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| What is he doing with his right hand? |
Last session, the party began its assault on Strahd's domain, hoping to find the last of the items necessary to wormhole out of this hellscape with Trimia's Catalogue. We explored the Larders of Ill Omen (basement) and the parts of the main floor accessible from the front door.
We begin this session moving up from the basement into a section of the main floor that's cut off from the others. We open the door and immediately run into a zombie golem, easily the toughest enemy we've faced so far. It slaughters us (full-party death) within a few seconds of meeting it. It does the same in a couple of reloads.
Finally, with every buffing spell we can think of in effect ("Aid," "Shield," "Invisibility to Undead," "Prayer," "Blur") and a couple of blasts of a Wand of Fireballs the moment it appears, we manage to kill it before it kills us. The rest of this small area has nothing but stairs going up to the third floor.
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| A zombie golem ruins our day. I can't really interpret this enemy's image. It looks like he's wearing a dog on his back. |
The fight illustrates the problem with combat in this game: it's too fast to be tactical. If you want to cast a spell against an enemy, you basically have to prepare it ahead of time. Once the enemy is in melee range, there's no time to be clicking around the inventory screens and spellbooks—no time, even, to swallow a potion or cast a healing spell on an ally. Again, I lament that the developers didn't pioneer the real-time/turn-based toggle that we saw in Might and Magic VI: The Mandate of Heaven (1998).
What is a zombie golem, anyway? A stone golem is made of stone; an iron golem is made of iron. A zombie golem is made of . . . zombies? Is it undead? ("Invisibility to Undead" didn't seem to work, if that's any clue.) In any event, the only thing it was guarding was a stairway up to the third floor.
We head back to the basement and try a second stairway to an unexplored part of the main floor. There are lightning bolts bouncing up and down a long corridor here, and I find that we can avoid them if we walk in the precise middle of the corridor. There are four buttons on the wall. I don't know what three of them do, but the fourth opens a nearby wall and disgorges two more zombie golems. To fight these guys, I have to exploit pathfinding a bit and hide behind a table.
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| Not the first time, won't be the last. |
The room in which the zombie golems were waiting has no items and no exits, but I soon find an illusory wall, which takes me to an empty cell with a Blood Key. This is the second key I've found this session.
I take a stairway to the third level, called the Court of the Count. The area is swarming with doom guards, who are easy. After killing them, I head down a corridor and find, on the other side of some spinners, a bunch of potions, arrows, and a suit of magic chain mail. An adjacent chamber has three Oils of Fiery Burning.
By this point, I'm testing every wall for illusory doors, which is a good thing because this level is full of them. A couple are behind skeletons embedded in the walls. Other encounters:
- A gargoyle guards a door. The door opens to a bedroom occupied by two vampires.
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| Vampires in this game can be appropriately terrifying. |
- A large throne room with several gargoyles. The throne faces a blank wall which has a secret door in it.
- A room with four doses of Keoghtom's Ointment.
- A library. One of the documents on the floor is labeled "Strahd's Notes." In them, Strahd complains about Azalin, the Lord of Darkon, a lich which has somehow appeared in his land. An assassin sneaked into Azalin's fortress and stole two items of power that she used to escape this dimension. The objects later returned about the time that we arrived. The note also indicates that the Vistani have been feeding information to Strahd, including information about our arrival. The "items of power" probably refer to the items that we need to use Trimia's Catalogue. Strahd seems to want them for himself so he can escape. There are also several mage scrolls in here.
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| Strahd really needs someone to help him clean up. |
- Wandering down a corridor triggers a cutscene in which we look over the town of Barovia from a high balcony.
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| I didn't know Strahd's fortress was so elevated. |
Then we're on Level 4, "Rooms of Weeping," where we encounter more doom guards, another lightning bolt hallway, and yet another zombie golem, which takes me three or four reloads to kill. There's a long hallway of statues and a bedroom with another vampire. There's a dining room with what might be a wedding cake on the table, plus some interesting portraits on the walls, one showing what might be a family, one showing a man and bride, only the man's face is monstrous or something. Again, the graphic quality is maddeningly not quite there, but we're entering an era in which visuals alone can contribute to the narrative.
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| What do you think is on the right figure's head? |
A large study in the center of the level is full of gargoyles. On the floor is a letter from Strahd to the leader of the Vistani, the gypsy woman who told us she couldn't read our fortunes without a missing tarot card. She apparently sent information about us to Strahd. I wonder if I can confront her after we get out of here. There's yet another scroll of "Raise Dead" in here. If I had played the way the game intended, my two lead characters would both have constitutions of 4.
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| Someone's not getting a tarot card back. |
A button opens a secret area with a keyhole that none of our keys fit. That doesn't change even when I find a Silver Tower Key in a hidden area east of the study. It's guarded by yet another zombie golem, and this one kills me so many times in a row that when I finally kill him with only one character dead (Quill), for the first time in the game, I accept the constitution loss and "Raise" him.
We take the only stairway up to the next floor, labeled "Main and Secondary Towers." The "level" consists of a single room with a keyhole in the middle of an axe. The Ravenloft Tower Key opens it. A stairway leads up from here, but the automap continues to show us on the same "level." It does this for each small tower level, even though we ascend four times.
