre elemental. This has been a good session for him. 
  • Fireballs shoot down some corridors. 
  • In a nook, I find my first magic shield along with a magic battle axe.
  • In another nook, a Bag of Holding with eight slots, all filled with stones. I note that you can put other containers in it, but I'm a bit afraid to do that.
  • More spinners. They're particularly annoying in this game because if you travel a single inch beyond the spinner, you have to turn around and enter it again. You have to notice immediately when you've spun, stop, and then back up to continue going the original direction. I'm never a huge fan of spinners, but I definitely like them more in tiled games. 
         
There's no way to show a spinner, so here's a nice shot of a statue.
        
The goal on this level is to open a series of doors, each with a button hidden somewhere in the dungeon. I get all but one of them on the first pass, then have to run around for about an hour hunting down the last one. The succession of doors ends in a large room with the elven warrior's signet ring.
     
Back on the first level, the warrior gratefully accepts the artifact: "You have freed not only my tortured soul, but that of the groaning spirit and her sisters. We go to Avernaith, that place of beauty away from all but elves." He leaves behind an ancient elven sword, platemail, shield, helm, and crown. The last item is clearly the second item I need to use Trimia's Catalogue and escape this place.
        
All right, lyricists: get to work.
        
While I was fiddling with my inventory at some point during this session, I noticed that almost all my scrolls are called "Scroll of Whatever," but a few of them are called "Special Scroll of Whatever." I note that the game won't actually let me use them. I come to suspect that these are the spells needed to cure the werewolf over in the Wooded Area West of Barovia. Once I'm in the sunlight again, I head over there to test the theory.
     
Quill tries to be polite about it.
      
There are three Special Scrolls: "Atonement," "Cure Disease," and "Remove Curse." If the order matters, then I'm lucky enough to get it on the first try. The werewolf melts back into a human. He's happy to be normal again, but he remembers his victims as a werewolf. "I must make amends. I must help those families I have cruelly torn." (This immediately reminds me of the Jack Handey quote: "It's sad when a family is torn apart by something as simple as a pack of wild dogs.") He gives me a key to his house in Barovia, where he says a questionable "reward" will be waiting: "Many of my victims' belongings are there."
         
Will your story shine like a light, or end in a field?
         
Ugh. There are a million houses in Barovia, and I don't remember which ones had locked doors. I should have been using annotations. I sigh, head back to Barovia, and find the house in about twenty minutes. His room of blood treasure does have a lot of stuff, including a halberd, seven sling bullets, an adamantite plate helmet, a dagger, a cloak, a spear, a shield, two Potions of Extra Healing, a quiver, Keoghtom's Ointment, a suit of chainmail, Gauntlets of Dexterity (they just add +1), and a Ring of Regeneration. 
    
As we enter the room, Somers the Paladin complains: "There is nothing here worth defiling our good natures over. How can we confiscate the objects of the slain, of innocents sent to their deaths by a werewolf?" But Somers the Paladin disagrees: "What's done is done. Lord Dhelt's Amulet is our goal, retrieving it the greater good. To use what we can from these supplies is only common sense."
      
Maybe she's possessed.
             
This is the kind of thing I was just talking about in the comments. Clearly, the game is just selecting the speakers at random; otherwise, Somers wouldn't be arguing with herself. It would have been nice if these types of outbursts were tied to the characters' classes or alignments. The first one makes sense coming from the lawful good Somers; the second may have made more sense from a more chaotic or neutral character. You could imagine an evil character being even more mercenary, although I don't think the game has any.
     
It's an authentically good roleplaying choice, whether to use powerful items like the Gauntlets of Dexterity and Ring of Regeneration despite their grisly origins—although it raises a key question: in a blobber, who are you really "role-playing?" I keep the items, less because I'm convinced it's the right decision and more because I haven't saved the game since before I cured the werewolf. But if Somers had made a stronger argument and not immediately contradicted herself, I probably would have kept her happy. 
    
I can't think of anything to do at this point except head for Ravenloft, I head up the Old Svalich Road North and unlock the gate. A cutscene shows our arrival at the castle. No key is necessary to enter the building itself.
      
"Particularly since you've been here before and met him."
      
We're back on the main floor of Castle Ravenloft. The first door we open disgorges a huge pack of doom guards. Backing up from them, we accidentally leave the castle and have to watch the cutscene again as we re-enter.
      
We're greeted by Strahd's minions.
       
The doom guards turn out not to be very hard, though they're worth a solid 500 experience points. Amidst growls of some nearby monsters, we move into the main hall, where we've already been. The dining room in which Strahd greeted us last time is empty, though there's a nice portrait of him on the wall. On the other side of the room, between two griffon tapestries, is a portrait of what looks like a man and a woman. It's too bad that the graphics can't quite show more detail.
      
When you get to my last paragraph, remember this shot.
         
