Publication of other EtCR contest entries?

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tec-goblin
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Publication of other EtCR contest entries?

Post by tec-goblin »

As far as I remember it was said that the rest of authors who submitted thinks for the EtCR Ravenloft would be contacted to prepare their entries for some kind of netbook. Is it true? I haven't been contacted :(
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Post by Joël of the FoS »

Yes, let me follow up on this :)

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Post by NeoTiamat »

So.....?
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
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Post by Joël of the FoS »

Haven't got time yet :(

Maybe we'll add the material to the adventure hook page, in a special section. It will be quicker!

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Post by The Giamarga »

Where will the winning entry be published again? And when?
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Post by Joël of the FoS »

I'll wrap everything in the next QtR - October.

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Post by labdishwasher »

Did this happen? I was unable to find it.
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Post by Joël of the FoS »

labdishwasher wrote:Did this happen? I was unable to find it.
No, it wasn't. For some strange reason (probably involving meeklebrau), a few things didn't make this issue of QtR.

Joël

Here they are:

A Ravenloft Halloween contest set in Barovia

On Friday the 13th in October 2006, the Fraternity of Shadows launched a small contest: with the launch of the Expedition to Castle Ravenloft (EtCR) adventure by Wizards of the Coast, we wanted to tap into that vein and host a contest corresponding to its release. Therefore, people were asked to get their favorite blood-red pen ready and write something about Castle Ravenloft.

We were accepting contest submissions dealing with any of the following topics:

- describe a new monster or a villain from the village of Barovia (and its surroundings), or from the Castle Ravenloft itself; or
- describe an adventure hook based on Castle Ravenloft; or
- describe a places of interest (small locale) of Barovia, preferably near the Castle Ravenloft or the village of Barovia.

The Fraternity of Shadows voted on creativity and versatility.

We are pleased to announce the winner as Rafael. Congratulations!

This document presents all the entries submitted. They were not edited and presented here as submitted.

The Fraternity of Shadows (www.FraternityOfShadows.com)
Souragne


Salko Czapek
Written by: CorvusCornix

A travelling barovian merchant, Salko earns his money by importing cloth to Barovia from nearby countries, especially Kartakass. It was on one of his travels that he met Sophia Thorndale, a foreigner in Kartakass herself. They quickly discovered that the shared his taste in music, fine wines and good meals. They would spend hours talking and it seemed to Salko as if Sophia was the first person to ever truly understand him. Needless to say, they fell deeply in love with one another, and Sophia finally decided to join Salko on his travels.

Tragedy struck when both of them travelled through Barovia a few weeks later: when they passed through the fog encompassing the village of Barovia, SOMETHING happened. Salko awoke lying on the ground just outside the fog, with no memory of what had happened – and Sophia nowhere in sight. He felt dizzy and his head hurt, as if he had been struck by something. He called her name and spent hours searching for Sophia, all to no avail. After days of searching, he decided to stay in the village for as long as necessary, willing to spend his last coin on the search for her.

However, in the weeks that followed, he began to notice strange changes in himself. All of a sudden, rashes would appear somewhere on his body, only to vanish after just a few hours. Furthermore, when he once spent an evening in a crowded tavern, his head suddenly began to ache, the voices all around him seemed to grow louder and louder, until he couldn’t stand it any more. He tried to shut out the noise by pressing the palms against his ears, but he still could hear them, loud and clear. On shaky legs he got up and ran outside, but while he ran, he noticed that everyone was staring at him, all conversation had stopped – but the voices where still there, in his head, talking about him.

Salko is still trying to find Sophia, he still hasn’t given up searching the fog, and while he now fears that he may not find her alive, he at least wants to find her body. From a conversation with a local herbalist he has learned that in Hazlan there is a root called the Quovusp Root that the locals there grind and smoke. This is said to create visions of astonishing clarity, which sometimes help the user answer questions. He is now trying to obtain some of these roots, in the hope that these visions might help him find out what had happened in the fog.

What Salko doesn’t know, is that deep in the Barovian fog, a terrible surprise is waiting for him: he will be shocked to find not Sophia’s but his own body lying deep in the foggy mud! Sophia, or now Salko, is a doppleganger from distant Paridon who had left her clan behind to stand on her own feet. Salko’s life style, his constant travelling behaviour and his wealth were very alluring to here, and in the fog, she took Salko’s form and tried to kill him. He put up more of a fight then she expected though and managed to hit her on the head with a thick branch before she mortally wounded him. Still in Salko’s shape, she stumbled out of the fog and passed out. She had spent the last month reading his thoughts and trying to familiarize herself with him so nobody would notice the change when she took his shape. However, after the impact she forgot about her true self and remembered Salko’s thoughts so vividly that she mistook herself for him.