There are doom guards, lightning bolts shooting from the walls, illusory walls, a button that opens a wall, and some dude called an "inquisitor" who sounds like he ought to be hard, but dies before I can get a screenshot. The inquisitor turns out to have been torturing a prisoner hanging from chains in this tower. One of the dialogue options suggests that he's meant to join our party as an NPC; I groan at the idea of giving up either Mischa or Glorianna. Fortunately, he says that he'll find his way out on his own. He tells us to seek Bray Martikova, a member of his "brotherhood," show him a feather, speak of the "Nest," and answer his challenge with: "TIGANESS, ILKE ELUCE-A-KEEN." As I leave, he turns into a raven and flies off.
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| What does he have under his arm?! |
Before I leave the castle, I decide to go back to the study on the Rooms of Weeping level and re-verify that none of my keys open the lock. It's a good thing I do, because I had overlooked one of them. The Blood Bat Key that I found on some previous level opens a wall, on the other side of which I find Madame Ruth's missing Tarokka card.
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| In case the player is too thick. |
A stairway from here goes down into the Dungeons, which I guess are different from the Larders of Ill Omen. The whole interface changes to an ebony color as we enter.
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| A plaque in the dungeons. |
The Dungeons have two major sections. On the west side, we have a bunch of small, locked cells, some with zombies inside. Zombies are easy.
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| A zombie is freed from a dungeon cell. |
The right side has a bunch of large crypts. This area is swarming with zombie golems who, as we've seen, are not easy. There are maybe eight of them, and I don't want to turn every battle into a lengthy session of resting, buffing, and reloading, so I mostly kill them with tricks. They have trouble fitting through crypt doors for some reason, so jumping into an empty crypt and shooting them from within seems to work. A couple of the crypts have vampires, but they're only hard if they manage to level-drain the characters, and I keep "Negative Plane Protection" active for such situations.
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| Shooting a zombie golem that I've trapped behind a chair. |
In this area, Somers and Quill hit Level 9 and Glorianna hits Level 10. Glorianna's leveling is being wasted because she doesn't have any Level 5 spells. There are only two of them in the game, "Cone of Cold" and "Hold Monster," and I haven't found a scroll with either. Somers got her first Level 1 cleric spell. Somehow, I thought that when she got cleric spells, she'd be able to use cleric scrolls, but this is not the case. I also thought that when Quill hit Level 9 as a ranger, he'd get a mage spell, and that also is not the case.
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| A single Level 1 spell! Strahd is doomed. |
The large crypt area has lightning bolts bouncing around for no reason, plus a puzzle by which we have to find a couple of obscure buttons to open a central crypt, which teleports us to the entrance to a long hallway stretching off to the south. The hallway passes several alcoves as it leads to a large chamber with a sarcophagus in the middle and a throne on the far side.
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| One of those buttons. |
At once, Strahd is before us, baring his vampire fangs. No guises this time. "You have caused me trouble, more trouble than you are worth, and I shall crush you now—simply crush you." He gloats that he possesses Lord Dhelt's amulet. The party, about six steps behind, basically says, "Hey, aren't you the same person as Vladislav, who accompanied us in those caverns?" Strahd insults us some more and attacks.
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| "The comfort of laughter fades as my impatience grows" is my new catch phrase. |
He immediately starts launching fireballs at the party—a constant stream of them that show no signs of adhering to the normal rules about spells-per-level. To avoid them, we dodge behind pillars, of which there are many in the room, then leap out and start swinging. Within seconds, he folds his cloak around himself, teleports to another part of the room, and resumes his barrage of fireballs. In the few seconds that we had in melee range, Quill was busted down a couple of levels.
He ultimately kills us all. We reload and try again, but he seems impervious to spells, and our melee attacks never do more than 1 damage. After about half a dozen reloads, I come to the conclusion that we're here too early. Clearly, we're meant to follow up with Bray Martikova and maybe even the Vistani.
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| I just don't understand why he's blue. |
I reload my latest save, from before we triggered the encounter with Strahd, only to find that it's in the hallway on the way to Strahd's crypt, and the door has closed and locked behind us. I can find no switches or illusory doors. "Knock" does not work.
My normal modus operandi is to save Game A only when the party is completely safe, usually in town. Game B is my "working save" during exploration. Only somehow in all the reloading in Strahd's chamber, I managed to accidentally save both the A and B slots, not to mention the autosave slot, on the wrong side of the door. My earliest save from before that is . . . in the Elven Warrior's Crypt. The first level of the Elven Warrior's Crypt.
Look, whatever you're going to say, I already know. I need a better save system. I need to back up my saves. It's ridiculous that I haven't found a solution to problems like this after 16 years. This is amateur nonsense. I know, okay?
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| Lots of text, so here's a room from earlier that I thought looked cool. |
Anyway, I experiment with hex-editing and manage to get the party position changed so that we're on the right side of the door. I think it's a little unfair that the game lets you wander into the final battle like this before you're ready.
Having found nothing else, we leave the castle and head back towards Barovia. We now have all the items we need to use Trimia's Catalogue except for Dhelt's holy symbol.
Even though we're not feeling charitable towards the Vistani fortuneteller, I'm curious what happens if we return to her and hand over her lost card. The answer is: the option to visit the Vistani camp is no longer among the dialogue options when talking to the Vistani in the tavern.
I have no idea where to find Bray Martikova, so it's with a bit of luck that I happen to talk to the tavernkeeper (who is right next to the Vistani) and see the option to use the NEST keyword. We exchange our passwords, and he tells me to go to a warehouse in the southeast part of town. There, we'll find a contact. "They will know who you are and they will escort you to yet another party, someone more able to offer our thanks."