An illusory wall in the dining room leads to a hallway with more doom guards and a gargoyle who dies so quickly that I don't get a screenshot. The hallway ends at stairs going both up and down. Instead of continuing to follow the right wall and go immediately upstairs, I decide to take this castle one floor at a time. I'm going to need to break this entry while still in the Castle, and it will get confusing if I'm all over the place.
       
A difficult decision.
         
Continuing to move counter-clockwise around the floor, I find:
   
  • A lightning trap. It's right on the other side of the secret door from the dining room. I don't know how I missed it on the way through. Again, I'm curious if a thief helps with these traps.
  • Another set of up/down stairways in the main hall.
  • A long hallway with more doom guards. Mischa hits Level 8. 
  • In an enormous chapel with numerous benches, we find a book on the floor. It is titled I, Strahd. In it, Strahd describes how his brother, Sergei, was destined to be a priest but fell in love with a peasant girl named Tatyana. Strahd scorned his brother's choice, then fell in love with the girl himself the moment that he saw her. "From that moment on, my brother became no more than a cold obstacle to me, and Tatyana became my life." Honest of him. I wouldn't have left that book on the floor. 
       
Strahd says that he "fell in love," but all he can say about the girl is her physical appearance. Gross.
        
  • Two side rooms, perhaps a vestries, have more doom guards and gargoyles. Each has a stairway up.
       
Got a screenshot this time.
        
  • An illusory wall on the north end of the chapel leads to a small closet with a mage scroll of "True Seeing" and two cleric scrolls of "Cure Serious Wounds."
   
At this point, I cannot find any other paths from the Main Floor, although the misshapen automap suggests otherwise. I've rubbed along every wall looking for illusory doors and visually inspected them for buttons.
          
The automap at the end of this session.
       
For my next move, I decide to go down first, heading for the stairway behind the dining room. It takes me to the Larders of Ill Omen. The "larders" part is justified by the numerous barrels and boxes on the level, the "ill omen" part by the numerous undead that I meet. There are two vampires, both of which I manage to kill without taking any level drains. The other undead are wights and . . . skeletons. Seriously? Skeletons haven't been an issue in at least four character levels. I mow down scads of them.
           
I don't know why I'm wasting a "Fireball" on them.
         
I don't find a single item on the level except for a scroll of "Raise Dead," which is the last thing I need. I do, however, find two stairways up to unexplored areas on the Main Floor. 
      
Lots of miscellaneous notes:
 
  • "Light" makes a big difference. I wish I'd had it from the beginning. I like when in-game spells make a difference for the player, not just the characters.
  • "Wizard Eye" is supposed to let the party scout around without moving the party. In practice, it just shoots forward for a few steps and then dissipates.
  • I wish someone would tell me what "Knock" is in this game for. And lockpicks.
  • While I'm on things that don't work, I'm not sure "Turn Undead" really does anything in this game. I haven't been able to get anything meaningful to happen with it since the caves west of Barovia, and I'm not sure it really did anything even there. 
  • I would give a lot to know what these things are supposed to be. You can't see it in the screenshot, but they wiggle. 
      
At least they're just cosmetic.
       
  • All of my characters wear helmets, but the book says they don't do anything. The ancient elven helm does modify armor class by -1, but it's the only one so far that does. 
  • No comment on the holy symbols? Can I just toss them? They do nothing if I click on them. 
  • This late in the game, I noticed that hitting the SPACE bar changes the nature of the interface, allowing the player to move the party exclusively with the mouse. Moving the mouse right and left moves the party rather than moving the cursor across the screen. Moving forward and backwards does the same to the party. It's a cute bit of programming, but I find it awkward, and you have to exit the interface any time you want to go into inventory.
  • The game has a quick save option (S) and a quick load (SHIFT-R). They usually work great, but about one time out of five, the game decides that you can go screw yourself and doesn't save. Twice, I've had the whole system break, with both commands unresponsive until I quit and reloaded. This is one of the earliest games I can remember with a quicksave option, maybe even the first, but it would be nice if it worked.  
  • I'm going to have more to say about this at the end, but I really miss epic battles. I'm not sure that they're even possible in this engine, since battle happens so fast that the player doesn't have time to finesse the tactics. Ravenloft would work great in Might and Magic VI's engine, with the ability to pause the game and go into turn-based mode. 
         
Character standings at the end of this session.
       
Let's do a character/equipment check-in:
    
  • Somers is a lawful good Level 8 human paladin. She wields a Paladin's Sword +3 and a magic shield (unidentified). She wears ancient elven plate mail, an adamantite chain helm, Gauntlets of Dexterity, a Ring of Protection, and a Ring of Regeneration. Her armor class is -6.
  • Quill is a chaotic good Level 8 half-elf ranger. He has an ancient elven sword and an ancient elven shield, and he wears magic chain mail (unidentified), an ancient elven plate helm, a Ring of Free Action, and a Ring of Protection. His armor class is -5.
  • Mischa is a neutral good Level 8 human cleric. He carries an Axe of Hurling and a regular shield, but as I was writing this, I decided the regular shield was silly, tossed it, and decided to start putting usable items in his left hand. He wears a suit of regular plate mail, an adamantite plate helm, and a Ring of Fire Resistance.
  • Glorianna is a neutral good Level 9 elf mage. She's got a Dagger of Throwing in her right hand and either a wand or scroll in her left. She wears a cloak +2, a bronze plate helm, and a Ring of Wizardry.
      
