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Disco dance
#last of my disco elysium posters#edit: added the version with the title under the cut#disco elysium#disco elysium fanart#harry du bois#kim kitsuragi#harrier du bois#pete andre#andre#fanart#my art#digital art#dolores dei#soona the programmer#egghead#germaine van der wjik#featured
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It's been a lot of work over a lot of time but I think I can finally share this...
PMD:EoS, but with all of the starters!
...Including Grookey, finally!!!!! 🥳
Introducing PMD: Expanded Sky!
This is a public mod available to download now! It adds in all starters from unova all the way to paldea, as well as zorua, axew and rockruff, and allows evolving eevee into sylveon.
Speaking of which, fairy type has been patched into the game! Disarming voice replaces milk drink and moonblast replaces judgement, which was unused.
Some non-traditional starters are no longer available as hero options in this due to lack of space, but are still available as partners. (Skitty can be chosen as a hero in version 1.0.0 only, so download that version instead of the latest if you wanna use her! Riolu and Shinx are available in version 1.2.1 and below)
If one of your faves was taken off the hero roster (eg vulpix, skitty, riolu, munchlax, etc), I have a tutorial here on how to quickly edit the patched file to put them back in :)
Several regional variants have been added! Alolan Raichu, Alolan Marowak and Hisuian Typhlosion are now available as potential evolutions for their respective base stages.
Partners across both rescue team and all three versions of explorers are available too, including Cubone, Munchlax, Machop, Vulpix, Riolu, etc
Sprites and portraits are courtesy of the brilliant PMD Sprite Repository and the many incredible artists who contribute to it!
Credits for all improvement patches, sprites and portraits are included in the download, as well as an explanation on how to patch the game and the full starter list.
The mod is split in two versions to accommodate all the partners - MIDDAY version and MIDNIGHT version. The download includes both, as well as the tool required to patch your game! You'll need a clean US copy of pmd eos at hand.
A full list of moves learned by newly added Pokémon can be found here, as well as info on how to evolve them and their IQ groups.
If you run into any issues, feel free to drop me an ask or DM and I'll see how I can help/what I need to fix!
You can find the download for this rom hack here!
Edits/updates noted under the cut:
(27/04/23)
The overall mod now has a name - expanded sky! Reflected earlier on in the post.
I've been informed that the included patching tool (XDelta) doesn't work on mac, and after some digging around and discussions in dms we found this tool works for Mac instead.
Added graphics to the post displaying which heroes and partners are part of the hack.
(11/05/23)
Added link to learnset compilation for all new pokémon.
(17/05/23) Version 1.1.0 has been released!
Sobble is now a starter, replacing Skitty (Skitty is still accessible by downloading v1.0.0 on the download page). Sobble is also now a partner in MIDNIGHT.
Zorua/Zoroark's moveset has been tweaked slightly
Base forms of all new starters can now be found in Oran Forest, and can be recruitable in the post-game. The new fire starters can also be found in Giant Volcano.
Extra portraits and sprites were added for Cubone, Psyduck and Machop. Like the rest of the new assets in this mod, these were imported from the PMD Sprite Repository, and credits are on the title screen and in the readme.txt.
Extra credits + more in-depth instructions for patching the game included in the readme.txt.
(18/05/23)
Added a link to a tutorial on swapping out heroes for others already existing in the game.
(22/05/23) - Version 1.1.1 has been released!
Fixed genders for female starter options on the quiz. Updated Fuecoco to use new portraits and sprites. (Credits to Garbage)
(23/05/23) - Version 1.1.2 has been released!
Female starters from gens 5-9 can now evolve correctly (save for starters who don't have evolutions in the game yet - these are listed in the text file in the download)
Rockruff can now evolve, and Midnight Lycanroc's evolution method has been fixed to use the Lunar Ribbon as intended.
(15/06/23) - Version 1.2.1 has been released!
In 1.2.0, a second version of the mod was included in the zip compatible with melon emulator, and potentially others that were having issues with saving.
Fairy gummis were also made available as mission rewards and shop items.
There's a couple more things that can be seen in the changelog including bugfixes, but the main other thing promised was that Froakie and Litten can now evolve directly into Greninja and Incineroar. Due to an evolution flag not being set this ended up untrue, but has been fixed in 1.2.1.
This post claimed dazzling gleam is in the game, but it should've said disarming voice.
🆕 (10/03/24) - Version 1.3.0 has been released!
Dusk Lycanroc, Drizzile, Inteleon, Grookey, Axew and Fraxure have been added, as well as Alolan Raichu, Alolan Marowak an Hisuian Typhlosion.
Axew replaces Shinx in the hero roster, and Grookey replaces Riolu. Additional portraits and sprites added for starter evolutions, including vanilla starters. Sleep animations have been copied over to EventSleep/Laying/Wake animations if missing.
Greninja erroneously had the same moveset as Froakie. This has now been fixed.
Credits are no longer displayed on the title screen.
Sprite, portrait and patch credits can now be viewed by talking to a Cyndaquil NPC on the crossroads.
Evolution help can also be accessed by talking to this same NPC.
🆕 (23/05/24) - Version 1.3.1 has been released!
The uhh. Grovyle problem. Yeah. That should be fixed.
(Grovyle was missing several sprites as a side effect of trying to add new ones, due to his unique setup in the vanilla game as such an important npc. His sprites should now be reverted to a functional state, rather than leaving him to walk fowards on the spot all the time).
An issue present from the start that caused the game to freeze while advancing floors in dungeons occasionally should now be resolved.
#pokemon#pmd#eos#pmd eos#rom hacks#I'VE BEEN WORKING ON THIS FOR SO LONG... REALLY HOPE U GUYS LIKE IT#pmd expanded sky
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Why Not Watch Some Movies Set in 2025?
Another new year has just begun, and I love to start it with a look back to how some people years ago envisioned this specific year to be (just like last year). So, I'll share with you my list of movies set in the year of 2025, based on this gorgeous Wikipedia list.
Of course, some of the movies listed there don't provide much of a vision, because they're set just a few years in the future. So, I'll focus on movies that are at least ten years old, reducing my Get Ready For '25 watchlist to 11 entries. Future me will edit this post, adding a quick review to each film after I've watched it. So, let's have a look at the movies, after the cut.
Endgame (Original title: Bronx Lotta Finale). The oldest entry in the list comes from 1983, and it shows us a run-of-the-mill post-apocalyptic New York. Seemingly, some nuclear war has happened (around 1990, as a clever Wikipedia writer deduces based on the technology shown in the film), leaving a wasteland filled with scavengers and telepathic mutants. Oh, and hunters and gladiators who fight to death for a TV show called Endgame. A Boy And His Dog meets The Running Man, as it seems. One could start worse, I guess, though the writer/director worked under a pseudonym for this, which I admit is not the best of omens. PS: I usually look at places like Youtube and Dailymotion if someone uploaded some of the older flicks, and on this lil quest I among others found a German dubbed version with Hungarian voice-over of this originally Italian flick. So if you happen to understand Hungarian (I don't), have fun with this truly pan-european edition! Wow. I admit that this flick was a better start than I anticipated. It's still not great, but the first third is very entertaining, with some nicely choreographed fights. Very wrestling-esque, very sweet. However, then all of a sudden the whole gladiator fight TV show stuff ends, and instead we get some "Bring these guys to this place" plot instead. Entertaining The Running Man ripoff becomes less entertaining Mad Max 2 ripoff. 5 out of 10 points. Oh, and I solved the riddle of the director's pseudonym: He usually made smut films, so I guess he did not want to confuse his smut film fans by putting his smut film persona into the credits of this relatively non-smut production.
Future Hunters. A movie from 1986, and yet another post-apocalyptic world. Some rebel group search for the Spear of Destiny, which allows them to travel back in time. So, I'm afraid most of the film will not happen in 2025, but 39 years earlier, where the Spear has to be reunited with its shaft (the Shaft of Destiny, I guess?) to break its curse. Or so. Raiders of the Lost Ark seems to meet Terminator, here. And we even have Robert Patrick in one of his first leading roles, five years before becoming a real Terminator. I am indeed disappointed by how little a role the year 2025 plays. The Guy From The Future even dies within the first ten minutes, and afterwards it's The Adventures of I-Wanna-Be-an-Anthropologist-One-Day And Her Boyfriend Who Will Later Play The T-1000. Poor female protagonist hardly passes the Sexy Lamp Test – The plot needs her exactly one (1) time, and this is in fact the number an actual lamp is needed for the plot, too! I admit, though, that the final third of this wild ride is a bit entertaining. Still, a movie that makes you rethink your new year's traditions. 3 out of 10 points.
Futuresport. This one is from 1998, and it was made directly for TV. The eponymous sport of the year 2025 is a mix of basketball, baseball and hockey that uses hoverboards and rollerblades, and it is used as a less lethal alternative for gang warfare. Specifically, this sport shall be used to decide who will rule over the Hawaiian Islands. When looking at this synopsis, I can't stop thinking about one of my favourite movies, the 1975 sci-fi classic Rollerball. Rollerball is set in the year of 2018, so maybe I can spin me some head canon that has Futuresport developing from Rollerball. We'll see. Nevermind that head canon dream of mine, this has nothing in common with Rollerball. It's quite entertaining, though, I'll give it that. Of the 2025 visions so far, this one is the first to show a bit of imagination, with Borg camera operators and President Chelsea. Nice. And even a Beyond Belief moment. I liked movies for less. 6 out of 10 points.
Timecop 2: The Berlin Decision. A 2003 direct-to-video sequel to the Jean-Claude Van Damme flick of 1994. Timecop part one was set in 2004, and 21 years later, in the sequel, some guy is sent to Berlin of the past. To kill Hitler. Oh my. This could be quite the ride. I think I watched part one when I was young, but I can't remember much. So maybe this year is a good opportunity for a rewatch of this Van Damme flick - though I don't think it will be needed to understand part 2. The double feature DVD box is cheap to get, so we'll see.
Negadon, the Monster from Mars. A 2005 animated kaiju short film from Japan, wherein a mars mission brings some monster back to earth. Which of course has to be fought with some huge robot. Sounds okay, and we're talking about 25 minutes to spend. So why not.
Repo Men. A 2010 film that shows us a 2025 where bio-mechanical organs are rented to people in need. If they can't afford the organs any more, well, the repossession is quite bloody. So basically it's 2008's Repo! The Genetical Opera, but without the cool singing. I watched this movie when it was in cinemas, and it was okayish. So, time for a rewatch.
Zebraman 2: Attack on Zebra City. Some Japanese superhero flick from 2010, of course it's a sequel to a film called Zebraman, from 2004, wherein a teacher starts to fight crime in the costume of his childhood TV hero. The sequel is set 15 years after part one (so yes, Zebraman 2 is produced in the year that Zebraman 1 is set in), and Tokyo is renamed to Zebra City and now has a "Zebra Time", a daily period of five minutes where all crime is legal, but presumed criminals will be attacked by the "Zebra Police". This could be hilarious, The Purge on speed (before the first part of The Purge even existed!), but I'll keep my expectations low. And I'll try to watch part one first, because Zebraman 2 seems to use a lot of its characters.
Pacific Rim. A 2013 instant classic. In 2025, giant kaijus must be fought with giant mechas (just as in Negadon; see above). Gosh, I love this one, but spouse hasn't seen it yet. And is highly sceptical. But when if not this year should one give this a try, right?
Hot Tub Time Machine 2. Four guys are sent ten years into the future by the eponymous bathing device, to find someone who tried to kill one of them. I absolutely did not like the first part, so I really feel tempted to skip this.
Mountains May Depart. A 2015 Chinese drama spanning a time from 1999 to 2025. The synopsis is full of love-triangles and family drama, so I don't suspect much of a vision of the future. Plus, it seems to be rather hard to get, so maybe I'll skip this one, too.