As time passes Salko notices more and more strange changes happening to himself as his body begins to remember his abilities: small details of his body change for a short time, i.e. his hair colour becomes lighter, his eye colour changes, he shrinks a tiny bit, patches of grey skin appear. Furthermore, as a doppleganger he can change the form of anything he carries, which now happens involuntarily: he pays with coins that turn into needles in the hands of the recipient, or the keg of ale in his hand suddenly changes form and spills its content everywhere.

He will pay a large sum of money to anyone who can help him find out about Sophia, but he begins to realize that something is very wrong with him. At first, he talked quite openly of the strange changes, but the superstitious folk of Barovia are quick to develop there own theories of dark magics and demons, so that he now tries to blend in as well as possible.

Bannik
Written by: NeoTiamat

“I finally heaved the last of the logs on to the fire-pit. That would be enough wood. Quickly, I stripped down, wrapping a towel around my waist as I quickstepped through the snow, sitting down with a sigh of pleasure on the wooden bench.

The door opened at that point, and I saw the groom from the inn’s stables enter. He was an old man, weary, but his eyes though, were much brighter then I remembered.

“Can an old man share the steam with you?”

I waved for him to sit down. My family had always raised me to be polite.

“I swear it gets colder every year. These old bones of mine ache in this weather.”

In truth, I had barely considered the weather. I’d received word that my father been stricken ill. Worried sick, I planned to make the Svalich by midday tomorrow.

The old man chuckled, showing yellowed teeth, and spoke, “Oh don’t worry, you’ll see him again I wager. He’s a strong old coot, he’ll live.”

I hadn’t spoken aloud.

“Still and all, if you want to see him soon, I’d wait a few days before I try the Svalich. Goodnight sir.” With those words he left.

The next day, there was an avalanche in the Svalich Pass. Had I not listened to the old man, I’d have been buried alive. My father lived.”

-From the private journal of Piotr Kulirov, Immol Merchant

Bannik, NG 6 HD Medium Fey (Incorporeal), AC 20 (+2 Dex, +8 Deflection), Str 11, Dex 14, Con 12, Int 17, Wis 19, Cha 14, SA & SQ, Detect Thoughts, Incorporeal Traits, Scalding, Alternate Form, Foretell, Banya-Bound, DR 10/Cold Iron, SR 19. CR 6.

In lands where winters are cold and fierce, people wish for warmth, and so they build steam-houses. Originally starting in Vorostokov, it has spread to the Core, and most of all to Barovia, where the Blood o’ the Vine has a fine bathhouse. With the tradition, however, the Banniks have also spread. They are spirits of the Banya (bathhouse), benevolent fey that take the form of a fellow bather and dispense good advice. It is customary to leave the third steaming of a bathhouse for the Bannik, and to always be polite to other bathers, as one never knows when one is speaking to a Bannik. Should someone be rude to a Bannik however, or disrespect the custom, then that person may well be found scalded to death the next day, clutching at an unlocked door.
Combat: The Bannik is a generally benevolent spirit, but also one that is easily angered. It has only one attack form, Scalding, which it will use it if annoyed sufficiently. The only way to permanently destroy a Bannik is to destroy the steam-house where it lives.
Detect Thoughts (Sp): As the spell by a 12th level caster, always active. Banniks automatically read the thoughts of anyone inside the Banya, and have a tendency to conduct conversations as if the other person is speaking aloud, to general consternation.
Alternate Form (Su): The Bannik may assume the form of any humanoid within one mile of the Banya, always someone the bather has seen before.
Foretell (Su): The Bannik may see the future, similar to the spell Divination, except with utter accuracy. The oracular powers of the Bannik rival those of the Vistani themselves.
Scalding (Su): The Bannik, being an incorporeal spirit, lacks any physical attacks. IT can however, scald foes to death. At will, the Bannik can make its steam-house incredibly hot, scalding opponents with heated steam. Any character inside the Banya takes 2d6 points of heat damage (DC 14 Fort Save for half) and any metal is affected as by a Heat Metal. Furthermore, the doors of the sauna lock, trapping all characters inside.
Banya-Bound (Su): The only way to permanently destroy a Bannik is to tear apart its sauna, otherwise a defeated Bannik returns the next time someone enters the Banya.

The Dread Messenger
Written by: Rafael

“House of Strahd” has Strahd's messenger, a Vistani named Antonio, leave the Weary Horse Inn as soon as he has delivered the letter, and “if they try to detain him or ask him further questions, he has little to say.” But what if mysterious Antonio is on a quest for himself?

In this version of the story, Antonio is no Vistani, but a Borcan of very distant Vistani origins. His dark skin and black hair, however, together with his colourful, gypsy-like way to dress, and his elegant black mustage often delude people to mistake him for a member of his ancestors' race.