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| I would have just walked up and said, "NEST." Glorianna had to create a whole backstory. |
I find the warehouse in the southeast and discover three suspicious-looking characters awaiting me. I'm not the only one who thinks they're suspicious: my characters say, "[Bray] told us nothing about a band of brigands." The leader takes exception to the characterization and demands that we swallow a sleeping potion so he can take us to a secret place. ("'Tis more certain than a blindfold.")
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| I think the two flanking guys literally use the same sprite as "brigands." |
With no choice available, we agree. We awaken in a room with a giant raven in front of us and the "brigand" leader in the background. The great raven introduces himself as Pyoor Twohundredsummers (does he have to update this name every year?) and says he'll hear us out because of the wereraven we rescued from Strahd's tower. He has a lot to say:
- Count Strahd von Zarovich used to be a noble warrior. He freed the land from a tyrant named Dorian. Later, he became a vampire lord and turned evil.
- To defeat Strahd, we'll need the Holy Symbol of Ravenkind. The artifact was crafted when Strahd was still a mortal.
- Pyoor doesn't know where the Holy Symbol is, but he gives us a key and a "special reading device." He says the key will open a door in the "cursed church." In it, we'll find three manuscripts that tell the location of the holy symbol. We'll need the reading device to read the scrolls.
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| The raven lord fills us in on Strahd. |
The human senses danger and tells Pyoor that they need to leave. Pyoor agrees and tells us that if we're able to defeat the enemies closing in on this place, we'll have proven our worthiness.
A scan of the map reveals that we're in some place called the Greater Catacombs Beneath Barovia. Two doors lead from the room. We choose one and begin exploring what turns out to be a very large, twisty map.
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| I think this is the largest dungeon in the game so far. |
Encounters:
- Revenants. I think this is the first time they've appeared. They can paralyze characters, which happens quite a bit. I find a couple of "Cure Paralysis" scrolls to counteract it, and of course Mischa can memorize the spell.
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| A new type of undead. |
- On the floor, we find a Barovian coin. Somers pipes up that maybe we'll find enough to buy that potion from the Vistani. I continue to find them throughout the level, fifteen in total, and of course the damned things don't stack, so I'm constantly fighting for inventory space.
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| First of all: there. Second, I'm not sure I agree with your premise. |
- Wraiths. These guys can level-drain.
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| A couple of them guard a keyhole. |
- Fireballs shooting down corridors for no reason. This is getting old. Coincidentally, forcing the player to dodge random, inexplicable fireballs is something that this game has in common with Pagan.
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| Is there a never-ending fuel source in there? Why don't these fireballs cause permanent damage to the opposite walls? |
- Hellhounds, not quite as hard as the last time I encountered them.
- Two magic rings: A Ring of Protection and another Ring of Fire Resistance. With two rings and two Potions of Fire Resistance, I'll have a better chance against Strahd.
- Mischa hits Level 9 against some hellhounds. Now I don't need to carry scrolls of "Raise Dead," since Mischa can cast it.
- In a corner, a regular sword and a Shield of Lightning Protection. It has a +1 enchantment, too, making it as good as my existing magic shields.
A series of keyed doors, buttons, and illusory walls open the ways from section to section, where I continue to collect keys. I have to backtrack a number of times to search for buttons or illusory doors. It takes a while. When I'm done, I have 14 coins. The Vistani wanted 15. It strikes me that it's more likely that I missed a coin than the fifteenth coin is found somewhere else. So I have to loop through the entire level again, studying the automap for little dots, finally finding the last coin in a central room.
The exit from the caverns is a ladder in the northeast corner, with a final spinner just in front of it. We emerge from a trap door into a house in the center of Barovia. I haven't been here before, so the external doors must have been locked. A man and woman sitting in the room where we emerge have nothing to say.
We return to the tavern and buy the potion from the Vistani. I'm confused about why we need it given that our current plan seems to be to defeat Strahd, get Dhelt's holy symbol, and use it along with Trimia's Catalogue to teleport out of this place. But I'm curious what will happen if I swallow the potion and enter the fog, so I head back to the Svalich Woods and give it a try. A cutscene shows us passing through the fog and arriving in a new place, labeled the Undead Forest on the automap. The party is instantly killed by treants.
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| Pushing through the mists. |
So I'll save the potion for later. In the meantime, some miscellaneous notes:
- A "Detect Magic" spell that I cast very early in the game has never worn off, or else I have some object that casts it constantly.
- I made the mistake of casting "Cause Light Wounds" early in this session. For some reason, I thought it was a missile spell. Instead, it causes the cleric's hands to glow. I kept waiting for it to wear off, which it never did, making Mischa's left hand useless for most of the session and stopping him from using his throwing axe. Later, I realized that all I had to do was to have him attack once, either by moving him to the front rank or waiting until we were outdoors, and the spell would have disappeared.
- I noted the two Old Svalich Roads, where I did some extensive grinding, are now empty of enemies. I also checked out the Cemetery Grounds and found only a couple of stray wights where they'd been plentiful before. I assumed that enemies respawned indefinitely, but now I wonder if there isn't a cap, and they stop appearing once it's reached.
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| Somers's commentary is apt. I had forgotten about that door. |
I really expected to win this session; I thought my second visit to Strahd's castle would be my last. It looks like I have to go back to the Old Church now, and perhaps at some point to the Undead Forest before I'm able to confront Strahd again. I'm still enjoying the game, but my "upcoming" list hasn't budged for two months.