Ten Years. Also from 2015, this movie from Hong Kong speculates about what the semi-autonomous Hong Kong will be in ten years from then, with human rights and freedoms gradually diminishing as the influence of the Chinese government increases. I'm very curious about this one!
#happy new year y'all!#to do 2025#movie recommendation#films set in 2025#endgame 1983#bronx lotta finale#future hunters#futuresport#timecop#timecop 2#negadon the monster from mars#repo men#zebraman#zebraman 2#pacific rim#hot tub time machine#hot tub time machine 2#mountains may depart#ten years#ten years 2015#schroed's thoughts#<3
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by a wide margin the weirdest video essay I've ever release: List of Songs that Represent "Smart Music" Ranked from Most to Least Appropriate to Put in a Video Essay
this video is sponsored by Nebula, where you can watch ad-free and (sometimes, slightly) better edited versions of my videos for 40% off an annual subscription. just follow this link.
as a quick note: YouTube has already demonetized this video, as two different corporations are claiming copyright on recordings they do not own the copyright to - both are Creative Commons recordings of public domain music, that, in one case, YouTube has misidentified as a different recording, and, in the other, YouTube has the music in its database as under copyright despite it being having been released under CC BY-SA 3.0. I am disputing these false claims and will (hopefully) get whatever money I am owed, but, for now, YouTube is not paying me a dime for this.
so it would be a bigger help than usual if you would either watch the video on Nebula or back me on Patreon.
thanks. transcript below the cut!
List of Songs That Represent “Smart Music” Ranked From Most To Least Appropriate To Put In A Video Essay (And Presented In Drill Bit Order).
1. Clair de Lune, Debussy
This has been top dog ever since the teaser for Godzilla: King of the Monsters, and cemented its position against challengers with a showcase in Everything Everywhere All at Once. Said film could have been the shark-jumping moment where the song was irretrievably lost to irony, given directors Kwan and Scheinert (Daniels)’s style mercilessly marries the aesthetics of prestige and shitpost. Yes, despite its silliness, EEAAO is achingly sincere, but could the general public be trusted to recognize that? But then it won Best Picture, so apparently yes! Beautiful, delicate, to score a film or video with Clair de Lune signals a desire to be seen not only as an intellectual, but as an aesthete. The song could lose potency if the Clair de Lune sequence were parodied enough, but how does one parody EEAAO???
9. Gymnopedie No. 1, Satie
I fear we must, as a society, and as a community of video essayists, move on from Gymnopedie No. 1. It held the title longer than, I think, any champion previous, and for that it deserves merit. But its time is over. It is, like the phrase “mad dated,” mad dated. It is saying “lmao” out loud. Did you know the original screenplay for 2005 film The Island specifically stated that, in the weird culty enclave in which the film opens, Gymnopedie No. 1 must be playing over the loudspeaker? I don’t think Michael Bay followed that directive (I’m not rewatching the movie to find out), but that is how long this was the “Smart Music” song - since 5 months after YouTube launched. If you must - absolutely must - put Satie in a video essay, use Gnossienne No. 1, though it too is on its way to passe. At this point I’m prepared to say Vexations or GTFO.
2. Ave Maria, Schubert/Liszt
Nothing was certain after Satie vacated the throne, and for a while it seemed we might have a Starks vs. Baratheons situation between Schubert and Debussy. Following several appearances in pretentious YouTube videos, the Ave Maria made its strongest showing yet by scoring the opening scene of the grimdarkest Batman film so far, an entire twenty days before getting fully Lannister’d by Everything Everywhere All at Once. Unbowed, unbent, and unbroken, still she nips at the heels of the king, and may yet take his place. No one else poses a comparable threat. Hers is a curious strategy, being a religious, Christmas, and even classic Disney standard now repurposed as “Smart Music;” she gets a big boost every December, but can she take the top spot before this cyclical exposure nudges her back into a prior niche?
8. Moonlight Sonata, Beethoven
If you were in a film program in the mid-2000s, you are sick to death of Moonlight Sonata. Also if you were in a music class where you were asked to determine a song’s time signature by ear - how am I supposed to tell the difference between waltz time and 4/4 with all triplets without the sheet music in front of me? To say scoring a video with Moonlight Sonata is a hack move - you’d have to be a hack to not already know! This was the soundtrack to the blind cave salamander level of Earthworm Jim 2, there’s no coming back from that! I mean, the association with Tallarico Studios alone… It’s done. Roll over, Beethoven.
3. Cello Suite No. 1 (Prelude), Bach
This one is firmly-rooted. It is not going anywhere, both in the sense that nothing could soon push it off the list but it’s hard to imagine rising any higher. It is just slightly too beautiful, too expressive, too legato to fall into the stiffness of Habanera or the pomposity of a De Beers ad, but just close enough to them in tone to always read as a hipper alternative. So you’ll never be overexposed, but never go that long without hearing the Yo-Yo Ma version. And so here it stays, third on the podium, solid bronze, the waterbender, the Plup; with you as always is Prelude to Cello Suite No. 1. (Frankly surprised it took us this long to get to Johann, but don’t worry - he’ll be Bach.)
7. Air on the G String, Bach/Wilhelmj
Told ya. It’s not that she isn’t a beautiful piece of music, and it’s not that she already had her time. In truth, she never got her flowers. Inasmuch as she had a run, it was squished between the omnipresences of Beethoven and Satie. You’ll still hear from her now and then; she crops up, like a lucky penny. And you’ll smile, every time, but you know the stars in your eyes are not present joy, but nostalgia. A fondness for what was and what could’ve been - what should have been. Why - why couldn’t this have had the legs of Gymnopedie? I mean, even the Fucking Champs version - could that have made a run? Could TikTok pick up on it? But comes the day you have to accept - if it was gonna happen, it would’ve happened by now. Air on the G String grows weary; let her rest.
4. Duo des Fleurs, Delibes
Bit of a dark horse, this one. Didn’t exactly come out of nowhere - it’s been here the whole time - but you didn’t see it coming! It’s like that time I went snorkeling, and I wondered, “Where are the fish?” I was told there would be tropical fish, but all I saw was blue. Then I caught one flitting by my head and, as soon my eyes registered the shape, I realized they were everywhere! I just hadn’t taken them in. This is the one that makes you ask, where did I hear that before? Was this the one at the end of Margaret? No! How did it go? How do I hum dyads? But then it shows up and, oh yeah, that’s the one! The really pretty one. I knew it’d come around again. Has staying power, could make a run for the top if it sees an opening, but seemingly content, for now, to dance around the periphery, appreciated when heard if only half-remembered the next day.
6. Prelude in E Minor Op. 28 No. 4, Chopin
The bottom end of acceptability. Anything lower, you must avoid. But you can use Prelude in E. It is a risk, and it takes skill. But you can use Prelude in E. It is not for the faint of heart. This is the ending of Fez we’re talking about here. This is that one TED Talk about how everyone loves classical music they just don’t know it yet. This was all over Anatomy of a Fall. Are you sure you wouldn’t prefer something lighter? Nocturne in E-flat [Op. 9 No. 2] is very nice. Prelude has just enough penetration that some people are going to recognize it, and enough clout that those who do are going to expect things of the person who puts it in a video essay. You can’t just throw this under a rant about The Snyder Cut. But you can - with care, with effort, and with grace - use Prelude in E.
5. Spiegel im Spiegel, Part
We are not ready for Spiegel im Spiegel. The rare “Smart Music” that is, rather than classical, contemporary minimalist. This is - I have been led to believe - all over the film festival circuit. It is the go-to for aspiring arthouse directors. So I assume it is only a matter of time until it reaches general cultural awareness. But we - the YouTube video essay community - are not, at this point in time, pretentious enough to pull off Spiegel im Spiegel. This is not a statement on the song: it is a lovely, sparse, and unpretentious piece of music, which is why pretentious people are drawn to it. And we are not there yet. But I believe in us.
POSTSCRIPTUM
The List of Songs that Represent “Smart Music” is not ranked by quality; they are all, as a baseline, masterpieces. They are ordered, instead, by their possession of antipodal qualities. Beethoven’s Fifth may be a beautiful piece but it’s too well-known - to the casual listener, it reads only as “classical music.” Vltava is a beautiful piece, but it’s not recognizable enough - to most, it will read only as “music.” Pachelbel’s Canon works in too many contexts. Mozart’s Lacrimosa no longer works in any context but “Shit’s About To Go Off.” The Song that Represents “Smart Music” must balance these humors: suggestive, but not too specific; recognizable, but not overfamiliar. The kind of thing one imagines cultured people listen to, and fancies oneself cultured for having noticed it. Just popular enough to signify obscurity to a large number of people.
This impossibility of being both popular and obscure is what keeps the list in motion. Many songs drift back into obscurity before reaching the top, but, once in the primary position, a song begins its slow procession to overexposure. And when, at last, it is too popular to be niche, it does not slip to number 2; it plummets to the bottom, as did Icarus.
Due to this slow but constant movement, new songs will, at intervals, join the ranks, taking the place of those that became gauche. And if, dear listener, you were aiming to trendset, to score your next whatever-it-is-you-do with the newest Song to Represent “Smart Music,” and were I a gambling man… Bach’s Prelude in C. And I’ll tell you why: it appears in the Netflix series Bodies alongside Chopin (#6), mirroring Satie’s dual appearance in The Queen’s Gambit (#9); its arpeggiated structure makes it usable in scenarios similar to the Cello Suite (#3) (Johann did love him some broken chords); and it forms the basis of the Gounod version of Ave Maria, if you would like a Cool Person’s Alternative to Schubert (#2). You may feel I’m playing too safe, but I tell you truly: this song is due. But if I can impart one piece of wisdom let it be this: whatever you do, whoever you are, you cannot use Fur Elise. You cannot. You can’t do it. It can’t be allowed. Don’t fu-
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So like, when anyone thinks Ravenloft you probably think of Curse of Strahd. Or hell Curse of Strahd as a standalone thing. Like its one of the most popular modules of all time. But Curse of Strahd is an adaptation. One of many adaptations of 1st edition's I6: Ravenloft.
It got me wondering, how many people have actually taken time to look at this module who weren't playing in the 80s. I wasn't even alive in the 80s, and when this module came out my father was in high school playing D&D. So I doubt alot of people go back and really look at some of these older modules. And I happen to be a collector/lore nerd for all things Ravenloft. So what exactly is different? I have somewhat compiled my thoughts into a semi-cohesive analysis of I6 and Curse of Strahd.
Alot, and I do mean alot, of the module is similar to the opening and the castle in Curse of Strahd so this is your warning for spoilers for the module. I intend to talk about every major (and some minor) changes between 1st editions Ravenloft and 5th editions Curse of Strahd and give some of my commentary on what I have found, and some notes about random related facts. I am not going to discuss the overall narrative of I6 or Curse of Strahd since the only major narrative differences is in the Castle, which I do discuss in detail in that section of the post. I also know there are other adapations of I6 Ravenloft, 2nd edition has House of Ravenloft and 3rd edition has Expedition to Castle Ravenloft, but I am analyzing 1st edition and 5th edition's design choices; if I focused on all the editions, I would need more than just 1 super long post; plus Expedition to Castle Ravenloft really deserves its own post since its canon is separate from the greater ravenloft canon of second and third edition. Forgive me if my photos suck, I am using my phone and my shadows keep showing up. I have several things I want to say before I get started proper; I6 uses some derogatory words for the Vistani people, a ethnic group in Ravenloft not subtly based on the Romani people. These words may appear in some of my images but I am going to do my best to avoid showing them and the slurs will not appear in my text. I make mention of this because the Vistani are not refereed to as the Vistani in I6 but in all other versions of the module and the setting as a whole, they are called the Vistani. This is something that is an issue in second and third edition when it comes to the Ravenloft setting. It is at times, very racist. And I would not be doing justice to those who are harmed without mentioning the use of slurs or racial caricatures for a real ethnic group in this module. I am not going to talk more about them in the module since their presence outside of Madam Eva is small and racist; serving as minions of Strahd with a neutral evil alignment; which this alone is incredibly disgusting by making a real group of people evil. The harm started with this module and it is something that everyone who interacts with Ravenloft, regardless of canon, take caution and care with handling. I added IDs to each photo to help as well. I shall be discussing the module under the cut.