Their collective inventory is an overflowing mess, and I have got to start using more magic items.
            
My mother wouldn't have understood this, but I still would have been embarrassed to show it to her.
         
As I wrap up, I want to say that in a game that has done well with creating a sense of atmosphere, Ravenloft is particularly remarkable. It feels like a real place, with identifiable rooms and a sensible layout. The art department went to the next level here, introducing some images not found in other parts of the game. The combinations of furnishings, paintings, tapestries, candelabra, sconces, boarded-over stained-glass windows, etchings, and cobwebs make Ravenloft a joy to explore. At the same time, it's a little frustrating because it's 1994, and the graphics are not quite there. Worse, the sound problems that I mentioned in my first entry (.wav files that have only one volume and no subtlety) both slightly enhance the mood and slightly ruin it. I don't often call for remakes, but I would love seeing a modern take on this setting.
    
I have to say, this was a tough session to end. I wish I could just keep playing this instead of going back to Pagan.
   
Time so far: 25 hours 
    
****
    
    
10/28/2026 

90 comments:

  1. It really appears in your writing that like the game. Pretty funny screenshot with the Point & Counterpoint :). If you like character-dependant banters as you say in the text, you'll love Jagged Alliance (and Jagge Alliance II) - I would replay the game with different characters and gimp my line-up just to see all the banters.

    " They speak of a brave elven warrior, slain unjustly by "a prince of our land" (Strahd?)"

    => "Strahd? Nah, it can't be him, he is only a Count."

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    1. I wonder who outranks whom: a count or a prince. Particularly given that "prince" can mean anything, from a translation of royal title in Eastern Europe to an ineffectual spare in case of (former) Prince Andrew.

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    2. It's really interesting how the elf's story mirrors Strahd's background, with the two brothers fighting over a woman. Is this Strahd's curse making the actions of people in his domain mirror his fatal flaw? As above, so below?

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    3. I believe that within a Kingdom, a [Royal] Prince always outrank a Count, even ineffectual spares;

      Now, within the Holy Roman Empire, if you are an Elector, whatever your title, you come first. Then it is a question on whether you are Reigning or not, then the rest. Within any category, it's pure chaos and you need to summon lawyers to determine who outranks who, but I remember that mere "Prince" were pretty low.

      The start of the subscriber list of Hellwig's 1780 rulebook is quite fun in this regard:

      "List of Subscribers:
      - His Serene Highness the Duke of Brunswick-Lüneburg, - Duke Ferdinand of Brunswick-Lüneburg.
      - His Serene Highness the reigning Duke of Saxony-Gotha.
      - His Serene Highness the reigning Margrave of Baden.
      - His Serene Highness Prince Leopold of Brunswick-Lüneburg.
      - His Serene Highness the reigning Prince of Anhalt-Dessau.
      - His Serene Highness Prince Carl of Hessen-Cassel, General.
      - His Serene Highness Prince August of Saxony-Gotha.
      - His Royal Highness Frederick William, Prince of Prussia."

      Reigning Duke, Reigning Margrave, A non-Reigning Prince that should have been one line lower I think?, Reigning Margrave again, then non-Reigning Prince, then non-Reigning Prince, then His Royal Highness-but-non-Reigning Prince last (which was sometimes the position of honour, but then that would put him above the Reigning Princes?). I have no idea how this order came to be, and I doubt it is "I'll write them as they subscribe".

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    4. In medieval Europe (which, well, most RPG settings are based on) a count comes below a duke and above a baron, and a prince outranks all of them regardless of how effectual he is. Obviously there are exceptions.

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    5. @JoeNotCharles: basically, yes.

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    6. I am not an expert, but I believe that within the Holy Roman Empire, for equal Electoral & Reigning status, Princes were outranked by Dukes, hence the "Archduke of Austria". Graf was pretty low, not sure for the rest.

      Of course, in France, Spain and England, Prince outranked anything except King, of course. I have no idea what were the rules for the Scandinavians and for non-HRE Italy.

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    7. Prince outranks duke, but ARCHduke outranks prince. "Graf" is German for Count, btw.

      See also, https://en.wikipedia.org/wiki/Imperial,_royal_and_noble_ranks

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    8. So I deep-dived a bit and... on theory we are all correct!