Time stamp: 32 hours
****
Next entry in this series
10/26/2026
Zombie golems appeared in the Ravenloft Monstrous Compendium Appendix, the same book as the pyre elemental. (Well, technically it wasn't so much a book as a collection of loose-leaf sheets because TSR was doing something weird with its monster presentation at the time, but that's beside the point.) Here's the first paragraph of its description there:
ReplyDelete>One of Azalin's two original Ravenloft zombies, these dark creatures can be created only by wizards of at least 16th level. They are fashioned from the body parts of animated corpses (zombies, animal zombies, Strahd zombies, etc.) that have fallen in combat. In many ways, they are similar to bone golems [another new type of golem from the same book]. As with bone golems. only 10% of any individual zombie's body will be suitable for reanimation, so the zombie golem will often be composed of parts from many types of zombie, making the construction look awkward and alien.
The illustration does indeed show it to be made up of parts from different creatures, having four arms, three heads (only one of which may be human), and for some reason a face on its left foot. So yes, that's what that image is supposed to convey, a creature stitched together from different sorts of corpses; the dog on its back is... maybe a part from a zombie werewolf?
Zombie golems are indeed not undead (they're made up of parts from defeated zombies, but they're not zombies themselves), but they're tough customers, with 60 hit points and two attacks that each do 3d6 damage. They're immune to all spells except resurrection (which instantly kills them) and animate dead (which heals them). They also emit such a stench of rot that anyone near them gets −2 penalties to attack rolls and saving throws unless they save vs. poison. On the plus side, though, they're slow and always attack last in a round. I don't know how well those abilities are reflected in the game. Apparently not that well, if you defeated it with fireballs.
Zombie golems (and bone golems) are in the game's manual, but it doesn't mention that they can be killed by resurrection, so it is quite possible that the game engine doesn't support this QoL feature.
DeleteThat's an easy one: you need a 14 level cleric to cast resurrection, and this game you won't get so high
DeleteZombie golems _are_ undead; the reason they're not affected by Invis To Undead is that it gives a saving throw to the undead you're hiding from, and the ZG is immune to spells.
Delete@3d6, doesn't it have scrolls of resurrection?
DeleteZombie golems are not undead in the TTRPG rules (despite control undead being one of the spells used to create them). If they're undead in Strahd's Possession, that's a change from the tabletop rules.
Delete"doesn't it have scrolls of resurrection?" I've only found scrolls of "Raise Dead."
DeleteRegarding the portrait with the man and woman, I believe the man's face is supposed to have been scratched or damaged. It looks to me like someone hacked his face with a knife or something. (The weird visual is the same color as the stone of the wall)
ReplyDeleteMany people said it, but you were the earliest, so thanks. I'll read more about Strahd's family history for the final entry.
DeleteMy first thought was "wolf mask", but upon clicking to zoom in, it definitely looks like a case of damnatio memoriae.
DeleteNow THAT is a vocabulary term worth knowing.
DeleteLarders of Ill Omen (basement)
ReplyDeleteIs it seriously called that? What do they call the bathroom?
That has to be a Larry Elmore in the background of the spell listing screen. Does the game use more of his art?
Sir, this is a castle. Please come in. Note that Chambers of Contemplation and Solitude are right next to the stairs.
Delete“What do they call the bathrooms”
DeleteThe final resting place of the Larders of Ill Omens
Dunno if you know this or if itll end up being a spoiler for the game, but about the painting of the couple. V qbag guvax vgf fhccbfrq gb or Fgenuq, vgf cebonoyl Fgenuq'f oebgure, jub Fgenuq ungrf orpnhfr ur pbirgrq uvf jvsr.
ReplyDeleteDont remember if the game has already given you this info, I'vd never played the game but just playing it safe.
It's not a monster head in the painting; rather it is a torn canvas where the head used to be, so perhaps Strahd defaced a portrait of Sergei and Tatiana.
ReplyDeleteIsn't it his castle? Seems like you'd just take the whole thing down at that point!
DeleteHe probably can't bear to get rid of an image of Tatiana, even if he has to scratch out the part with his brother. In an era of painted portraits you have to sit for which aren't duplicable, such a portrait of the object of his lust would be hard to come by. What perhaps is surprising is that it's not located in his bedchamber with a pile of used handkerchiefs next to it.
Delete@Bruce - "defacing only one face on a picture" was already a stereotype at that point in time.
DeleteIt´s interesting how memory works. I distinctly remember playing Strahd´s possession some 30 years ago, but to this day I thought I didn´t get very far in it. I thought the bone golems and the Ivlis Caves were the extent of my experience, but now that I´ve read further on your series of posts, I realized I did grind in the cemetery and even wandered the halls of Castle Ravenloft. Propably what I was thinking as the game stopper back then were these zombie golems, not the bone golems, for I´m quite sure I never finished the game and most likely didn´t get out of the castle. But who knows anymore. I still remember Stone Prophet much better even though I´ve always been fascinated with Strahd as a character.
ReplyDeleteAbout those zombie golems. I have no idea why they´re called that, but to me they look like flesh golems put together from various parts of animals, monsters and men. Someone who knows more about D&D propably has a better answer.
The painting of a wedding couple, though, is surely meant to depict Sergei and Tatyana, with Sergei´s face erased/slashed off. This detail I do remember, even though my knowledge comes from the Ravenloft novels, not D&D sourcebooks.
“What do you think is on the right figure's head?”
ReplyDeleteI think someone slashed or clawed at the painting, obscuring the image of the man’s face.