Part 0 - extra bits and forward
This post is incredibly long, I have tried to add mini-headers for each major subsection of this post because as I was working on it, it somewhat ballooned in scope and I want it to be fairly readable for those who are interested.
Onto the module discussion
Part 1 - Cover and maps
Forgive me for having a section just dedicated to the maps but as you would soon find out, its quite extensive in detail.
[ID]
A cardboard outer sleeve with the words Advanced Dungeons & Dragons Official Game Adventure Ravenloft. Below the title is a landscape image in a gothic horror art style.
The image is of the vampire count Strahd von Zarovich standing on his castle's walled balcony overlooking a misty cliff side. On the railing of the balcony sits two gargoyle statues. The castle itself is behind Strahd with a gateway being directly behind him. There are two castle spires, one in the foreground cut off by the artwork, one in the background with the spire's peak nearly visible. The castle's battlements are behind the right spire and go from the upper center of the artwork to the edge on the right. There is a lightning strike in the upper right corner along with bats flying out of the right spire into the night. Mist fills the lower right corner, obscuring the spire.
Below the artwork is a line of marketing text- "The master of Ravenloft is having guests for dinner - and you are invited. Ravenloft is an adventure for 6 to 8 players of levels 5 to 7." Below this is the TSR logo, which is an outline of the letters "T" "S" and "R". Below the logo is the copyright information "TSR, Inc. Products of your imagination. Advanced Dungeons & Dragons and Products of your imagination are trademarks of TSR. Inc."
[End ID]
I think I am not alone in saying but the first edition module covers are iconic. It is this generic fantasy style now but like that style is timeless to me. Its Strahd looking menacing over the chapel outlook's balcony. Its incredibly imposing. Its a different vibe and I don't think the other modules ever nail the vibe that Strahd is menacing on the cover art. He is waiting to strike or overlooking his lands. Though Curse of Strahd cover is probably my second favorite because he is less of a monster and more of a noble playing a game which is far closer to how he is played as a villian. Strahd always changing his appearance to fit in with what we consider "fantasy" for the era. I am fascinated with older editions of D&D so it makes sense why I would love this art so much. It is absolutely my taste and I am biased.
[ID]
The image contains two documents on a wooden table. The document on the left is the same document as the first image, cardboard outer sleeve On the top of the sleeve above this title is an orange header with "I6" on the left corner and "9075" on the right corner which wasn't visible in the first image.
The second document is a map folded in half showing only the right potion of the map. The map has a white margin surrounding the entire map as a a border. The top of the map has a repeating pattern lining the edge of the map invoking a gothic crown molding. The right edge of the map has a marble pillar going from the top to the bottom of the map, serving as a border. The map's legend is in the right corner. The contents of the legend are in a white box. The words Ravenloft stylized in bold font are above the rest of the legend. The Letters R and T in Ravenloft have gargoyle heads extending outwards to face the edges of the the legend. The legend is organized into 4 rows with 3 columns. The legend shows off several colors with associated elevations: Light green is associated with Elevation 0-49 feet", Dark Green is Elevation 50-99 feet. Blue Green is Elevation 100-999 feet. Purple is Elevation 1000-1499 FT. and is the end of the first column. At the start of the second column is the last color, a Reddish Purple is Elevation 1500+ feet. Continuing down the second column there are shapes to indicate map elements. Lines repeating next to each other vertically indicate a cliff wall, two parallel lines that complete indicate a road, and two parallel lines that are dashed indicate a trail. The third column shows more colors to represent buildings that are occupied: A brown rectangle indicates an occupied house. A light brown rectangle indicates an unoccupied house. A small light brown square indicates an unoccupied store. The last icon on the legend is a red rectangle indicating an Encounter Building. Bellow the columns and the width of the rows is text "Scale: 1 hex = 200 feet". Bellow the legend is a title. "Map 1. Lands of Barovia"
The map starts at the right and flows left following a white road. The maps elevation up to the city remains light green with the northern portion of the city, near a point labeled E7, becoming dark green. North and south of the road is a woods. The road starts near the letter A passing through what appears to be a gate labeled B Continuing we see two hexes with the letters C on the map on the left and right adjacent hexes. Following the road is the village of barovia, with houses indicating occupancy. There are several red houses each labeled with corresponding letters. The center has E1 and E2. South is E3, E5, and E4. North is E6 and E7. The road heads south west from the village, passing E and ending at a gate before the fold cuts off the map. Below the village is a river labeled D.
[End ID]
Moving to the actual contents for a moment - how many folks know that these sleeves/covers are not attached at all? I store my older books in comic book sleeves with backs. I don't know if this was a cost cutting measure or if comic book storage was the original intention since I could see the same communities overlapping in the 80s but like, if someone knows why, please let me know. I am so curious. I know they made comics that were released around the same time, made by DC in the 80s and 90s, so its not a stretch to say that it was expected to store modules like comic books.
[ID]
A folded out display of several maps for Castle Ravenloft as isometric cross sections. The sleeve contains Map 2. Walls of Ravenloft, Map 5. Rooms of weeping. Map 6, Map 7, Map 8, Map 9 and Map 10 all of which are associated with the Spires of Ravenloft. In the bottom left corner is a front facing image of the entire castle with size guide displaying the full height of the castle including the spire. The total height of the castle is 360 ft. The break points shown along the way up to the total height are associated with floor sizes for each of the associated maps. The maps 5 through 10 are stacked on top of each other such that 10 is at the top and 5 is at the bottom of the sleeve.
Map 5 contains a hallway with a stairwell leading down labeled K46, a bedroom labeled K42, additional rooms labeled K41, K43, K44, K45, K36, and K37 along with several corridors labeled K39, K38, and K40. There are additional stairways labeled K21, K18, and K20. Map 5 is 40 feet from floor to ceiling.
Map 6 contains roof tops labeled K53, a chimney labeled K52, 4 interconnected rooms labeled K51, K50, K49 and K47, the same stairways from Map 5 labeled K18, K20 and the top of K21 which ends in room K47, and a new stairway labeled K48 which is connected to room K47. Map 6 is 40 feet from floor to ceiling.
Map 7 contains the Straiways K20, K18, and K48. Three rooms are attached to each other. K55 is attached to both K54 and K56. K54 is attached to the stairwell K48. Map 7 is 40 feet from floor to ceiling.
Map 8 has the stairway K48 end as it reaches a spire's battlements, labeled K57. There is a stone bridge linking to the stairway K20 labeled K58. K20 continues to ascend to map 9 but depected on Map 8 is a heart. K18 continues to climb and will reach its peak in map 10. Map 8 is 20 feet higher than map 7.
Map 9 starts 50 feet from map 8 with a spire's battlements as the ending for the stairs. This room is labeled K60.
Map 10 is the peak for the stairs K18. It is spire with a pointed roof. The room is labeled 59 while the enter of the stairs is now accessible, a fall of 380 feet, labeled K18a.
Returning to the left side of the sleeve, above the front facing image is Map 2. This map is the courtyard of the castle along with some ground floor elements. The front yard entrance is labeled K1, the side gates to the back of courtyard are labeled K2, the carriage house is labeled K4, the chapel is k5 and the outlook is K6. The gate leading into the courtyard is labeled J
Above map 2 is a full 3d side view of the castle. It has the spires indicated in Map 8, 9, and 10 along with the rooftops from map 7. The walls are also clearly visible along with the chapel. The stable house is also visible but the outlook is just a flat floor.
[End ID]
Back to the sleeve, if we open it, its a map of Castle Ravenloft! Its isometric and how in the hell do you keep this hidden from your players if you ever need to refer to it while in session? You probably have to grab it out and review it as you draw on some kind of graphing paper and attach it with tape together or something or just draw it out before the game starts and come to your weekly game night with it all prepared, like how we do it now. Its also wild that this sleeve isn't attached in anyway. If you lose either this outer sleeve or inner sleeve with even more maps, you just lose all the maps. I did not grow up in the 80s or 90s when this was the way you would play, 5th edition was my first edition, so again, was this ever a problem? I could see it being a problem since cardboard is not sturdy at all and I am terrified in tearing it accidently. The pricing was also around $7 to $9 in the 80s which would be about $22 to $28, which is cheaper than modules are now but no where near cheap enough to justify the cardboard and the paper quality.
Anyway, the castle itself is 360 feet tall which is massive for an actual castle. Though most of the height is the main spire with the Heart of Sorrow like we all know all love, referred to as the Guardian of Sorrow in I6. If you did the math with all the heights for maps shown, it wouldn't be 360 ft. That is because the rest of the maps are on the inner sleeve, which is two sided. The other side has the map of Barovia, which you have gotten a sneak peak at. Lets finish up on the outer sleeve before moving to the inner sleeve with more maps.
[ID]
An outer cardboard sleeve with the following words: "Advanced Dungeons & Dragons" "Official Game Adventure" "Ravenloft" "by Tracey and Laura Hickman"
"Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leave about him, billowing his cape in the darkness."
"Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself."
"Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his keen eyesight, a part of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came. All according to his plan. He, the master of Ravenloft, will attend to them."
"Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. "
"1983 TSR, Inc. All Rights Reserved. Printed in U.S.A"
"ISBN 0-88038-942-X" "394-53465-4TSR0600" Below this text is a logo for TSR. Beneith the logo is additional text: "TSR, Inc. Products of your Imagination" On the left margin of the sleeve is a barcode within a white box with the number 0 at the start of the barcode and the number 3 at the end. Beneath the barcode but within the white box is the following string of numbers "46363 09075"
[End ID]
On the reverse of the outer sleeve, its a bunch of information on the module itself. I'll use this time to talk a bit about the creators - though I'll admit I don't know as much as I should. Tracey and Laura Hickman are iconic authors and module designers for the early years of D&D and especially Dragonlance. They also created the second edition version of I6, House of Strahd, Ravenloft 2 House on Griffin Hill (A story for another day) and so many more works. If you see their names on something, its going to be good from my experience. Its also why Dragonlance is so interconnect to Ravenloft to an extent or that's what I think atleast. Though Ravenloft is interconnected to every major setting TSR had at the time (Greyhawk, Forgotten Realms, Dragonlance, and Dark Sun all have characters and dread domains from their universes). Anyway back to the Hickmans. Their works are considered what made D&D jump from just dungeon crawling to more narrative experiences and Ravenloft absolutely shows this. This culminated when Tracy pushed forward on his work in creating Dragonlance, which is one of the biggest settings for D&D. I am sadly not super knowledgably about Dragonlance but we can really feel this shift in module design moving from I6 onward. I6 has a lot of notable steps in module design, the biggest being the maps!
[ID] An image of a map. The map has a white margin surrounding the entire map as a a border. The top of the map has a repeating pattern lining the edge of the map invoking a gothic crown molding. The right and left edge of the map has a marble pillar going from the top to the bottom of the map, serving as the maps' border.