      In Germany, there are 3 concepts, all translated in English by "Prince":
      - Prinz: Son of a ducal/royal house. Like Prince Andrew.
      - Reichsfürst [Imperial Prince], which is a "status" think in addition of the title of duke, margrave, whatever.
      - Fürst [translated as Prince], which is a title in the hierarchy that is indeed below Duke as they were created in the 17th century - they're sometimes called Neufürsten informally.
      The German wikipedia (Google Translated) says as much:  Rangmäßig stehen die Fürsten über den Grafen und Markgrafen sowie den nichtköniglichen Prinzen (jüngeren Angehörigen von Fürstenhäusern), jedoch unter dem Herzog und dem königlichen Prinzen


      But then, this also means I am < less> correct than you are, since clearly Ravenloft does not happen in the 17th century, and so there is no simple Fürst :)

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    9. In the HRE, the word "Fürst" (prince) was originally used to designate any ruling noble who was "immediate" to the Emperor. In that sense, dukes _were_ princes. Later, "Fürst" was also used as a title; in that sense, it outranked Graf/Count but was outranked by Herzog/Duke.

      https://en.wikipedia.org/wiki/F%C3%BCrst

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    10. @Narwhal, I am not sure why my comment ended up in a different thread; perhaps I made a mistake, or perhaps blogspot is buggy.

      But my broader point remains: the further East you go in Europe, the more convoluted the situation with titles become, since you end up with a mixture of local titles, titles borrowed from Western Europe, and incorrect translations of local titles.

      In this episode we see an Elven dynasty with "princes", and clearly different human dynasty (who cannot be related by blood in any way) of Strahd, who is a "count". Trying to reconcile them is a funny exercise, but, based on my understanding, Strahd would rank higher, if only because his family are the ones with the castle.

      So I would theorize that count outranking princes is either a fluke of translation of their titles, with "count" really being a voivode, and "princes" being kniez or something similar - or the "princes" in question were offsprings of some other noble families with illusory chances of getting the title itself.

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    11. Maybe it's just a cute reference to Dracula: Prince of darkness. Even if even there he still was a count

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    12. It's sort of pointless arguing about Strahd's in-universe rank. The authors of I6 had to make him a count (not a prince or duke or anything else) because his entire character design is an allusion to Count Von Count from Sesame Street.

      (guvf vf n wbxr.)

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    13. This is France ca. 1890 rather than any of the other things, but in Remembrance of Things Past the Duc de Guermantes outranks the Prince de Guermantes. There is a bit where one of the less successful social climbers says something like "Well he's a Prince so of course he outranks a Duke," revealing their gaucherie, and I was like "Wait! Why not?"

      I have now found this page which I'm pretty sure is written by a human being, which says "Duke" is the highest title and "Prince" is a wild card. Though there is also this question of what this even means, given that France was a republic by then.

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    14. @matt w Wow, a fellow Proust reader? Nice, did not expect this.

      You (and the page) are correct about "Prince". Unless we're talking about the royal family where it is the King's heir, this title is mostly honorific and could mean anything; you'd have to know the guy's pedigree to pin him on the ladder.
      The page doesn't mention it because you have none in Proust's books, but there's a title that's even lower on the ladder: Knight ("chevalier"), like the real-world Chevalier de la Barre. It is the very foundation of this whole "nobility of rank" thing, and still in use by Proust's time; the Arsène Lupin books have one as a character. Not sure if it extends to England, whose system is a 99% reflection in general.

      And about what is means in a Republic: nobility stayed its own selective branch of the upper class for a long time, stripped of the ability to hold any influential political title like Minister/Secretary of State (you could be a mayor or a regional representative at best; it wasn't a law, but enforced by the parties who mostly despised them). You stayed in this club through in-bred marriages to gave you access to prestige and old money... with less and less certainty as it now needed to be sustained by real income (like running a company or being an investor in the stock market).

      P.S.: I'm pretty sure Chet, a declared lover of nobility and birthright authority, will enjoy this interlude.

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    15. I did at one point question (to myself) how Strahd could possibly be a "count" in land with no kings. You guys took the issue a lot further, though.

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  2. The lockpicks work the same as in Eye of the Beholder, i.e. you click them on a lock instead of using the key. The Knock spell does the same thing, so you don't really need a thief in the party. The place to use either is nofbyhgryl abjurer va guvf tnzr ohg va gur frdhry vg pna or hfrshy.

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    1. Wow, your rot13 text contains the word 'abjurer'. I can't translate it here, as it is the heart of your spoiler.

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    2. @Narwhal, but see, this particular setting isn't based on Western Europe, which lets us examine the whole county/princely problem in details.

      See, Vlad III was not quite a count. He was a voivode. Which is sometimes translated as count palatine. Which is a lot less wieldy than simply count, hence Dracula was demoted to a count.

      At the same time, "prince of the land" can mean pretty much anything - from Prinz the title of ruler (as in principate of Liechtenstein) to Prinz the member of royal family to (importantly) a translation of kniaz/knez/knyaz/whatever.

      The problem with the kniazes is that it also can mean a lot of things. The confusion comes from a very convoluted process of dynastic inheritance set up in Kievan Rus, where all eligible offsprings formed a huge line that moved as they died out, and as their place in line moved up, they were moved from one, lesser principality, to a bigger one. Which means that knyaz meant many things at once, depending on place and time.