Antonio recently quit his decadent life as a celebrated performer at Lechberg's Sommet Theatre, and set out to participate in one of Kartakass' famous meistersinger contests. Conscious of his Zarovan heritage, he payed a band of travelling Vistani to take him to the south. But when the gypsies camped near the cursed village of Barovia, Antonio's fate was set.

Intrigued by stories of a sweet maiden imprisoned to save her purity, Antonio sneaked into Mad Mary's townhouse, and, in fact, discovered beautiful Gertruda. Enchanted by her beauty and her innocence, he persuaded the girl to escape with him. But on their flight through the Svalich Woods, Strahd's minions routed the lovers, and the count himself forced Gertruda out of Antonio's arms, cursing the bard with his Dark Kiss. But when Antonio was about to give his last breath, the count offered him a trade: If Antonio murdered village Barovia's burgomaster and delivered a falsified letter to a group of mercenaries that somehow had made an offense to Strahd's honour, this would buy Gertruda free. Despaired and alone, Antonio had no choice but to consent, and in the same night, the burgomaster was killed and Antonio was on his way to meet the adventuring party. Antonio is also responsible for the true messenger's death, and has taken the burgomaster's original letter from him. He is still keeping it with his other belongings.

Antonio is as much an enemy of Strahd as the PCs might come to be, but his new vampiric nature is slowly taking over. His skin has already begun to become sensible to sunlight, and he will feel drowsy in sacred places. His hunger for blood is growing to the point that he cannot stand quietly or sleep any more, and he will constantly be sweating. Even so, he will try to keep his secret at all costs. Should he fail to resist his blood thirst any more, he will try to drain a person near him in a fatal rage, and in the moment he tastes human blood for the first time, he will become a true vampire spawn, accelerating the normal transformation process.

If the heroes don't discover his twisted change, however, Antonio will escort the party to village Barovia, and claim that he knows nothing about any of the recent events, and that old Kolyan was alive when he left him. Some of the villagers might speak up against the bard, and remember that they saw him out in the streets at night. While Antonio will try to mock away anyone who wants to prove his involvement in Gertruda's disappearance, he will react aggressively if he is accused of having killed the burgomaster. If his murder is revealed, Antonio will try to escape, and leave the party. If he survives, he will later join or follow the heroes, for Gertruda's sake, when they enter Castle Ravenloft. By the time the party rescues the girl, Antonio's transformation has been completed; though he will not join Strahd against them, he will come after the party, should they take custody of poor Gertruda...

Antonio, Human (Borcan) Male Bard 6/Vampire Spawn 1*: CR 11, Medium Undead (human); 6 ft. tall. HD=6xd6+1d12, hp=40; Spd 30 ft.
Combat: Init=8; AC=14, touch 14, flat-footed 10; Base Atk 4, Grp 7; Atk +8 melee (1d6+5; + 1 rapier; 1d3+4, whip; 1d4+5, punching dagger). Special Attack: Blood Drain (1d4 CON DAM per round). AL: CN.
Saving Throws: Fort + 3, Ref +11, Will +7.
Ability Scores: Str 17, Dex 18, Con –, Int 15, Wis 10, Char 20.
Special Abilities: Bardic Music (Countersong, Fascinate, Inspire Courage +1, Inspire Competence, Suggestion); Bardic Knowledge; Darkvision 60 ft; Vampiric Weaknesses (MM p. 253); Turn Resistance + 2.
Relevant Skills &Feats: Appraise +5; Balance +6; Bluff +16; Climb +3; Concentration +10; Craft (musical instrument) +2; Diplomacy +14; Disguise +14; Escape Artist +7; Gather Information +7; Heal +0; Hide +15; Intimidate +7; Jump +5; Listen +8; Move Silently +11; Perform (performing arts) +14; Search +4; Sense Motive +2; Spot +4; Survive +0; Swim +3; Tumble +13; Use Magic Device +11; Use Rope +4. Alertness, Improved Initiative, Lighting Reflexes, Weapon Finesse.
Bardic Spells Per Day: 3/3/2
Bardic Spells Known: 0 – Lullaby, Mage Hand, Message, Prestidigitation, Read Magic, Summon Instrument; 1 – Cause Fear, Charm Person, Disguise Self, Tas ha's Hideous Laughter; 2 – Alter Self, Detect Thoughts, Summon Swarm. Base DC= 15 + spell level.
Languages: Balok (native), Mordentish, Vaasi.
Signature Possessions: +1 rapier, Kolyan Indrirovich's letter, map of Harmonia, violin, 80 gp.


The Kindly Ones
Written by: Atrelegis

The adventure requires characters not native to Barovia (denizens of another domain or downright outsiders). Lord Strahd von Zarovich has been plagued for the past year or so by terrible beings, kin to the Mists but not native to Ravenloft, the Kindly Ones.