The map's legend is in the right corner. The contents of the legend are in a white box. The words Ravenloft stylized in bold font are above the rest of the legend. The Letters R and T in Ravenloft have gargoyle heads extending outwards to face the edges of the the legend. The legend is organized into 4 rows with 3 columns. The legend shows off several colors with associated elevations: Light green is associated with "Elevation 0-49 feet", Dark Green is Elevation 50-99 feet. Blue Green is Elevation 100-999 feet. Purple is Elevation 1000-1499 FT. and is the end of the first column. At the start of the second column is the last color, a Reddish Purple is Elevation 1500+ feet. Continuing down the second column there are shapes to indicate map elements. Lines repeating next to each other vertically indicate a cliff wall, two parallel lines that complete indicate a road, and two parallel lines that are dashed indicate a trail. The third column shows more colors to represent buildings that are occupied: A brown rectangle indicates an occupied house. A light brown rectangle indicates an unoccupied house. A small light brown square indicates an unoccupied store. The last icon on the legend is a red rectangle indicating an Encounter Building. Bellow the columns and the width of the rows is text "Scale: 1 hex = 200 feet". Bellow the legend is a title. "Map 1. Lands of Barovia"
The map starts at the right and flows left following a white road. The maps elevation up to the city remains light green with the northern portion of the city, near a point labeled E7, becoming dark green. North west of the village the color shifts to being blue green before shifting to purple and sections of redish purple representing mountain peaks. Continuing west, the map remains purple with reddish purple mount peaks scattered throughout.
North and south of the road is a woods. The road starts near the letter A passing through what appears to be a gate labeled B . Continuing we see two hexes we see the letters C on the map on the left and right adjacent hexes. Following the road is the village of barovia, with houses indicating occupancy. There are several red houses each labeled with a corresponding letters. The center has E1 and E2. South is E3, E5, and E4. North is E6 and E7. The road heads south west from the village, passing E continuing to a branching path marked by the letter F.
The northern branch flows north before becoming a trail passing landmarks G1 and G before meeting back up with the main road at a bridge. The southern branch flows around woods and turns north before bending south east around a mountain. The road continues to follow this mountain until the road bends north to meet a bridge, labeled H. The road flows around another mountain before going north and reaching a fork in the road, indicated by the letter I. The fork heading north is blocked by a gate, indicated by the letter B. The road continuing north and west off of the map. The fork flowing east winds through the mountains until it reaches a drawbridge gate indicated by the letter J. The road ends at a castle indicated by the letter K. Following the entire road is a river that flows through the first bridge, meeting up with the trail with G and G1, passing under bridge H, then continuing west before the river is off the map
[End ID]
There is an inner sleeve with more maps and the map of Barovia itself which is very familiar to those who know the map from 5th edition. It looks like you could just place it out and play right on it using a token to represent the players because its gorgeous and heavily colorized. Each color meaning different elevations since Barovia is so mountainous and hilly. The map only goes up to Castle Ravenloft, that is because Barovia would be expanded when Ravenloft itself gets expaded in second edition with its AD&D box set, modules, and lorebooks. The whole story we know with "I, Strahd" would be years later. The village of Barovia looks much larger than we would assume but the general town's make up and people don't change much on the way to 5th edition. WotC did a good job on preserving the setup for Curse of Strahd.
On the Reverse of this inner sleeve we see more maps of Castle Ravenloft and again, its very similar to what we know in 5e.
[ID]
A folded out display of several maps for Castle Ravenloft as isometric cross sections. The display contains the following maps: Map 4. Court of the Count, Map 3. Main Floor, Map 11. Larders of Ill Omen, and Map 12. Dungeon and Catacombs. Above Map 12 is a compass. In the bottom left of the display is the following text "1983 TSR, Inc. All Rights Reserved. 119-I-9075". Along the left of the maps is the height from floor to ceiling for each map. To the left of the maps is a key for the maps. This key is two columns and 21 rows. The first column uses flat 2d images; the second column represents the image from the first row in an isometric view, mirroring the maps.
The first row represents doors with a square and a thick line extending from the center of the left and right sides. The second row represents double doors with rectangle divided in half by a vertical line with a thick line extending from the center of the left and right sides. The third row represents secret and standard doors with a square missing one side, the letter S being placed inside this incomplete square, with a thick line extending from center of the left and right sides. The fourth row represents secret doors with the letter S with a thick line in the left and right side of the letter. The fifth row represents one way secret doors with the letter S with an arrow passing through the letter with a thick line on the top and bottom of the letter. The sixth row represents teleport traps using several small staggered inverted Vs. The seventh row represents trap doors in the floor using the letter T in a solid circle. The eight row represents trap doors in the ceiling with the letter T surrounded with a dashed circle. The ninth row represents windows with a white rectangle surrounded with a black rectangle while the isometric view shows a white trapezoid instead in the rectangle. The tenth row represents arrow slits using a black rectangle with a white triangle in the middle. The eleventh row represents bars and portcullises with sequential circles. The twelfth row represents brazier with a circle with an inner ring while the isometric view shows a brazier. The thirteenth row represents ladders with a ladder. The fourteenth row represents stairs with lines reducing in size making a shape of a triangle from left to right while the isometric depiction is a set of stairs. The fifteenth row represents spiral stairs with lines that reduce in size and curve inward while the isometric view is a spiral staircase. The sixteenth row represents a bed with a bed. The seventeenth row represents a chair and thrown with a top down cube with the isometric view is a chair. The eighteenth row represents railing with 4 black dots connected with a line, while the isometric view displays a railing. The nineteenth row represents a statue with a circle containing a black star. The twentieth row represents a curtain using a thick black squiggly line with 4 humps. Lastly, the twenty-first row represents water with repeating waves as rows while isometric view is a wavy layer on top of a white square with scattered dots. Below the key is the text: Scale: 1 Square = 10 feet.
Map 12, labeled Dungeon and Catacombs, is the largest of the maps in the image. K84 is the largest room in the map with several small one square rooms labeled 2 through 40. 1 represents a door connected to room K81. North and south of K84 are the rooms K85 and K86. Both of these rooms are mirrors of each other. East of K84 is a hallway labeled K87 with a room at the end labeled K88. Opposite of this hallway attached to K84 on the west is a stairwell labeled K18a and a stairway labeled K18. Continuing from K81 there is a trap on the floor that leads into K82, a slide that leads into K74. Across the trap is the hallway labeled K80. A staircase is attached K80 leading to the room K78. K78 has a brazier along with two statues. There are three staircases leading out of K78: the left most stairwell is K72 with the associated text "Up 70 feet to Map 11, K72", the center is K80, and the right stairwell is K83. The door out of K78 leads to room K77 which is divided by a Curtain with two chairs overlooking another room, labeled K76. K76 is flooded with water and to east is a hallway Labeled K73. K73 is also flooded which has two rooms branching north labeled K74 and south labeled K75. Both K74 and K75 are prisons with cells labeled A through H and are flooded. Attached at the end of the K73 is a staircase labeled K21. The height from floor to ceiling of map 12 is 50 ft
Map 11, labeled Larders of Ill Omen, has two stairwells that are not attached to the main map, both K18 and K831. K18A is a empty cylinder that the stairs of K18 wrap around. K18 has the following associated text "Up 30 feet to rubble blockage then 10 feet past rubble to map 3, K18". Starting in the top left corner of the map, the stairway K79 leads up to a secret door attached to K72. K72 leads into a the K70. K70 has two attached rooms, K71 to the east and K67 to the south. K71 features a stairway K20a with the following associated text: "Up 40 Feet to Map 3". K67 is a room with a double door leading to K62 to the east and K68 to the south. K68 is a hallway with the room K69 attached to the west and the stairway K64 to the south with the following associated text " Up 40 feet to map 3". K69 has 10 sections divided by walls, 5 on the north and south walls of the rooms. Room K62 has 4 rooms attached to the hallway, K66 to the north, K65 to the north but east of K66, a unnumbered room with the staircase K21, and K63 to the east behind bars. K62 has a stairway to the north, east of K65 with the following associated text "up 40 feet to map 3". In the room containing K21 there is a trapdoor between the staircase and the door to K62. The staircase K21 has the following associated text "Up 40 feet to Map 3". The height from floor to ceiling of map 11 is 40 ft.
Map 3, labeled Main Floor, contains a entry hall out to the courtyard of the castle, labeled K7. Next to K7, unattached to any of the rooms in Map 3, is the staircase K83. K7 is attached to one room, K8. K8 is attached three rooms, K14 to the east, K9 to the south, and K19 by a staircase to the north with the following text "Up 30 feet". K19 leads to another staircase with the text "Up 20 feet to map 4". K9 is connected to the staircase K21 to the east and the room K10 to the west. K21 leads up to Map 4. In the wall north of K21 is a hole labeled K31a. K10 is a large room with a secret door the the east, leading to K11. K11 leads to the a hallway, K13. K13 is attached to K11 with a northern hall and attached to the room K12 to the west. At the end of hall k13 is the staircase K64 with the following text "Up 50 feet Map 4, Down 40 feet to Map 11". K14 is a hall that leads into K15. K15 is a large room with two passages, K16 to the northwest and K17 to the southwest, which are attached to two separate stairways. K16 is attached to the stairwell K29. K17 is attached to the stairway K18 and the hollow cylinder K18a with the following text: "Down 10 feet to new wall down pas wall 80 feet to map 12". Unattached to the rest of the map and north of K14 is the room K20. K20 contains the stairway K20a and an unlabeled stairway with the associated text "Up 50 feet". A hallway labeled K13 leads into K20. At the west end of K13 is a round room labeled K12. The south end of K12 leads into a small room labeled K22. Connected to the outside and unconnected to the rest of map, east of K20, is the room K23. K23 has a staircase leading down with the associated text "Down 40 feet to map 11". The room to the north of K23 is K24. K24 has a stairway that leads up with the associated words "Up 30 feet to map 4". The height from floor to ceiling of map 3 is 50 ft.
Map 4, labeled Court of the Count, contains a throne room. This throne room, labeled K25, is located in the western half of the map and is connected to two stairwells which lead back to K19. There is a secret door in front of the throne on the south wall of K25 which leads into K13. The eastern end of K13 is a stairwell labeled K64 with the following associated text "Up 40 feet down 50 feet". To the north of K13 is the room K12. To east of K13 is the room K22. K25 has two additional rooms attached, K26 attached with a set of double doors, and K30, attached with a single door. K30 has a set of stairs labeled K21 with the following associated text "Up 40 feet down 50 feet". K26 is a small hallway with a secret door to the north that connects to the room K33 and a double door to the east that connects to K27. K33 connects to room K32 to the west and hallway K13 to the north with a secret door. Similar to the other hallway labeled as K13, to leads to two rooms and a stairwell. The room K12 is in the same location as the previous K12. K22 is to the south of K13. To the west of K13 is a large stairwell labeled K20. The stairwell K20 leads up and down and has a secret door that leads to a ladder with the following text: "Ladder up 20 feet from K34 to K20". The ladder leads to an additional secret door that that leads into the room K34. K34 has a staircase leading down off the map. K27 is a long hallway that leads to another set of double doors connected to K28. A secret door is in the middle of the southern wall connecting K27 to K31. K31 has a hole next to the small room labeled K31a. K28 has two chairs and a outcropping that overlooks the main floor over K15 that is 50 feet in the air. K28 has a stairwell that leads down to Map 3 labeled K29. To the south of K27, to the west of K28 and to the east of K31 is the stairwell K18 and the cylinder K18a. The height from floor to ceiling of map 4 is 40 ft.
[End ID]
I want to say before moving on to the module, that these maps are immaculate. Like now we are spoiled with battlemaps in modules and how they are designed but back in the 80s, they had black and white paper that feels like its a elementary workbook. Its fairly cheap feeling. Where I could describe modern books as more textbook in quality. So imagine then you had these black and white books to use for making maps. These sleeves are so much higher quality and the color is beautiful if you ask me. I can see how a dm could run this dungeon flawlessly. Even know the castle is massive and yet it always goes off without any issues. Its a testament to good dungeon design and displaying information to the dm and players. Its one of those tales that these maps are what made I6 Ravenloft popular; again I don't know any old school ttrpg fans who played this when it was new but I could absolutely see it. During my researching, this is one of the biggest factors in what made Ravenloft popular. That and of course our beloved Strahd von Zarovich.