      Which is why I have trouble understanding who would outrank whom in Ravenloft.

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    3. @Random, that is easy to answer: Strahd outranks you. Other ranks do not apply.

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    4. In Romanian context (or at least Wallachian/Moldavian - Transylvania was different), a Voïvode is a Prince. De asta sînt foarte sigur :)

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    5. @Narwhal, two notes:

      1. Transylvania is historically more Hungarian than Romanian. Which adds another layer of *things* on top of everything, since Hungary had their own titles.

      2. Wallachia/Moldavia/Moldova is not the best case, as it was Ottoman for a long time - and I think Ottomans integrated "voivode" into their own title system, but at a different rank than it originally meant. Within this system, though, I think "prince" is used to translate something, but I don't think that it is used consistently with how the title was used in Europe, or what "non-Ottoman" voivodes were supposed to be.

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    6. Another layer of complication is that Vlad III was a Wallach, but of course Dracula was in Transylvania - even though Transylvania is way less remote & wild than Moldavia.

      There were Voivodes of Moldavia as "Princes" before the Ottomans snatched the area, for instance famously (in Romania) Stefan the Great.

      You made me look into the founding of the two Principalities, something I knew little about [I know my Romanian medieval history from Mircea onward, thanks to Sergiu Nicolescu] and it seems the first Voivodes of both Wallachia and Moldavia were sent there by the Hungarians as basically the marquesses [= the leaders of a March] kind of voivodes, and they immediately went "you know what? We're independant now, which means we're reigning now, which mean we are the Princely kind of voivoides now.

      I learned quite a few things from this discussion.

      Delete
    7. “Wow, your rot13 text contains the word 'abjurer'.”

      Thats pretty neat

      Delete
    8. Now I'm wondering if you could make a rot13 sentence that had meaning in both the encrypted version and the decrypted one

      Delete
    9. theres a list of rot13 word couples in https://en.wikipedia.org/wiki/ROT13

      Delete
    10. I invested a few minutes trying to figure out an entire phrase that would produce a legitimate but incorrect phrase when rot-13'd, then realized it wasn't a great use of my waning years.

      Delete
  3. Strahd is an unreliable narrator. Clearly, Tatiana infested the castle's larders with skeletons to prevent his nightly munchies, and he resorted to drinking blood as a result of this diet.

    ReplyDelete
  4. Pyre elementals are a kind of "Ravenloft elemental", basically an elemental associated with one of the four classical elements but spooky. (According to the 2E Ravenloft Monstrous Compendium, they're "created because of an unusual interaction between the Mists of Ravenloft and the fabric of the elemental planes.") Pyre elementals of course are the Ravenloft version of fire elementals; the other three types of Ravenloft elemental are blood elementals (water), mist elementals (air), and grave elementals (earth).

    What they're doing randomly wandering around a dungeon is an open question, but then that can be said of a lot of monsters in this game. CRPGs in general tend to not worry as much about justifying the presence of hordes of monsters as many tabletop RPG adventures do.

    ReplyDelete
  5. So the game just showers you with magical equipment.

    ReplyDelete
  6. Can you hold holy symbols in a hand? Maybe that's the secret to getting Turn Undead to work.

    ReplyDelete
    Replies
    1. Just what I was thinking.

      Also, if I remember D&D correctly mages CAN wear elven chain. As long as they're multi-class with a class that can wear it. It doesn't prevent them from casting spells in it, while normal armor does.

      Delete
    2. According to the manual:

      "Paladin Heal: Right or left-
      click on an in-hand holy
      symbol, click on the 1st-level
      spell button, then click on the
      LAY ON HANDS ability. The
      paladin then heals for the
      appropriate number of points."

      "Turn Undead: Right or left-
      click on your priest or paladin's
      holy symbol. Click on the 1st-
      level spell button, then click on
      the TURN UNDEAD ability."

      Delete
    3. By TRPG rules, turning undead takes massive penalties for being in Ravenloft, and more powerful undead are hard to affect in the first place.

      Delete
    4. @Drawde is correct on the Elven Chain Mail. Normally a e.g. Fighter/Mage cannot cast Mage spells while wearing armour, but they can do so while wearing Elven Cain Mail provided they're an Elf.

      Delete
    5. This being already 2nd edition, are there restrictions in this game on the number of magic armour pieces a character can wear? I remember that in BG1 you could only wear one armour piece that was magical, and I remember that elven chain mail counted as such, even though it did not give any bonuses (similar went to antkheg mail, or whatever).

      Delete
    6. Is that a restriction in BG1? I'm playing it on the side currently and just loaded it to check and I can equip a chain mail +2, helm of defence and medium shield +1 to the same character just fine.

      Delete
    7. The holy symbols the manual is referring to in Busca's quote is the embedded one on the screen, which requires no accompanying physical object. The physical holy symbols don't do anything. They cannot be activated by clicking on them. My guess is that the game originally had holy symbols that you had to hold in your left hand, like Eye of the Beholder but then embedded them in the interface at the last second.