The man with the bride isn't a monster. The painting is slashed, so I suppose it's Strahd's brother with Tatiana.
ReplyDeleteThe picture in the wedding room is slashed with a knife. So Strahd apparently had a go at his brothers head in his wedding painting. Not sure of the timelines here, but I don't think that wedding cake is good to eat anymore.
ReplyDeleteThe wereraven picture is more mysterious to me. It looks like a half-baked attempt to censor his armpits.
"but my "upcoming" list hasn't budged for two months."
ReplyDeleteNeither Ravenloft nor Pagan are particularly long games by CRPG standards, I suspect that has more to do with you taking one month long hiatus :)
"one showing a man and bride, only the man's face is monstrous or something"
ReplyDeleteThe man's face on this painting was slashed several times. Presumably, it is painting of Strahd's brother Sergei and Tatyana, since the bride looks exactly as the NPC you had in the party earlier. A nice level of detail, but I have to agree, the graphical resolution makes all of it hard to make out.
By the way, you missed another tower in the Strahd's castle. I think, it was not mandatory, there is another joinable NPC, a fighter, so you don't really need him.
"By the way, you missed another tower in the Strahd's castle." Weird. I looped around the entire place at least twice. Do you know where the entrance was?
DeleteIt's on the Main Floor, via the chapel. I have a nice map on my walkthrough, but not sharing at this point for spoiler reasons.
DeleteThat portrait in the screenshot -- could it just be that the face was ripped away and it's showing the stone wall behind? I'm wondering if it's a reference to (rot13) gur jrqqvat bs fretrv naq gnglnan.
ReplyDelete> What is a zombie golem, anyway? A stone golem is made of stone; an iron golem is made of iron. A zombie golem is made of . . . zombies? Is it undead? ("Invisibility to Undead" didn't seem to work, if that's any clue.)
ReplyDeleteClose... cast Turn Undead.
> Once the enemy is in melee range, there's no time to be clicking around the inventory screens and spellbooks—no time, even, to swallow a potion or cast a healing spell on an ally.
The game is paused in the inventory screen and you can feed potions to party members directly there by clicking on the character's head with the potion on the cursor.
> [...] interesting portraits on the walls, one showing what might be a family, one showing a man and bride, only the man's face is monstrous or something.
It's been defaced (a nice touch). Shows Strahd's jealousy for his brother.
"The game is paused in the inventory screen and you can feed potions to party members directly there by clicking on the character's head with the potion on the cursor." Son of a . . .
DeleteI missed that the entire game. I was putting potions into their hands, then activating them from the main screen. Thank you--better late than never.
@Addict, this potion functionality is described on Page 15 of the manual
DeleteEither I'm missing something, or this "functionality" doesn't work. Daniel, did you actually experience this, or were you just repeating the manual?
Delete"A zombie golem ruins our day. I can't really interpret this enemy's image. It looks like he's wearing a dog on his back."
ReplyDeleteI've found an image from a zombie golem which seems to depict that it is an amalgation of different body parts stitched together, and some of those body parts are from animals; its design seems to be inspired by the alien creature from "The Thing".
https://static.wikia.nocookie.net/ravenloft/images/7/73/Zombie_golem.png
Thanks! I guess that really is what it's depicting, then.
DeleteThe only problem with that picture is that I can only find it in editions that post-date Ravenloft, not pre-date it, so I'm not sure what came first.
Delete"In them, Strahd complains about Azalin, the Lord of Darkon, a lich which has somehow appeared in his land."
ReplyDeleteThere is an upcoming D&D computer game ("Warlock: Dungeons & Dragons") which it is supposed to take place on Darkon.
"Action-Adventure"
DeleteThanks but no, thanks.
Are we at that point again were it's a absurd idea to make an actual CRPG out of a, you know, role playing game license, from marketing/publishing POV?
Doesn't opening inventory pause the game though? That should make drinking potions less of an issue. In Stone Prophet, opening spellcasting menu also pauses the game, but not in Strahd's Possession. You can also make things a little more tactical by casting the Slow spell, which is AOE and cuts the enemy speed by half.
ReplyDeleteAfter all the talk about ravents, I misread "revenants" as "raven-ants". Distant cousins of bugbears, I presume.
Yes. Opening the inventory screen pauses the game. But you can only place potions in the hand or rearrange party setup. In the sequel games they made UI improvements.
DeleteThat's more of a sign that real-time combat doesn't mesh well with the turn-based D&D: having real time actions except when you're drinking potions, that's closer to real-time-with-pause like in the Infinity Engine games.
Delete@Radiant, if I take the original "real-time-with-pause" RPG, Darklands, then I believe you couldn't drink potions during combat either, but you could instantly pray.
DeleteThis being said, you perhaps had enough virtue to pray once or twice per encounter at most, so it wasn't so game breaking.
Dreamforge later had a rather elegant solution to the real-time problem in Anvil of Dawn: by default, enemy attacks recharge on a rather generous cooldown, allowing. But as soon as you attack an enemy yourself, their cooldown immediately resets and that enemy can act again irrespective of when they acted last - so you can take your time thinking through your next move, but can't hit the enemy repeatedly during that time without them retailiating. The end result is that, within certain limits, you can make combat as tactical (within a certain limit) or as action-y as you like.
DeleteHowever, the system is kinda wasted on AoD given that it's a single-character game with a rather streamlined spell inventory.