Now onto the actual module. I am not going to have a photo of each section of the module since there is alot but I will be showing off all the images in the module plus anything of note. The layout of the module itself makes sense from a ease of access but compaired to modern module layouts, it a bit jumpy. First is Strahd's stat block and his personality. It makes sense to put this first since he is the villain and you will need to have ready access to it. Second is the fortune reading, called "Fortunes of Ravenloft". Then onto the actual setup for the module following the similar steps to what we have come to expect from Curse of Strahd: The lands of Barovia, Barovia Village, Tser pool encampment, and Castle Ravenloft. Then statblocks for the rest of the monsters. I am not going to go over the narrative of I6 since there isn't any major differences to Curse of Strahd! I6 is almost beat for beat the same as Curse of Strahd as long as we include only the portions in I6. This makes sense since Curse of Strahd is a remake after all. Now, onto Strahd's statblock!
Part 2: Strahd von Zarovich
[ID]
The image is a black and white page full of text with an image of Strahd von Zarovich in the bottom right corner. The documents text is positioned into two columns. The top of the document has a repeating border that is a shape that is a hollow rounded triangle with two curved arches on the left and right of the shape that meet in the middle under the bottom of the triangle. On the left and right of the triangle is abstract black shapes that meet up at a black thick line the top near of the page. Around these triangles are broken lines that outline the shape. A thin black line creates an outline from the bottom of the triangles around the document.
The image of Strahd von Zarovich in the bottom right corner is of a cloaked figure with a cowl. His hair is pulled back with a strong widow's peak. His eyes are white and luminous. His knows and ears are barely visible, with the rest of his face hidden in the darkness. His right arm appears to be extended but is hidden by his cloak. Behind Strahd is a full moon with three bats casting a shadow on the moon. In the bottom right of the image is the artist mark of Clyde Caldwel, A c like shape that flow into an n like shape with a dot beneath. At the center of the page is the page number, 3
The text of the document starting with the left column is as follows: "Count Strahd Von Zarovich, Vampire.
The entire adventure centers around the vampire. Always keep in mind the motives of the vampire, how he moves about, and what his cunning plot is. You must play Strahd in the same way players play their characters. Study this NPC as carefully as the players study their characters.
Count Strahd Von Zarovich (The First Vampyr) Frequency: Unique Number Appearing: 1 Armor Class: -1 Move: 12"/18" Hit Dice: 10 (55 hit points) % In Lair: 90% Treasure Type F Damage/Attack: 5-10 (1d6+4) Special Attacks: Energy Drain Special Defenses: +1 or better weapon to hit Magical Resistance: See below Intelligence: Genius Alighnment: CE Size: M Psionic Ability: Nil Attack/Defense Modes: Nil
Although Strahd can be encountered in many places, he is always encountered in the plaace indicated by your Fortunes of Ravenloft results (see p.4) unless he has been forced to his tomb. Strahd is slightly above-average vampire. He has the normal 18/76 strength and his blows drain 2 life levels from his opponents. Strahd has the usual vampire abilities. He can only be hit by magical weapons and can regenerate 3 hit points per round He can assume gaseous from at will or shape change into a large bat. He can charm person at will by gazing into a character's eyes, causing the character to make a saving throw vs. spells with a penalty of -2. Strahd is also a 10th level magic user. He learned his magic from studies during his life from subsequent studies over the centuries. His available spells are:
First level: comprehend languages, hold portal, protection from good, sleep. Second level: invisibility, locate objects, mirror image, ESP. Third level: fireball, gust of wind, suggestion Forth level: polymorph other, polymorph self Fifth level: animate dead, distance distortion"
The following text is the right column of the document: "Strahd has a variety of spies and servants. They report to him four times each day (at dawn, noon, dusk, and midnight). There is a 60% chance that Strahd knows the PC's location at these times. If Strahd knows their location, he attacks the OCs -wherever they are -within two hours. Strahd chooses the time and method of his attacks carefully.
Strahd can attack in each of the following ways once.
Strahd attacks a single PC for 5 melee rounds then leaves.
Strahd calls 10-15 Strahd zombies to attack the party. All of the zombies must attack at the same time in the same place.
Strahd calls 3-12 worg wolves to attack the party. All of the wolves must attack at the same time in the same place.
When playing Strahd, above all, keep these three things in mind.
Strahd chooses when he attacks. Strahd is supposed to be a genius, play him as one. Whenever he is aware of the PCs poisitions, he is allowed to make an attack how and where he wants. His attacks must be timed to be most advantageous to him. To do that, Strahd must move around during the adventure. However, he can always be found in the place determined in Fortunes of Ravenloft. It is your responsibility to see that the vampire uses his abilities to his greatest advantage.
Strahd knows when to withdraw. He knows when he is over his head. If he is losing a battle he becomes gaseous, polymorphs into a wolf or bat, and/or summons other creatures to guard his retreat.
Strahd's attacks depend upon his goals. There is a reason why Strahd lured the PCs into his little kingdom. This reason is determined in Fortunes of Ravenloft. Strahd's plans for achieving his goals are listed with his goals."
[End ID]
I don't know 1st edition but if I'm not mistaken (and I could be since my knowledge is based on the 1st/2nd edition dos games), is a roll under system unlike 5e's DC system. Its cool seeing spells remain at spell levels I know like invisibility being second level and fireball being obviously third level; though I feel its common knowledge that fireball was third level in 1st edition. If someone who is far more versed in 1st edition could tell me what his stat block actually means, I would appreciate it immensely.
Something awesome is that Strahd has different goals determined by the module's Fortunes of Ravenloft, something similar to the fortune reading in 5th edition. Strahd is also cunning and plays keepaway with the players, running away when he is losing and ambushing the players at any time. He even has a randomized set encounter location where the Fortunes of Ravenloft says, again just like 5e. The whole intent behind his creation and play style is that he is supposed to be this menacing calculating monster of a man, not a generic monster. This design has lasted to this day which is impressive. I may be spreading more internet nonsense from saying but the idea of the whole module to my knowledge cam from a playtest of a game with players fighting a vampire in a cave and it didn't make narrative sense.
What is also fascinating is his title, The First Vampyr. Was the intent was to set up the villain as well the first vampire in universe? I don't know when TSR started focusing on building out their universes, like Forgotten Realms, but this feels like this is something that would be kept in mind for the future. At the same time, this could just be throwaway flavor text as Strahd is referred to as a "slightly above average vampire". Which feels like they are downplaying his strength as a monster. But he also is a fairly formidable caster though I don't have the context of how formidable, I am just extrapolating using my experience with 5th edition; just 5th level spells feels like alot for any party. He is also immune to any damage not dealt by magical weapons, which would be an issue if the module didn't give the players magical weapons. But it does. We know it has the sunsword but as we will see, the module has other magical weapons as well, making this trait something the players could handle once they are in the castle.
Lastly, Strahd feels like he teleports around quite a bit given what the module is suggesting, that he should be reappearing and fighting the players before the castle. Curse of Strahd does solve this by giving him a teleportation room, a difference I highlight later, here he just has to run around using his powers. I think its fine to handwave this as Strahd can just move quickly due to his ability to polymorph since its so core to this module that he can just show up and scare the players.
Next, the Fortunes of Ravenloft
Part 3: The Fortunes of Ravenloft
[ID] The image is a black and white page full of text with three images of Cards on the top of the page, above the text "Fortunes of Ravenloft", with the first card partially behind the "R" in Ravenloft. The page itself is grey and splits text into two columns that flow similar to the previous document image. At the center of the bottom of the page is the number 4, indicating the page number. The three cards are similar with white playing card like border and an embroidery pattern filling an inner border with text in the center. At the top left of the page is the head of a gargoyle, with a line drawn down from the neck to the bottom of the page, passing behind the left playing card. Under the left most card's left side grouped together is the letter J and a heart written into the book in pen. Further down in pen are the words "Jack spades" crossed out. In text between the two handwritten texts is the text "Deal the top five cards face down". Below the right side of the left most card in pencil are the words "king of spades". Under the center card is the letter K and a diamond in pen. Under the right most card is the letter K and a heart in pen. The text outside of the cards is the following, starting from the left column and omitting slurs: "Fortunes of Ravenloft is an imitation ancient [slur] card reading. It does not resemble any real or mystical fortune telling process. Fortunes of Ravenloft determines Strahd's goals and the placement of important treasures. This card reading can add a great deal of flavor to your game and makes Ravenloft different when you play it again. You must run this card reading before playing the module. If, during the course of the adventure, the PCs have their fortunes read at the [slur] camp, run this card reading again, out loud. Substitute the new results for the old ones. Be sure to write down the results of your card reading, so you can have them when you need them. Find a regular 52-card deck of playing cards. Remove all 2, 4, 6, 8, 9, and joker cards from the deck. Now you have a set of four suits with eight cards in each suit. Shuffle the deck. If you don't have a regular deck of cards, you can get the same results by rolling 1d8 to determine the type of card and 1d4 to determine its suit. Roll again if you get the same card in any suit twice." The following text is a table that starts in the left column and continues on to the right. Around the bottom portion of the text in each row is an enclosed box. "Table 1. Fortunes of Ravenloft Places Card Place 3 Study (K37) It is in a place of tranquility, a harbor for the mighty and powerful. It is in a place of wisdom, warmth, and despair. Great secrets are there. The object is on the mantlepiece just under the portait of the women. If Strahd is there, he is sitting back in the overstuffed chair, staring into the blazing fire. 5 Treasure Room (K41) You should seek for a carefully hidden place of great worldly wealth. I see a blazing fire protecting the place. The object is set prominently atop the other treasures in the room. If Strahd is there, he is counting his ill-gotten gains. 7 Chapel of Ravenloft (K15) You may find this amid the ruins of a place of supplication. The object is on the altar, brightly illuminated by a shaft of light from the ceiling. If Strahd is there, he is standing in the center of the room-a dark shape in the vast hall. 10 High Tower Room (K60) This is a place of dizzying heights that all loathe to travel. The road winds ever upward and the rocks themselves live here! The object is in a locked iron chest. If Strahd is there he is at the window, looking over his lands. Jack Crypt of Sergei von Zarovich (K85) This lies with a fallen prince of old. The brother of dark is light and he rests in this place. The object is lying across Sergei's chest. If Strahd is there, he is lying across the marble slab, weeping. Queen Crypt of Ravenovia (K88) This is in the mother's place The object is lying on top of Ravenovia's coffin. If Strahd is there, he is in a frenzy of rage and despair"
The text in the left most card has a section in a box similar to the table. The box surrounds the middle portion of the card's text. The following is the text of the left most card: "First, determine where the Holy Symbol is (see Treasures and Tomes on Page 30 for a description of the holy symbol). Pick up the first card and read the following boxed text. This card is a symbol of great power. It tells of a powerful force for good and protection against the forces of darkness. To determine where the holy symbol is, find this card in Table 1. to determine the 'to hit' and armor class modifiers to use in that place, find this card's suit in Table 2.
The center card and right most cards' text is similarly laid out as the left most card. The center card's text follows: "Second, determine where the Tome of Strahd is (see Treasures and Tomes on p.31 for a description of the Tome of Strahd). Pick up the second card and read the following boxed text. This card tells of history. Knowledge of the ancient may help you understand a foe. To determine where the Tome is, find this card in Table 1. to determine the 'to hit' and armor class modifiers to use in that place, find this card's suit in Table 2."