      There are no restrictions on the number of magic items, and I don't remember that in other games. I do know that in some D&D games, the Ring of Protection won't do anything if the character is already wearing some type of magic armor, but that's not the case here.

      Delete
    8. 2E D&D actually has rules for layering multiple suits of armor. But the rules also point out that this doesn't work very well because otherwise everybody would do it (and indeed, the bonuses it gives aren't really worth it). In my memory, pretty much all DMs rule that you can only wear one set of armor.

      Delete
    9. @Kalieum, there were some caveats to the BG's system (i.e. I think helmets and shields didn't count, but you would not be able to equip rings, cloaks and such).

      I just did a quick search and no, I'm not misremembering in general, although I might be slightly confused on exact details of how it was implemented in general.

      Delete
    10. @Chet: Your guess re holy symbols sounds like a good one. It could also explain why the manual still refers to "in-hand holy symbol" when deccribing how 'lay on hands' works.

      Delete
    11. @RandomGamer Ah fair enough. Despite being around two thirds of the way through the game I don't really have enough magic items to test every slot on one character (class restrictions on items didn't help). It barely seems worth there being a restriction at all given that, unless I've simply missed a lot.

      Delete
    12. The part of the PHB that mentions elven chain is a little ambiguous if taken on its own. It’s in the paragraph on mutliclassed mages and says “Elves wearing elven chain can cast spells in armor, as magic is part of the nature of elves.” Considering the location, it’s obviously not referring to pure mages, but I could see a writer on a deadline skimming the passage and interpreting it incorrectly.

      Delete
  7. I think you should invest an extra session into ordering your inventory and bringing that arrow in line.

    I really don't remember much about this game, despite playing it twice (back in the 90s and again about 8-10 years ago). But I do remember that I enjoyed it a lot.

    ReplyDelete
    Replies
    1. My own prejudices are showing in my agreement with you. I almost won't play a game that requires me to map myself, but seeing someone's inventory that messy sets off my OCD

      Delete
  8. I recognize a some of the castle layout from I6, but some other bits feel off. I wonder if they changed it (simplified it?) for the engine, or if my memory is just wrong. I'm also looking forward to you comparing this to the original adventure at the end!

    ReplyDelete
    Replies
    1. Overall I felt the castle layout was impressively faithful to I6, but yes there is a bit of alteration/simplification. Most disappointing for me was the removal of the flooded torture chamber with viewing balcony! In our tabletop game, that room was the first big confrontation with Strahd and an epic battle ensued, culminating with a fireball that threw everyone off the balcony and splashing into the water. Strahd got away.

      Delete
    2. Would it even be possible for a balcony to exist in this game's engine? I don't think there were any games prior to Super Mario 64 (June 1996) where you could have ground that was directly on top of other ground in the same map.

      Delete
    3. We've already seen a game with balconies / bridges: Ultima Underworld. Admittedly, they were a cheat (implemented as floating objects, not actual floors) but they worked.

      Apparently Marathon (1994) is the first engine with true 3D maps.

      Descent (1995) was also true-3D (and it's engine was used for the Descent to Undermountain RPG, but I think that didn't come out until 1996 or later).

      The Build Engine games (eg. Duke Nukem 3D) were still 2.5D, but used a different hack to let some rooms exist on top of each other.

      So yeah, plenty of games before Super Mario 64.

      Wait... You said JUNE 1996? Lemme check.... Wikipedia says June *23*, specifically. So Quake also predates it - it came out on June *22*!

      Delete
    4. @Static, didn't Ultima Underworld have that?

      Delete
    5. @Static, come to think of it, this is just an idiotic claim by Nintendo, and it applies to 3d shooter genre at best.

      The whole setup with full 3d objects was around (obviously) for quite a long time with all sorts of simulator and racing games. Yes, I checked, there were bridges and 3d tracks in the 80es.

      Delete
    6. Without wishing to go too off-topic, Marathon (1994) isn’t a true 3D game. So it doesn’t quite count here. Although it does a good job of looking like it’s true 3D!

      Marathon has 3D projectile/character physics, sure. But the maps are strictly 2D, with height. Maps are constructed out of polygons, each of which has a fixed height for floor and ceiling. And crucially, you can’t put one polygon inside another. So you can’t strictly speaking make a bridge – that would involve the room being one polygon, and the bridge itself being another one inside the first, and that’s impossible.

      But Marathon cheats at this, by being able to *stack* polygons. Since there’s no 3D, you can place multiple polygons that otherwise overlap in the same 3D space. Those polygons still can’t interact – so still no easy bridges and balconies – but you can get the same effect with work and trickery! It’s a cludge, but the effect is neat! (Basically, you put two identical copies of a room occupying the same 3D space, one of which has a working bridge but no floor, and one of which has a dummy bridge, but a working floor, and link them together).