That does sound like a good compromise, VK. I don't remember having this much trouble in Dungeon Master. Maybe I just need to slow down the processor.
Delete@VK: That's very interesting! Does this also prevent the player from moving in front of the enemy, attacking once, and stepping away before the enemy can retaliate? Does resetting the enemy's cooldown mean that they retaliate immediately?
Delete@Bitmap kind of. From what I remember in Anvil of Dawn, you don't have the option to sidestep (as with Eye of the Beholder), so the usual option to hit and waltz around them isn't available. But you can hit them and step back to avoid their retaliation and then step forward again and repeat. That sums up combat in that entire game. I'm not particularly enthusiastic about it.
DeleteNo, you can still dodge, since enemy attack animation takes some time.
Delete"There's a dining room with what might be a wedding cake on the table, plus some interesting portraits on the walls, one showing what might be a family, one showing a man and bride, only the man's face is monstrous or something".
ReplyDeleteI think it is a picture of Sergei (Strahd's brother) and Tatyana's wedding, and Sergei's face has been scratched by a furious Strahd.
"I groan at the idea of giving up either Mischa or Glorianna."
ReplyDeleteMan it's annoying when the plot/content designers seem completely unaware of player motivations like that. My personal pet peeve is when you can see treasure chests in a cutscene. I'm not playing attention to the dialog, all I'm thinking is "you'd better not f'ing teleport me out of here after this."
The zombie golems are why I said you'll die without Turn Undead. They'll eviscerate even a highly-competent player in the blink of an eye, can soak up a lot of melee attacks, and are highly resistant (immune?) to magic.
ReplyDeleteBut a cleric can make 'em into vinyls.
Huh... by their TTRPG description, zombie golems shouldn't be vulnerable to Turn Undead. They're made from parts of defeated zombies, but they aren't themselves undead, and while it's possible certain non-undead creatures may be affected to Turn Undead on a case-by-case basis, their description doesn't say anything about that. I wonder if that was a mistake by the creators of Strahd's Possession or whether they made that change intentionally because they figured zombie golems were tough enough they needed another weakness.
DeleteSpeaking of other weaknesses, looking over their entry again I do see that zombie golems in the tabletop game have an additional weakness I missed before (because it was in the general description of "Ravenloft golems" and not in the description of zombie golems specifically). A dispel magic spell effectively temporarily deactivates them for a number of rounds equal to the spellcaster's level. However, they also have an additional special strength I missed as well (for the same reason)—they can be damaged only by +2 or better weapons. Again, no idea whether either of these abilities is implemented in Strahd's Possession.
Can't say I see a distinction worth a jot. Undead are dead things animated through unnatural means such as magic, zombie golems are dead things animated through magic. Through necromancy, to hear you tell it, the magic of undeath. ZomGols aren't dead-dead, seeing as they're moving around trying to kill you, and they certainly aren't alive anymore, so...
DeleteComing at it another way, stapling together zombies doesn't cancel out their zombieosity. Turn Undead turns zombie and ZomGols are USDA certified 96% zombie or greater by volume.
Yes they should... zombiegolem's entry says in th middle that they have status as undead.
DeleteThe zombie golem's description includes the sentence "They move slowly and without thought, attacking in a lackluster manner that has been retained from their undead status," but that's referring to the undead status of their component parts; it retains some characteristics of the undead that were used to make it. That doesn't mean the zombie golem itself is undead. (In fact, the very fact that it says it has a manner "retained from" that status implies it no longer has that status.) If the zombie golem itself were undead, the text would say so, and specify how hard it is to turn—and it presumably wouldn't be categorized as a golem.
DeleteIt's also worth noting that just as the zombie golem is made from the remains of defeated zombies, the bone golem is made from the remains of undead skeletons—so if being made from zombies makes the zombie golem undead, then by the same argument the bone golem should be undead too. (And maybe it is undead in Strahd's Possession, but that's not what I'm referring to.) But the bone golem's entry says that bone golems "can easily be mistaken for undead", which clearly implies that they're not undead—and if a golem made from the remains of undead skeletons isn't undead, there's no reason a golem made from the remains of zombies should be undead either.
I grant that it's not much of a stretch to justify that the zombie golem could be undead, but I think it's pretty clear from the text in the Ravenloft Monstrous Compendium Appendix that it wasn't originally intended to be. For what it's worth, the 3E Ravenloft developers apparently felt the same way; when the zombie golem was converted to 3E (in which Undead was a creature type, so whether or not a creature was undead was always explicit), the zombie golem was assigned to the Construct type, not Undead.
There's also the fact that even if they were undead, they shouldn't be easy to turn. They have 18 hit dice, so if they don't have any special vulnerability to turning a cleric would have to be at least 8th level to have any chance at all to turn them, and even then it would only be a 5% chance, and a 9th-level cleric would only have a 10% chance of turning them. (And that's without any penalties due to the effects of Ravenloft.) So if they're easily dealt with by turn undead, it seems that that's a significant nerf. (Not that that's necessarily a bad thing.)
Delete(As for whether or not the distinction matters... well, yes, by game rules it definitely does matter, because, among other things, it affects whether or not they can be turned. Zombie golems aren't animated by necromantic magic anyway; they're animated by the will of the Dark Powers of Ravenloft, which is why they can't be created elsewhere.)
Though if the only requirement for Turn Undead to work was to be a dead thing animated by magic, why shouldn't it work on all types of golems? Say your regular clay or stone golem. Especially if made from sedimentary stone!