The text of right most card follows: "Third, determine where Strahd von Zarovich himself can always be found. Pick up the third card and read the following boxed text This is the object of your search! Ah! I see darkness and evil behind this card! It is a powerful man whose enemy is light and whose powers are beyond mortality! To determine where Strahd can always be found, find this card in Table 1. to find the 'to hit' and armmor class modifiers to use in that place, find this card in Table 2." [End ID]
[ID] The image is a black and white document similar to the previous image. The background is the same color along with the layout of text. The page number is 5. Two cards are above the left column of text. On the right edge of the document is a face of a gargoyle mirroring the previous document. Under the left most card is two sets of text: "Jack" and a diamond are written in pencil and the number 5 and a club written in pen. Under the right most card is two sets of text similar to the left card. The text is the same, just written in pencil and pen: the number 3 and a heart. Under the The left column continues Table 1. The following is the remaining text:
"King Kings Audience Hall (K25) A king's throne is the place to find this The object is lying across the dais behind the throne. If Strahd is there, he is sitting on the throne. Ace Crypt of Strahd (K86) This is a very bad sign. This is in the very heart of darkness: his home, his source. It is his center and his life. It is the one place to which he must return. The object is in a corner of the room. If Strahd is here, he is within his coffin, ready to attack at the first sign of someone opening the lid" Continuing after Table 1 is Table 2. Table 2 is similar to Table 1; the only difference is the location of the box containing text. The box is below a section of text and is the second half of each row. Table 2 contains images of each card suit vertically aligned in the left column of the table. The suites descend in the following order: Heart, Diamond, Clubs, Spades. The suits are solid and are black. The following is the text of the table, including a text replacement of the suit to indicate its location: "Table 2. Fortunes of Ravenloft: Modifiers Suit 'To Hit and Armor Class Modifiers'
Heart The PCs gain a +1 bonus to hit and a -1 bonus to their AC.
There is a very good influence there. If you are there, the power of good will aid you.
Diamond The PCs gain a +1 bonus to hit, but suffer a +1 penalty to their AC.
The diamond blesses your skill there, but bodes poorly for your protection.
Clubs The PCs suffer a -1 penalty to hit, but gain a -1 bonus to their AC
The club sustains your strength here, but holds you from your victory, taking more time than it otherwise would.
Spades The PCs suffer a -1 penalty and a +1 penalty to their AC.
The spade is a dark shadows of evil cast over that place. You fight under its influence here." Table 3 is similar to Table 1, sharing the location of the box containing text in the table. Table 3 is the entirety of the right column. The following is the text of Table 3, ommiting slurs: "Table 3. Fortunes of Ravenloft: Strahd's Goals Card Strahd's Goal
3 or 5 Strahd seeks a new identity.
Not yet, but soon, one who appears to be your friend will become your enemy.
Strahd will try to be alone with a charmed PC. When he is alone with a charmed PC, Strahd casts a polymorph other spell on the PC, turning the PC into a vampire. The spell operates as detailed in the AD&D Players Handbook with the following clarifications. The PC takes the form of a vampire and radiates a magical aura, regardless of whether the PC survives a system shock check or not. A PC that survives a system shock check has all of the abilities of a vampire as detailed in the AD&D Monster Manual, regardless if whether that PC passes a mental check or not. Undead cannot drain levels from undead. Thus, if a polymorphed PC vampire retains his own mind, he and Strahd can fight, but neither can drain levels from the other. They can both, however, drain levels from non-undead. After turning the PC into a vampire, Strahd casts a polymorph self and turns into the likeness of the PC. Strahd puts the new vampire PC into his own coffin and attempts to join the party, masquerading as the PC. Strahd will try to persuade the party that he found a away out of Barovia. Strahd can, after all, open the gates. Strahd wants to move to another country using his new identity. The [slur] will carry dirt from his crypt to his new home.
7 or 10 Strahd wants to make a magical sphere of darkness.
This card tells of a tool of evil. Darkness surrounds and protects this tool, giving comfort to the black hearts and protection from good.
Strahd is trying to assemble a magical item that casts a continuous sphere of darkness. Such an item would greatly extend the range of his travels. Over the centuries he gather the pieces of the sphere one by one, until he is missing only one piece, a black opal. Strahd mistakenly believes that one of the PCs has black opal. Strahd mistakenly believes that one of the PCs has black opal stone. Strahd will use his natural charm person abilities to charm lone PCs. Stahd will send those Charmed Pcs back to the party asking, 'Do you have the black opal?' When Strahd discovers that none of the PCs have a back opal, he will attempt to destroy them.
Jack or Queen Strahd wants to win the love of Ireena Kolyana
The darkness lovesa light and desires it Great subtle plans are in motion about you; plans that the dead may find warmth from the living.
Strahd will attempt to charm all of the PCs, and make them attack Ireena. When they attack, Strahd will swoop down and save her from the PCs. Strahd hopes that the rescue will turn Ireena's heart to him. He wants Ireena to love him willingly rather than by force.
King or Ace Strahd wants the Sunsword.
Here is a high and noble card. One of you carries a weapon that is stronger than any other against the evil in this land. Only one part is missing from this weapon. That part is found in the evil one's lair.
See Treasures and Tomes on p.31 for details about the sunsword. Strahd wants to destroy the sunsword. He believes (correctly) that one of the PCs (a random fighter) has has been unknowingly carrying the sunsword for some time. If the sunsword hilt is found and reunited with the blade, Strahd could be in real trouble."
The text of the left card is the following:
"Fourth, determine where the sunsword hilt is (see Treasures and Tomes on p.31 for a description of the sunsword). Pick up the forth card and read the following boxed text.
This card is good for you. It is a card of power and strength , the victor's card. It tells of a weapon of light, a weapon of vengeance.
To determine where the sunsword is, find this card in table 1. To determine the 'to hit' and armor class modifiers to use in that place, find this card's suit in Table 2."
The text of the right card is the following:
"Last, determine Strahd's goal. Pick up the fifth, and last, card, and read the following boxed text.
And here is the root card. Out of darkness and chaos, this card find the reason and foundation for darkness and chaos. This card shows the purpose of all things. It is the key to life and death and else beyond.
To determine Strahd's goal, find this card on Table 3." [End ID]
My copy is used so it has some writing on it from past fortunes but I think its cute, since the fortunes are still done with playing cards, with the only difference being the reading in Curse of Strahd is far more complex. The objects are the exact same, the Sunsword, the Holy Symbol, and the Tome of Strahd. Similarly, the locations you find these items can also instead be the locations you fight Strahd: the study , his treasure room, the chapel, the top of the high tower, Sergei's crypt, Strahd's crypt, the audience hall with his throne, and Ravenovia's crypt (Strahd's Mother). Taking a step back here to talk about this decision as a whole, I have always loved the randomness. The fact that everyone's experience is always different and unique feels great. It leads to a different narrative expierence each time and gives us a reason to replay the module. I have played Curse of Strahd as a player on three separate occasions with three separate DMs and each experience as a player was unique. Other than each character having that DM's twist or personality, the items were never in the same place so my groups always prioritized different areas. I have also ran my own game of Curse of Strahd and I have felt similar as a DM. I prioritized different characters or locations to add depth to the world. This randomization leads to unique situations that could never be replicated. I think it is one of the most novel ideas that I6 presents and I am so glad all the other adaptations have kept this idea while expanding upon the whole experience.
Jumping back to I6's fortunes, what I found really interesting is that the cards drawn add modifiers to your parties AC and to hit modifier. It feels very odd to me, but also that is because this is something that we do not have an equivalent to in Curse of Strahd. The closest is the ally we get but even then, that is more impactful from a narrative lens than the modifiers. The modifiers feel like a twist that deepens or add to the feeling of struggling against the darkness. It is very mechanical and calls back to more of the dungeon diving elements of early D&D. I don't think that modifiers change the game enough to feel sad that they have disappeared. Then again, we do get something similar with Argyvost's skull in Curse of Strahd so atleast we get some kind of spiritual successor to the modifiers in the reading.
Now I mentioned above Strahd has a goal. He does, its why he grabs the players. In 5th edition, its to toy with them and have amusement more or less and then later he wants them for Ireena. In here he has 4 reasons potentially and I want to talk about each of them. One, to grab Ireena. How he plans this is wild. He will charm the players and make them attack Ireena and he will swoop in and save her since he wants Ireena to love him willingly rather than by force. This is absolutely wild to me that Strahd could play the valiant knight for Ireena. This feels the most vanilla but this is his goal moving forward into Curse of Strahd. I think its smart to make this the "core" goal since he does attack Ireena in the opening of the module and Tatyana is core to Strahd's descent into darkness. Given all the additional material that has come out focused on Strahd, Curse of Strahd made the correct call to make this his focus. I do like that he has other goals as well in Curse of Strahd, but it is a bit of a shame that he doesn't have any of the other goals he has in I6.
The second goal is to steal a player character's identity. He will charm someone, use a spell to turn them into a vampire, shove them in his coffin and then masquerade as the player character using magic. Absolutely amazing. I love this and its also so evil. Like more than most DMs would go evil. "How do you do my fellow player characters". Sadly, this also feels like its retconned with newer Ravenloft lore since Strahd can't actually escape Ravenloft and this ending if he succeeds in stealing someone's identity and convincing the party that he found a way out everyone just leaves Ravenloft. The player who gets turned into a vampire can make checks to be able to fight back and you get this vampire duel which is so cool. Vampires in older versions of D&D can drain levels from players by the way, so the book specifies undead cant drain other undead's levels. Like the set up is amazing, the idea is wild, but there is no way for this to work if we are conforming to the rules of Ravenloft. We kind of get a successor to this goal in Curse of Strahd with Strahd's desire for a consort or successor since he wants to to be able to leave; but the book calls out that Strahd will never find any of the player characters worthy. Again a DM can change this and many have so I feel the spirit of this goal lives on; but we don't really see Strahd becoming a party member only to betray the group. That would be a fun twist however.
The third goal is the only goal where Strahd fails whether the players live or die - he wants to make a magical sphere of darkness. Strahd thinks the players have a black opal stone, which is the last piece he needs to make a big old sphere of darkness to make the world dark and stuff so he can travel more at night. Strahd will charm one player who is alone and have them ask the rest of the players if they have this black opal stone. He is certain they have the stone so when its revealed they don't, he will try to kill the players. Curse of Strahd places Barovia under the magical darkness that he is attempting to create here in this goal, which I think is a perfect way of honoring this goal
The last goal is Strahd wants to destroy the sunsword. So the module recommends the players have a cleric and a fighter as a requirement since the holy symbol is for a cleric and the sunsword is for a fighter. I mention this because Strahd just knows who has the sunsword and if this is rolled, the sword is just magically on this person and not where the fortune says. So Strahd wants to kill them and take the sword and destroy it. This is very boring to me. Like it should be a given rather than an explicit goal. If Strahd has gone out of his way to destory the sword, he should just want to do this regardless if this is a goal. This is the direction Curse of Strahd goes and I think it makes sense. 5th edition focuses more on narrative and less on dungeon crawling so this change is just natural. We even get more lore for the sunsword in 5th edition, it being a sword belonging to Sergei and being sentient. I am not sad to see this goal just disappear and become a background element. It feels like a cop-out to get Strahd to fight the party early. If he knows they have the sword and he knows where they are, why not just kill them? I mean he does like to toy with his prey but if this sword is the biggest threat to his existence, I would expect him to hunt the players down once they near the castle.
Overall, I think the goal's Strahd has in I6 are a mixed bag; some are really novel and some are fairly boring or straightforward. That is my own opinion and I am very curious on how everyone else feels.
Part 4: The lands of Barovia, Barovia Village, and Tser Pool Encampment
I am lumping all of the pre-castle encounters into one section since they are more or less similar to what we know and love from Curse of Strahd.
[ID]
The image is that of a black and white document, with a layout similar to the statblock of Strahd von Zarovich, including the borders of the page. The page number is 6. The following is the text of the left column omitting slurs:
"Lands of Barovia
A perpetual rolling blackness of thunderclouds casts a gray pall over the land. The darker silhouette of Castle Ravenloft looks over the valley from its 1,000 foot pillar of rock.
Castle Ravenloft dominates the small village of Barovia. The castle stads high atop a natural pillar of rock against the cliffs to the north of the village. The dark Svalich woods surround the village and cliffs. Use Map 1 to see the relative locations of the town and Castle Ravenloft.