      Delete
    7. Ah, I just found Marathon in a quick search to be sure I wasn't forgetting something when I brought up UU and Descent (which is also what reminded me about the Build games) but I didn't know the details.

      Delete
    8. O.K., when I posed my original question, I thought, "hey, you can't do balconies in Doom, but you can do balconies in Quake", which is why I thought that you probably couldn't do balconies in the Strahd's Possession engine. So it's interesting to hear that you could have balconies in "2-D + height" games like Ultima Underworld and Marathon. Mind you, the 3-D graphics programmers of those games were probably much more talented than what SSI had to work with.

      I probably shouldn't have mentioned Mario 64 at all. I erroneously believed it to have Quake-style level design two months before Quake came out. Turns out I mis-remembered Quake's release date (the retail version came out in August but the shareware version released in June).

      Delete
  9. Is THAT who that song is about?!? I thought she said it was about Warren Beatty or Mick Jagger.

    ReplyDelete
    Replies
    1. She's said that the song is not about Mick Jagger. She's teased that it might be about Warren Beatty, and he has said that he believes it is (which, however circularly, seems like it provides some evidence that he's right!).

      Delete
    2. My recollection is that she's claimed only the second verse is about him specifically, while the others refer to two other people whose identities she hasn't disclosed except to reject the claim either of them is Jagger.

      Delete
  10. Carly Simon, Tina Turner, Coolio . . . this was a very musical entry.

    I think I have the first line:

    As I walk through the shadow of the dark Morgul Vale...

    ReplyDelete
    Replies
    1. I take a look at my wife and I see that she's pale
      But then I think, "nah, that's just how elves look"
      And then I whip out a shortsword and impale a Uruk

      Delete
    2. Spending most our afterlives
      Tryin' to get to Elven Paradise
      I'll see you in Avernaith
      When we get to Elven Paradise

      (It works if you pronounce -aith with a long I instead of a long A sound.)

      Delete
    3. Weird Al would be proud.

      Delete
  11. I'm not even that tied-in with Ultima lore (there's been enough retcon / side games I'm not worried about it) but somehow Pagan just bothered me and I'm still not totally sure what it was.

    I guess even when U7/Serpent Isle was being super-linear I still felt like the system was flexible enough I could do anything (I watched one streamer include "build a house" as a challenge while playing U7). I just don't get that vibe at all with Pagan. It's somehow not the same genre of game.

    ReplyDelete
  12. Maybe it's best to read these spoilers after the last game in the series. It's not spoilers in the true sense but merely details about some technicalities.

    -- about XP (rot13) --

    Snezvat rkcrevrapr vf abg ivnoyr va guvf tnzr. N cnegl bs 4 jvyy raq hc ng nebhaq 300x kc sbe rnpu cnegl zrzore. Zramboreenamna vf fvzvyne va guvf ertneq nygubhtu gur kc guerfubyq vf n ovg uvture (400x gb 450x). Gur guveq tnzr va gur vafgnyyzrag unf ab kc vffhrf. lbh jvyy ernpu yriryf gb pnfg 6gu yriry/ tenqr fcryyf.

    Gurer znl or fbzrgvzrf n tyvgpu/ oht jura n ivfvgrq erfrgf naq zbafgref ner nyy onpx.

    -- Party Setup (rot13) --

    Zramboreenamna jvyy cebivqr pyrevp naq zntr ACPf. Fb lbhe cnegl frghc qbrfa'g znggre zhpu. Fgbar cebcurg jvyy ynpx zntr ACPf. Fb lbh'yy unir gb guvax nobhg vzcbegvat lbhe eniraybsg cnegl be ebyyvat n arj cnegl.

    ReplyDelete
  13. "All of my characters wear helmets, but the book says they don't do anything. The ancient elven helm does modify armor class by -1, but it's the only one so far that does."

    This is completely in line with the rules and other AD&D games, starting from GoldBox and ending with Baldur's Gate 2. In other games mundane helms do nothing except preventing critical hits on the character. Magical helms, of course, may reduce AC, have a permanent Light or True Seeing enchantments, elemental protection, etc. Ravenloft, however, does not have a critical hit mechanics at all, so it is AC bonus or nothing.

    ReplyDelete
    Replies
    1. I don't think this critical hit protection exists in tabletop DND.

      Delete
    2. The short version is that games implementing helmets as giving immunity to critical hits is a kludge around the lack of called shots.

      In 2e, critical hits are optional, and non-magical helms do in fact serve no purpose based on the DMG/PHB alone. That does change if you add in supplements. The Complete Fighter’s Handbook expands out their use including various minor/situational bonuses and hindrances based on helmet type. What they all do though is prevent called shots against the head which would otherwise ignore armor class.

      Delete
    3. It's funny that the game offers so many different helms when they have no use.

      Delete
  14. I know you said Rogues feel reasonably useless in this game. How about your Paladin and Ranger, how do you feel they're useful compared to other classes you tried?