At first, there were only nightmares that plagued him in his sleep, but they had nothing to do with the usual mockery of his beloved Tatiana’s image. Instead, they showed him the very acts that pushed him to the Mists. The murder of his kin. Though he was initially the hunter, he was gradually replaced as the hunted. Every following night, the dreams would be more vivid.

Using his powers, Strahd drew the Kindly Ones out of his dreams, intending to trap them. Being kin to the Mists though, the creatures slipped from his grasp and were set loose on Barovia. Slowly, the domain became a playground of punishment for the vampire. He has been unable to feed and the sun shines stronger than ever in Barovia, with rumors of raids in the farthest settlements of the domain reach castle Ravenloft. Apparently an unknown army, know as the Tergs, has invaded Barovia.

The characters reach Barovia and find the domain in a state of chaos. Troops have been rallied under Strahd’s orders, who has apparently gone paranoid. The troops are ordered to cease the Terg advance and so far have ransacked border villages under the Count’s direct orders, who denies to leave castle Ravenloft.

The Tergs do not appear anywhere in this adventure. But for Strahd to be forced to face the enemies that deprived him of his youthful years even now, in his undeath, is a terrifying enough thought for him.

The hook comes when Strahd senses the approach of outsiders in his domain and asks for their aid. The Barovians are apparently oblivious to his plight and with the Tergs nearing his border, he has to resume control the soonest possible.

Barovians suffer only the repercussions of Strahd’s madness and growing paranoia. None realizes the Kindly One’s meddling with the domain, except for the Vistani, who actually hide them, out of fear for the Mists. The Kindly Ones are immortal but weak before those they were not meant to harm (at least in this state). Should they be slain, they will appear again the following day, doubling their efforts to punish Strahd. Only a spell of his own creation can banish them back in the dream world.

Information on the Kindly Ones: http://en.wikipedia.org/wiki/Furies


Shadows Persist
Using Expedition to Castle Ravenloft in your d20 modern game

Written by: tec-goblin
Here we will present two new ways to include Expedition to Castle Ravenloft in your campaign, expanding the original Nexus of Shadow hook in Expedition to Castle Ravenloft. If you follow our suggestions, the adventure will become a centerpoint for your campaign, and the implications of the events unfolded in it can stress deep into the future.

COMMON ENEMIES: Enter Hoffmann Institute
Probably the burgomaster’s letter wasn’t really written by Strahd. Probably some other secret society wanted Strahd dead, but didn’t want to risk its assets. Any religious organization, like Knights of Malta (Dark●Matter p. 79, published by Wizards of the Coast) or the Hidden Order of St. Gregory (Dark●Matter p. 75), could fit into this role. By letting the Hoffmann Institute (or any similar organization in which the PCs participate) “discover” texts about an ancient relic with FX abilities (probably Sunsword) and the “burgomaster’s” letter, they lead the heroes in a confrontation with Strahd Von Zarovich.

A group of skilled investigators will discover the fraud when they see the real letter, but their discoveries so far and the zombie infested village will probably urge them to continue. Things can get considerably more complicated if, right before the heroes’ final confrontation with Strahd Von Zarovich, the Hoffmann Institute informs the players that they have discovered some kind of fraud, possibly by a religious secret society opposing Hoffmann Institute. What will the heroes do? The proper heroic action would be to kill Strahd and search for the secret society later, but a more strategically-thinking team of questionable morality could try to use the information to bargain with Strahd for collaboration against this common enemy, particularly if things go awry during the final confrontation.

GRAND CONJUNCTION: Enter the Mists
Castle Ravenloft could even fit into a campaign with virtually non-existent magic. In this scenario, the castle and the surrounding area appear out of nowhere in a remote place in Rumania. The heroes, going there to investigate, or just for vacations, get into the midst of the zombie infestation. What has really happened is that, at some point during the Grand Conjunction, Strahd managed to get the land surrounding his castle into a completely different world. Into our world.

But the Mists don’t let their prisoners escape that easily. They will try to lead the heroes to stop the rituals Strahd has to continue for some time to stabilize his lands into this new world. Even if the PCs try to leave the region, they will find their communication interrupted, their ways blocked by constant mists and the whole nature conspiring to keep them there. If they kill Strahd, Mists will claim him back, while the heroes will be left on the mountains, with no trace of the castle or the village.

And what if they fail and retreat (probably leaving behind corpses, their friends’ corpses), and Strahd gets his 11 days of rituals? Then, when the dust settles after the Grand Conjunction, the Mists will find a new way to get Strahd back: slowly but steadily they will infest the land around him. Soon Rumania and nearby Moldavia will fall into the hands of the Mists. The retreated heroes and their new comrades will have to return to Castle Ravenloft, to investigate and interfere in this Masque. Otherwise, it won’t be late before black things start crawling out of the Black Sea…

---

For those who wishes to expand their entries to a QtR article, you are encouraged to do so!
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
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