The road to the village and lands of Barovia goes through ancient iron gates, controlled by the will of Count Strahd. There are only two gates, one east the of village and one west of the castle crossroads up the mountain. The gates open when the PCs arrive but close after they enter Barovia. The gates will not open for the PCs again until Strahd is destroyed.
There is a deathly stillness in the dark Barovian woods. Yet the woods are patrolled constantly by the wolves and serving beasts of Count Strahd.
No one has left Barovia for centuries. This is because of the trapping fog that exists everywhere in Barovia . Once it is breathed, it infuses itself around a character's vital organs as a neutralized poison. the fog does not taste or smell any different than normal fog. It does not harm characters as long as they continue to breathe the air in Barovia. However, when they lave Barovia, the poison becomes active. Characters must save vs. poison or start to choke. Unless choking characters reenter Barovia within 24 hours, they die. The choking stops as soon as they breathe the fog again.
The [slur] were given a potion by Strahd that cancels the effects of the fog. this potion is jealously guarded by Madam Eva, who buried it in a secret place. It is impossible for the PCs to discover the potion. The fog is magically produced by Strahd and disappears entirely upon his destruction.
The poor villagers of Barovia have been terroized for centuries by 'the devil' Strahd. Only the town and the few survivors of the second ruling house of Barovia have the will to offer more than just personal resistance to Strahd. No villager has left Barovia for centuries. Those who tried never returned, dying from the vile snapping teeth of the Barovian wolves and the choking deadly fog.
Every 3 turns, check for na random enoutner. When the PCs are not in castle Ravenloft, during daytime, use Table 4 at the right, during night time, use Table 5 at the right. When the PCs are in Castle Ravenloft, use Table 6 on p.12.
Each night the PCs stay anywhere other than the castle (Area K), Strahd attacks with his wolves and bats. His attacks are intended more to frighten the PCs than to damage them. Strahd mjust toys with them. After 5 melee rounds, Strahd and his creatures withdraw.
If the PCs are indoors, every turn strahd attacks, wolves try to break through a window or door. A roll of 1 or 2 on 1d6 means that a wolf breaks through. Once a wolf gets in, the remainder of the wolves and bats come in. The wolves and Strahd never attack Ireena Kolyana. After 5 melee wounds, all of the creatures flee into the night, leaving only Strahds hollow laughter in the distance.
4-16 (3d6) worg wolves: AC 6; MV 18"; HD 4+4; #AT 1; Dmg 2-8; AL NE.
10-100 (10d10) bats: AC 6; MV 4"/18"; HD 1d4; #AT 0; DMG 0: AL N.
The bats fly into the room, getting into the way of spell casting. Characters must make dexterity checks to cast spells with material components." Some of the text in the right column is cut off. The following is the visible text of the right column including table 4 and table 5 with slurs ommited:
"Strahd may knock at the door, but he cannot enter the building until someone invites him in. Strahd tries to charm characters into inviting him in.
Table 4. Barovia Daytime Random Encounters (Sunup to Sundown)
Roll 1d6. If the result is a 1, the PCs enounter something. Roll 1d6 and us the encounter below with the resulting number.
Roll Encounter
1 2-8 (2d4) worg wolves: AC 6; MV 18"; HD 4+4; #AT 1; Dmg 2-8; AL NE.
2 1-10 [Slur]: AC 6; MV 12"; HD 2; #AT 1; Dmg 1-8; AL NE.
3 1-4 villagers: AC 9; MV 12"; HD 2; #AT 1; Dmg 1-6; AL
4 1-4 worg wolves: AC 6; MV 18"; HD 4+4; #AT 1; Dmg 2-8; AL NE.
5 1-4 [Slur]: AC 6; MV 12"; HD 2; #AT 1; Dmg 1-8; AL NE.
6 1-4 villagers: AC 9; MV 12"; HD 2; #AT 1; Dmg 1-6; AL
Table 5. Barovia Nighttime Random Encounters (Sundown to Dawn)
Roll 1d6. If the result is a 1, the PCs enounter something. Roll 1d12 and us the encounter below with the resulting number.
1-2 1-10 worg wolves: AC 6; MV 18"; HD 4+4; #AT 1; Dmg 2-8; AL NE.
3 2-10 (2d10) worg wolves: AC 6; MV 18"; HD 4+4; #AT 1; Dmg 2-8; AL NE.
4-5 3-12 (3d4) zombies: AC 8; MV 6"; HD 2; #AT 1; Dmg 1-; AL N
6-7 10-100 (10d10) bats: AC 6; MV 4"/18"; HD 1d4; #AT 0; DMG 0: AL N.
8 1 ghost: AC 0/8 if corporeal: MV 9"; HD 10; #AT 1; Dmg 10-40 years; AL LE.
9 3-12 (3d4) ghouls: AC 6; MV 9"; HD 2; #AT 3; Dmg 1-3/1-6; AL CE.
10 1-4 wights: AC 5; MV 12"; HD 4+3; #AT 1; Dmg 1-; AL LE; SA hit drains 1 energy level.
11 1-4 wraiths: AC 4; MV 12"/24"; HD 4+3; #AT 1; Dmg 1-; AL LE; SA hit drains 1 energy level.
12 1 maiden vampire: AC 1; MV 12"/18"; HD 8+3; #AT 1; Dmg 5-10; AL CE; SA hit drains 2 energy level, gaze can charm, become gaseous in same way as Strahd."
[End ID]
The first page of the lands of Barovia is setup for random encounters along with more info on The Mist. It talks about how to handle nighttime, daytime, and indoor encounters.
The encounters will only last 5 melee rounds (again 1st edition stuff, no idea sadly) so the monsters attack the players and then they flee as they serve to scare the players. Similarly for indoors encounters, just that wolves attack with the random encounter and they try to break down the doors and windows (roll a d6, on a 1 or 2 they succeed) and again after 5 rounds, the attack ends.
What is interesting is that you can get attacked by good aligned villagers or atleast encounter them? It is not fully clear but all the other encounters on the table are evil aligned so I imagine its all combats. I say that I am unsure because later on in the castle encounters, the module specifies one encounter as a non-combat. I find it interesting you can just encounter Barovians who will just be silent and treat the players as outsiders. Maybe some will be willing to talk to you? I doubt it but it could serve as a indication to the players that something is not quite right in the land of Barovia.
The night encounters look like they are all combat. My favorite is either the 2-20 wolves (roll 2d10) or the 10 to 100 bats (10d10) bats. Just the sheer number would actually terrify someone. Imagine fighting 50+ bats. That is unforgettable.
Moving on to The Mists, or as the module refers to as the fog, we get some interesting lore elements I want to talk about. The fog here is in fact the mists we think of and the poisoning fog is consistant across second edition; I skimmed through my third edition source book and didn't find a comment, other than Strahd can close the borders and third edition source books tend to play very close to second edition canon. So the poison element is Strahd closing his borders to Barovia and preventing those within Barovia from leaving. You can obtain an antidote to this poison as the Vistani do sell this but second edition calls out that you also need Strahd's permission where in I6 the cure exists but is unobtainable; its just away to explain why the Vistani can come and go. I6's poison is different the Curse of Strahd since players don't start choking in the fog and the fog itself is not poisonous, but rather magical. The fog in Curse of Strahd also gives players exhaustion which is closer to second edition which lowers the players constitution; though unlike I6 or second edition, a player can't leave Barovia even if they succeed on the saving throws.
I want to also talk about the whole decison to add the fog and the consequences to the whole lore of Ravenloft. The fog from a gameplay perspective gives Strahd more power and makes sense as to why the villagers of Barovia have never left, they cant. This whole land is Strahd's lair. In the tome, Strahd calls himself "the land" and being able to control who can enter and leave makes it far more literal. He is quite literally the land, the fog moves when he asks and it bends to his whims. I won't lie and say the early iteration of the fog in I6 is a bit cheesy, like its just a poisonous cloud of fog and the vistani just happen to have the cure so they can come and go but they way it evolves is so interesting. It starts as this trapping force just for the players to becoming the prison that keeps Strahd contained, just that he is literally Barovia itself. He can trap those as part of his curse being the Darklord of Barovia. Its a wonderful role-reversal.
Returning to the module, the next couple pages are the set up for the module and its surprisingly one of the set ups in Curse of Strahd, "Plea for Help"; down to the exact same letter the players receive. It is word for word, only with some minor changes like inserting commas
[ID] The image is a black and white document on a wooden table. It is similar to the previous image. There is text on the page laid out such that there is two boxes containing text with text in the middle separating the boxes. The first box is cutoff in the image; the following is the text starting with a cutoff sentence:
"subdued. The letter is lying before you. Dated yesterday, the ink is still not dry and the parchment is crips. The seal is a crest you don't recognize."
The following is the text between the two boxes:
"If the PCs open the letter, read its content from the following boxed text."
The following is the text in the second box:
"Hail to thee of might and valor:
I, a lowly servant of the township of Barovia, send honor to thee. We plead for thy so desperately needed assistance within our community.
The love of my life, Ireena Kolyana, has been afflicted by an evil so deadly that even the good people of our town cannot protect her. She languishes from her wound and I would have her saved from this menace.
There is much wealth in this community. I offer all that might be had to thee and thy fellows if thou shalt but answer my desperate plea.
Come quickly for her time is at hand! All that I have shall be thine!
Kolyan Indrirovich
Burgomaster
[End ID]
I shouldn't be surprised by this; the "Plea for Help" adventure hook from Curse of Strahd is one of two adventures hooks that don't really need set up or has hard requirements. It also is very organic. Someone comes in and offers your party job, shows off that they are clearly rich by buying the whole tavern drinks for the night, and leaves. The letter is also very forward and offers the party riches for help. Its very simple but effective. I am a bit shocked how the words have not been changed in the 30+ years between the modules; but as I have mentioned earlier Curse of Strahd doesn't take a lot of liberties for the content in I6. The hook also assumes the least about the players which helps with its effectiveness. The hook relies on the party desiring wealth, which in first edition was a guarantee since leveling was associated with gold, and offers some additional motivation for good aligned characters.
Continuing on, as the players enter the Svalich Woods, they also encounter the real letter being sent by the Burgomaster of Barovia village. Again this is the same letter, though some of the words are slightly different, like dropping the words "creature calling its race".
[ID]
The image is a black and white document similar to the previous image. The image has two boxes with text. Between the two boxes is a set of text. The only word legible in the first box is the word: "scream". The following is the text between the two boxed texts:
"Three turns after all the PCs enter the woods, they find a dead villager in the underbrush. He holds an envelope crumpled in his hand. The remains of his clothes are torn and raked with claw marks. Paw prints of many large wolves are pressed into the clay around the body. The man has obviously been dead for several days.
The letter is dated one week ago. It is sealed with a large 'B'. The parchment is worn and flimsy. It reads as follows:"
The following text is contained in the bottom box:
"Hail thee of might and valor:
I, the Burgomaster of Barovia send you honor - with despair.
My adopted daughter, the fair Ireena, has been these past nights bitten by a creature calling its race 'vampyr.' For over 400 years, he has drained this land of the life-blood of its people. Now, my dear Ireena languishes and dies from an unholy wound caused by this vile beast. Yet I fear, too, that the creature has some more cunning plan in mind. He has become too powerful to be fought any longer."
In small text below the box is the following: "Letter continues on next page."
[End ID]
[ID]
The image is a black and white document similar to the previous image. The border of the document is similar to the "Lands of Barovia" image. There are three potions of text in boxes, with third becoming cutoff and unreadable. Between the first and second box is more text. The first box contains the following text:
"So I say to you, give us up for dead and encircle this land with symbols of good. Let holy men call upon their power that the evil one may be contained within the walls of weeeping Barovia. Leave our sorrows to our graves, and save the world from this evil fate of ours.
There is much wealth entrapped in this community. Return for your reward after we are all departed for a better life.