    ReplyDelete
    Replies
    1. Bear in mind they take more XP to level up than a plain fighter.

      Delete
    2. Until I got the cleric, my paladin was pretty essential for her "Lay on Hands" ability, but other than that, I don't think they've accomplished anything that a couple of fighters wouldn't have accomplished. I like the idea of sending a paladin into this world for role-playing reasons.

      Delete
    3. So Rangers are useless, Rogues and Paladins are nearly useless, clerics are essential, mages are essential (for import)... I hate class imbalance!

      Delete
    4. Balancing rogue skills and non-combat skills in general, especially in party-based games, seems to be a very non-trivial task. They tend to end up either essential or useless, with an extremely fine line in-between.

      Delete
    5. It's also like how skills related to "Talking" are usually used for more lore/story and very rarely for actual puzzle solutions. Probably for space reasons, but there's way to few games where talking skills are truly useful.

      Delete
    6. I was thinking of crafting skills also - either things you craft are better than you can find/buy, and then it becomes essential, or they are worse/same, and then it becomes a waste of skillpoints.

      Delete
  15. > I wish someone would tell me what "Knock" is in this game for. And lockpicks.

    In my experience they don't work at all, but I've seen a video playthrough by Kikoskia were he was able to open a couple.

    > While I'm on things that don't work, I'm not sure "Turn Undead" really does anything in this game.

    It does work, but some undead are impervious to it.

    > I would give a lot to know what these things are supposed to be. You can't see it in the screenshot, but they wiggle.

    It's just vegetation; passive parts of the scenery.

    > No comment on the holy symbols? Can I just toss them? They do nothing if I click on them.

    They have no use in this game.

    > This late in the game, I noticed that hitting the SPACE bar changes the nature of the interface

    This one of (I think) four movement modes provided by the game, and is explained in the manual.

    ReplyDelete
    Replies
    1. Thank you. I appreciate the feedback. Sounds like I can free up some space in my inventory by dumping those holy symbols.

      Delete
    2. The manual says only thiefs can use lockpicks, to open certain doors or for traps with locks. According to the cluebook, only the thief NPCs carry them.

      Supposedly, the Knock spell can be used to open secret doors, as well as locked or trick-opening boxes or chests. Not sure if you've encountered any so far.

      Delete
  16. You made a good decision leaving the arrows there, because besides the obvious annoyances with constantly having to pick them up, if memory serves, archery is bugged in this game, and arrows never deal damage.
    As for Negative Plane Protection, while it does indeed only protect one character for one hit, it lasts until that one hit, so it's useful as a backup plan for ranged combat. You can just put it on everybody with multiple rests, and memorize something else with your cleric after.
    Also, just a tip about the next game: don't bring this party over, because Stone Prophet has no mage NPCs at all. If you don't create/import a mage character, you are stuck without any way to cast mage spells.

    ReplyDelete
  17. Grinding has proven unnecessary in this game, at least so far, but I start this session doing a fair bit of it anyway, just so I can get my new cleric, Mischa, up to Level 5.

    How long did it take? About an Auer, maybe?

    (That's one of them high-class jokes.)

    ReplyDelete
  18. "Look, from now on, there are no more "spectres" or "sceptres" on my blog, regardless of how the game spells things."

    On behalf of all British RPG developers, as well as all other game creators who learned proper British English spelling at school and employ(ed) it, I protest against this blatant Americanisation of their work products! ;-)

    We'll see what happens if you ever make reference to that criminal organisation from the James Bond films which gave its title to one of them... .

    ReplyDelete
    Replies
    1. Clearly when the Addict does so, he will Americanize the organization's priorities, causing them to put extortion before revenge.

      Delete
  19. "It would have been nice if these types of outbursts were tied to the characters' classes or alignments."

    In the first episode I assumed they were, as the cleric seemed to be saying cleric-y things, and the ranger ranger-y things. It seems a lost opportunity, as it wouldn't be too hard to code a class preference sequence for each thing that is going to be said, as a minimum.

    ReplyDelete
  20. Love the usage of "hie", I think I've only seen that in Shakespeare plays.

    ReplyDelete
    Replies
    1. Crossword puzzles have kept the word alive for me.

      Delete
  21. Totally agree with your comment on this game needing a remake. Like I said in an earlier comment, there's just something about Ravenloft and this campaign in it in particular that is just timeless and attractive. I think it might be because it uses so many classic tropes so effectively and combined them well.

    ReplyDelete
  22. I could have sworn somebody had recreated Castle Ravenloft in a modern-ish engine, like adapting the module for Neverwinter Nights or maybe making a 3D walkthrough in Unreal. But I can't find any evidence of it now.

    ReplyDelete
  23. Oh wait, I never actually searched for "Ravenloft Unreal Engine", I got distracted first. That finds lots of videos.

    ReplyDelete
  24. I wonder if that arrow room was the result of somebody trying to escape from Strahd by throwing a bunch of arrows in front of him in the hopes that he'd have to stop and count them.

    ReplyDelete

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