DeleteI cannot get "Turn Undead" to work on zombie golems. I've tried multiple times and with both characters. Jalen's note about the math probably explains why. I just gave up at some point.
Delete@CRPG Addict, your cleric is Mischa, who starts pretty low-level compared to the rest of the party. I don't know how many levels my cleric was ahead of yours at that same point in the game, but that likely makes all the difference. Turn Undead worked for me against the zombie golems.
DeleteThe language of intrigue! So subtle; so romantic! So filled with nuance! The warp and weft of overlapping and contradictory facade and intent tha-
ReplyDelete[having played for 100s of hours at this point] NAME. JOB. NEST.
Yeah, the way the game can lock you into the final battle randomly, without any warnings beforehand, even if you don't have everything neccessary is just rude. But that said: only two saves? Now that's the kind of bravery I'll never have. However many save slots a game has, I'll use them all (and I mean that literally, I managed to fill multiple games with slots in the hundreds).
ReplyDeleteI would love to hear a bit more detail on hex-editing your save file. Was the file in an easily-interpretable format so that you immediately knew which values to change? Did you save ten times, move a square in each, and see which values changed? Or, what?
ReplyDeleteI switched to grid-based movement, took a save at one point, moved three steps north, and took a separate save. Then I compared the two files to see what value had changed by 3 or -3 between the two files. I found it relatively early (0x0058, I think), then added 12 to one of the values, reloaded from in-game, and found myself sufficiently north to escape.
DeleteI have done this exact thing about a dozen times with other games.
I remeber a DOS tool that did this automatically. You could even pin values in memory to a fixed value, such as hit points for. I can't remember the name though.
DeleteThere were multiple programs in DOS like "Game Buster", "Game Wizard" or "Infinity Engine". Today there is "Cheat Engine" in Windows, which can be used with DosBox.
DeleteYeah, I told myself I'd find a tool if it wasn't immediately obvious, but it was.
DeleteThere are many tools for this, of course, but a simple one that most people will have is the DOS/Windows "fc" program. The binary (/b) option will list offsets to differences and the values in both files at those points.
DeleteI don't think anyone has mentioned this yet but I do think that the portrait is Sergei and Tatyana, did you know??
ReplyDeleteEveryone posted in the middle of the night (for me) while I was sleeping. I approved them all the next morning. When they commented, they didn't know that other commenters had already covered the same subject.
DeleteIt didn't help that the question was spelled out explicitly under the picture.
DeleteAlthough, frankly, I did expect something like this to happen and had my doubts before commenting.
Ah, that makes perfect, I was wondering why nobody had read the other comments before posting. It was starting to look a little like Reddit
Delete“ Everyone posted in the middle of the night (for me) while I was sleeping. I approved them all the next morning. When they commented, they didn't know that other commenters had already covered the same subject.”
DeleteA clear case of the new anti-dumbass spam system INCREASING the number of comments :)
Rangers don't get mage spells in TRPG D&D. Instead, they get druid spells (or technically, cleric spells from two "spheres" normally reserved from druids). Since most D&D CRPGs don't _have_ druids, I suppose they left out the ranger's spells.
ReplyDeleteAlso, in 2E D&D neither paladins nor rangers can use scrolls (although in later editions, they can).
They get spells starting at level 8. Is his ranger already at that level?
DeleteRangers actually did get magic-user spells in first edition—they started getting druid spells at eighth level and magic-user spells at ninth. Of course, Strahd's Possession is based on second-edition rules, where that's not true, but the earliest Gold Box games used first-edition rules, so rangers would have started getting magic-user spells at ninth level in those games.
DeleteThanks, Jalen. That explains the difference between my expectations and the reality.
DeleteI just don't understand why he's blue.
ReplyDeleteA tribute to Grandpa Munster, clearly.
Clearly, it's Beast AKA Hank McCoy from X-Men in a Marvel cross-over.
DeleteGrand Admiral Thrawn, is that you?!
DeleteMaybe hes cyanotic because he doesn’t breathe anymore.
Delete“I just don't understand why he's blue.”
ReplyDeleteI think it’s because his love married his brother.
I kid.
Da be DEE da be DAI.
DeleteThe door opens to a bedroom occupied by two vampires.
ReplyDeleteThe premise of many a bestselling novel!
The leader takes exception to the characterization and demands that we swallow a sleeping potion so he can take us to a secret place. ("'Tis more certain than a blindfold.")
ReplyDeleteI really enjoy your reflections about how horrifying a sleep spell would really be in an actual battle, it this seems close! I guess I'd be stuck in Ravenloft, because there's no way I'd agree to that deal.
Seriously. I wouldn't let my own mother drug me to sleep, let alone some random guy in a warehouse.
DeleteI'd highly recommend it for when you get a colonoscopy, though.
Delete@Buck: The part of that I wished I could sleep through was the prep. Don't drink any of those potions in an RPG.
Delete"What is he doing with his right hand?" Appears to be taking a selfie.
ReplyDeleteClosing the door behind you when approaching a boss battle is something designers need to do to prevent players from being able to "cheese" the boss by retreating and sniping from safe places, like when you shot the eight zombie golems from behind the crypt doors.
ReplyDeleteYou've mentioned several times that you like games that integrate combat into the regular gameplay space, but I think this is a significant disadvantage because this tactic makes the primary RPG tactics (such as buffing with spells, like you did with the first zombie golem) optional.
It also feels artificial and telegraphs what is about to happen, and it can lead to problems like the one you encountered.
There are lot of open games that will teleport enemies back to their spots if they stray to far away from their start.
DeleteHey! Killing zombie golems by exploiting their pathfinding is not "cheesing" - they are supposed to be dumb! That's role-playing!
DeleteThis is kind of ironic to me because the main RPG-adjacent games I play are roguelikes, where combat/movement integration is essential, and one of the key strategies when facing mobs is almost always retreating to deal with them at a chokepoint.
Delete(Except for the "roguelike deckbuilders" where combat is totally different.)
"There are lot of open games that will teleport enemies back to their spots if they stray to far away from their start." My favorite here is Tainted Grail, where enemies follow you for a while, then turn around and absolutely haul ass back to where they started.
DeleteThinking about it a bit more, from a design standpoint I don't see why they have to have the door close and lock before Strahd appears. In a game where you can save anywhere, it seems particularly cruel (in the zarfian sense of "how easily can you get caught in a walking dead situation") to seal you in with the boss before you know you're sealed in with the boss. And there could be dramatic justification for Strahd magically sealing the door as soon as he confronts you.
DeleteAnd the thing that really seems to obstruct the RPG tactics is not the integration with the movement space, but all the real time business that makes it awkward to cast spells and use potions in combat.
I feel I've seen that before in other games. I've been playing the new Control game, and they specifically tell you that enemies will return to their starts in a tutorial message. It kind of makes sense in that game, because the enemies are... weird.
Delete"one of the key strategies when facing mobs is almost always retreating to deal with them at a chokepoint"
DeleteYes, and I find it a bit monotonous that retreating to a chokepoint is so often the dominant strategy. I wish more games were designed to give you good reasons to enter the room and fight the enemies there, so that this often becomes the better option, without having to lock the player in. It can be more interesting when threats come from different directions instead of letting the player reduce the threat to one direction. Maybe enemies could be made to mess up more when the player keeps the pressure on them. They could also be better at taking advantage of the player's predictable position when he attacks from a doorway, for example by throwing grenades or fireballs in.
I think it's fine for there to be a decent strategy to default to. The more interesting enemies in roguelikes tend to be the ones that that doesn't work as well on anyway, whether they are invisible/teleport/are too fast and you might get surrounded anyway, or are dangerous spellcasters that you don't want to let freely cast while you're standing in your chokepoint with other enemies between you.
DeleteIt also happened in Pool of Radiance, in the library. First, you wandered freely in an entire area, then when you tried to leave, you found yourself trapped with a Spectre. Which is not the end of the world, provided you knew and got ready before entering.
DeleteI think it was and still is a bad idea, but hey, lesson learned.
Man, do I miss the days when the big boss battle that I had to reload three times to win was with one specter.
DeleteStrahd *is* blue on the cover of the original adventure module, and his novel. The sprite designer must have misread the lighting situation, like with "the dress" being blue or white depending on perception.
ReplyDeleteHere's original blue Strahd:
https://en.wikipedia.org/wiki/Strahd_von_Zarovich#/media/File:Strahd.png
There's also another vampire enemy in a screenshot earlier in the session who is blue as well. I guess the sprite designer just thought "eh, vampires are blue," but didn't check with the artists responsible for the cutscenes.
DeleteAn alternative possibility is that the sprite artists wanted the vampires to be pale, but were simply used to thinking within the confines of the EGA 16-color palette. It reminds me of the later versions of Maniac Mansion, which gave the Edison family a cyan skin tone, even though they had normal pink skin in the original low-res C64 and PC releases. It's unclear why. I suspect they were meant to have pallid skin to show how the Edisons hadn't gone outside for twenty years, but the idea was hampered by the confines of the EGA palette. The sequel Day of the Tentacle gave them pale skin in a way that made much more sense thanks to VGA graphics.
Of course, it's quite possible that in this case the Ravenloft sprite artists simply thought that vampires should be blue.
I think that one really needs to play Ravenloft: Strahd's Posession at CRT monitor to see what the original intent was, because if I compare the colour intensity on CRT vs. LCD, then the dark end of the curve is much darker on CRT, which gives more prominent contrasts. As a result, the final boss probably looked like a really dark room with more prominent shirt and face.
DeleteThis curve difference was corrected in GOG release of Fallout (which uses updated engine), but not Arcanum (which doesn't).
@RG, if the shades were so much deeper as to create the dark room effect, that would make the UI unreadable, especially the character portraits - they already look plenty dark in the screenshot.
DeleteIn Baldur's Gate 2 vampires also had bluish complexion. Both the sprites of the random vampires and Bodhi's portrait. So it is a thing in AD&D.
DeleteIf they went for a corpse-look it would´ve made more sense to have gray or white skin, but at least there´s some kind of justification for blue as well, even if it doesn´t really fit. Anyway, it doesn´t bother me quite as much as drow elves in Goldbox games having blue skin and long, drooping moustaches.
DeleteLots of games give you new party members right at the end that nobody wants to use. I wonder if Ravenloft has a vision for players to use Raise Dead a lot, or suffer level drains, and then to discard allies when their constitution or their levels get too low. It wasn't until I started playing roguelikes that didn't allow constant saving and loading that I ever used these kinds of mechanics in games.
ReplyDeleteI had two thoughts about the zombie golems: First, that they remind me of MTG's Alaran zombies, which are also hideous amalgamations with crab claws, and second, that they look like when a bored kid disassembles all their He-Man figures and puts them back together after swapping the parts around.
ReplyDelete