Kolyan Indirovich,
Burgomaster"
The text between the first box and second box is as follows:
"Roll 1d6 every turn the PCs ar ein the woods. If the result is 4 or more, the PCs hear a lone wolf cry in the distance. One more wolf cries each round. If the PCs are still in the woods after 5 rounds of howling, the wolves attack. If the PCs are entering Barovia, only 5 wolves attack; if the PCs are attempting to leave Barovia, 25 wolves attack. The wolves stop their attack if the PCs leave the woods by entering the village.
5 or 25 worg wolves: AC 6; MV 18"; HD 4+4; #AT 1; Dmg 2-8; AL NE. "
The following is the text contained within the second box along with its header: "D. The River Ivlis
The river Ivlis flows as clear as a blue winter sky through the valley."
The following is the text contained within the last box along with its header; part of the text is cutoff and the last word visible is 'wet':
"E. The Village of Barovia
Tall shapes loom out of the dense fog that surrounds everything. The muddy ground underfoot gives way to slick, wet"
[End ID]
Continuing on, the village of Barovia is more or less the same. Ireena is also a 4th level fighter in this module. I find this interesting that she is a level lower than what the players start at (5th level) since Vampires drain levels in 1st edition and this is not so subtle acknowledgement that Ireena was attacked by Strahd and had her blood drank. It also prevents the main npc character from overshadowing the players in fights, though Strahd and the monsters he controls do not target Ireena. Ireena's characterization in I6 and Curse of Strahd is similar, a mild but strong willed fighter. I6 however says she wants to fight and kill Strahd for harming her homeland and killing her father where this only occurs if she is you ally in Curse of Strahd. Ireena is someone who's is fighting for a lost past and a future she can never have. Her life was completely upended several times by Strahd, as both Tatyana and as herself. I6 is a story about Strahd, Tatyana, and Sergei. Strahd's jealously and envy destroying his family and he is cursed to live in a nightmare for eternity as death, the thing Tatyana saw him as. Tatyana is forced to reincarnate endlessly by The Mists to remind Strahd that he can never have her. Sergei can not move on after losing the love of his life and seeing his brother in endless torment. Its a tragedy. Ireena needs to be part of the group who helps kill Strahd. It makes her and Tatyana not some damsel in distress but instead someone who is hurting and who triumphs over their pain to forge a better future; whether or not she ends up with Sergei is left to the DM depending on how the players have interacted with her. Curse of Strahd has some changes, that takes keeps the elements of this story but expands further with the introduction of the randomized ally.
The introduction of a randomized ally frees up that role to be anyone in the cast, with a few exceptions. It allows Curse of Strahd to break away from just a story about Tatyana and Sergei and to be about how Barovia, the country, is suffering at the hands of Strahd and how everyone in the cast has a dark or tragic tale because of this suffering. From Victor hating his homeland and trying to escape to Vasilka, a person who is being made as a wife for Strahd. I don't think you can have both. At the cost of Ireena being the sole focus, we get more depth and re-playability and Curse of Strahd is designed for that in mind. It also lets Ireena free herself as a character from just being Tatyana again. While both have the same ending for Ireena, Curse of Strahd's "Something Blue" special event in Krezk and the optional ending in I6, due to the length of Curse of Strahd, Ireena gets more of a chance to bond with player characters and come to understand the world she lives in and perhaps become more than Tatyana. Again this is up to the DM and the players in roleplay and narrative but I have seen this happen a handful of times. Ireena is allowed to become more unique.
Stepping off of my soapbox and coming back to discussing differences, we come to Donavich; he doesn't have a son in I6. The son is a vampire in the church's basement, that comes from Expedition to Castle Ravenloft, kinda. In Expedition to Castle Ravenloft, Donavich called Danovich, he creates a zombie plague after his son gets killed by Bandits. He hopes to bring him back so he keeps his corpse in the church basement; which yeah that is one hell of a change that gets rolled right back. I am not going to talk about Expedition here, but his personality in Curse of Strahd is much closer to this version than I6's version. In I6, he is close to a generic clerical figure; warm and kind while knowledgeable about evil. Donavich in I6 knows Ireena's whole backstory of being adopted, which Curse of Strahd does stay consistent with. However in I6 he has information on Strahd he is suppose to give the players, mainly info about the tome of Strahd.
He is almost a different character in Curse of Strahd because how much he is hurting from his son being a vampire. The villagers do not trust him in Curse of Strahd and he is losing his grip on reality. He is doing everything he can to save his son and clearly wants to help the players when they meet him. He is also the one to give the players the idea to take Ireena to Krezk and the abbey. And if he is your ally, you have to help him kill his son and give him a proper burrial. Without Doru, Donavich is much more put together and reasonable. He wants to help the heroes just as much but he isn't an actual cleric, he doesn't have magic. And if he were to leave, then the only place of good in Barovia would fall to darkness which gives him a reason to stay behind. I do not have a strong opinion on which version I like more. I think both fit the energy of the Ravenloft as a whole and both serve their purposes well. Doru exists to give Curse of Strahd more darkness in the opening and highlight that the players were not the first to try to kill Strahd. I did go on about the changes for Ireena but making Donavich a potential ally really fits with his I6 counterpart even if he wasn't really a fighter in I6. The reasoning for him join is very clear. He has lost nearly everything, and the only thing he has left to give is himself. A father who wants the devil to pay for killing his son. He gains a conviction, which is something that is missing in I6.
Outside of Ireena and Donavich, there aren't any more major differences until the castle. Once you get to the gate that we know would lead to Villaki, the carriage to Castle Ravenloft appears and it waits for the players to enter to go to the castle. The module breaks if you don't enter the carriage which makes sense. Vallaki, Krezk, and the rest of Barovia don't exist in lore as this is the first module. When all the players arrive at the Castle, the drawbridge drops down and it has one of the funniest and also probably most infuriating ways you can die. Quoting the book "Each time anyone except Strahd crosses the bridge, there is a 5% chance of a cross board breaking. If the cross board breaks. the character on it must make a dexterity check or fall to the bottom of the cliffs, 1000 feet below". In other words, 5% chance you need to make a dex save, on a fail you die. I had to share; first edition is fairly infamous for traps that can just kill you and I6 is no exception. I am so glad we do not design dungeons this way anymore.
[ID]
A black and white document on a wooden table similar to the previous image. The border of document is the same as the previous image. The page number is at the center of the bottom of the page; the page number is 10. The document is a black and white image of a carriage drawn by two horses heading to a large castle. The carriage is in the left corner of the document. The style of the carriage invokes victorian style. The carriage has three accents that divide the carriage into sections horizontally. At the top of the cairrage is a holding area for luggage and other objects. In front of the carriage is a drivers set which is unmanned. On the right of the drivers set is a parking lever. The back of the carriage is additional luggage space, in the shape of an "L". Below this additional luggage space is a seal that is illegible. The carriage has 3 windows each spaced equally apart on the upper half of the right side. Above the the right window is a Victorian styled lantern. The door to the carriage is in the center of the right side of the carriage. The door's hinges are on the right of the door and the door's handle is on the left. On the lower half of the door is a symbol of what appears to be a bird or bat. Three of the carriages wheels are visible: The Front right and both rear wheels. The left rear wheel is cut off by the page. The right rear wheel is cutoff by dust and the page. The front right wheel is obscured by dust. All the wheels are attached to the bottom of the carriage and each other with a bar.
The carriage is being pulled by two large black horses. Their harnesses appear to be uniform in make are similar. The harness attaches near their neck and the middle of the back, and near the hip. The horses are controlled by reins that attach at the horses mouths and face and loop into the harness before becoming no longer visible.
The castle is in the background. The castle is made up of several spires and a drawbridge. The drawbridge has two towers at the end of the bridge. The drawbridge is attached to a large barbican by a chains. The barbican has three visible towers, one at the left corner of the wall, and two towers between the gate of the barbican. Above the gate of the barbican the same symbol that is on the carriage's door. Each tower and the walls between the towers have battlements. Behind the walls is the keep. The keep has 5 visible towers, two on the left and right of the keeps center barely visible, one tower that lacks a spire on the right taller than the keep and is attached to the left tower by a bridge, the left tower is taller than the right tower and has an attached spire, and the tallest tower on the right with a spire at the top. The keep has a chimney under the bridge attaching the two towers.
The foreground has a set of trees obscured by the carriage on the left with a patch of grass in the bottom right corner. The background behind the tower is a set of mountains only illuminated by a large lighting strike. The lightning starts in the top right corner and flows left towards a set of trees in the foreground. The carriage is traveling on a dirt path that leads into the castle.
[End ID]
Part 5 The Castle
Starting of the castle section similar to the previous one with Castle Ravenloft's encounters. You can encounter Strahd randomly but the most interesting encounter is the angry villagers which make you get more encounters because they are making a ton of sound but will help out in a fight. They don't attack the players but I think its a fun bit of story telling to have others who are fed up with Strahd's rule helping the players as they explore the castle.
Before I continue onto the rest of the castle bit by bit, I want to talk about the npcs in the castle. The biggest difference in the castle is Rahadin. Rahadin is actually introduced into 5th edition. The dusk elves don't exist until 4th edition and are introduced in one of the Dungeon Magazine issues, in specifically "Fair Barovia"; side tangent on the side tangent, look into Fair Barovia, it has some really cool similarities to 5th edition and it feels a bit like 5th editions proof of concept for Vallaki. Anyway, Rahadin and the Dusk Elves just don't exist. Nothing about them at all is in the older versions of Ravenloft. The closest thing are the Shadow Fey but the whole Drow/Shadow Fey retcon is a neat topic for its own day. Gosh sorry, Rahadin. He probably is my favorite change to the module full stop. He adds so much more depth to Strahd and his own darkness. Rahadin allows Strahd to be more human. He has someone who is his weakness and vice versa, Rahadin's weakness is his loyalty to Strahd. He can be just as meanacing as Strahd and just as cold while at the same point letting the players feel above him since whenever/if ever the players have dinner with Strahd, Rahadin is forced to be the servant. Yet it feels like there is something more. He takes care of the dirty work for the master of the castle, sometimes its cleaning, sometimes its killing. Overall, I wish the dusk elves were better integrated into the story of Curse of Strahd since other than Rahadin's backstory along with the whole Patrina and Kasamir story line, they don't get a ton of flavor and because they are so recent and it makes me sad, especially since the Dusk Elves are from wherever Barovia is from and some older modules touch on this exactly, mainly the hexad modules (again another time if people want).
Speaking of Patrina - She exists! Wait I just said the dusk elves don't exist. Correct! Both are true statements. She is made into an elf vistani, which is a bit weird. 2nd and 3rd edition make it clear that only humans can be Vistani while 4th and 5th say it doesn't matter (they invent Mother Luba for Tasha's Cauldron of Everything and add her in with Van Richten's Guide to Ravenloft; she is a halfling). So uh, no idea what this means. 1st edition breaking all the rules! 5th edition dropping the Vistani part and making her a Dusk Elf does let Rahadin have more depth as I mentioned. I think this element is just messy lore because Ravenloft was just a module; it wasn't intended to be the start of a setting. Weird things like this happen. Otherwise for Partrina, her backstory is more or less the same. Just Kasamir doesn't exist in I6. Curse of Strahd does a much better job integrating her into the overall setting of Ravenloft, even if it meant inventing a type of elf native to Barovia. I was honestly a bit shocked reading that she existed in I6 since elves don't have a strong place in Barovia when it comes to the greater Ravenloft canon. Patrina's expansion and role in the story along with Rahadin and Kasamir add depth that I would never want to remove and feel almost as if this was something missing from second or third edition. Something that is a one line piece of text and encounter in the crypts became something far more interesting and it makes Curse of Strahd better for it.
The next changes are Strahd's vampire brides (and Escher). They do not exist in I6. I don't have any fun facts on like when they were added or what inspired them; just that they are added in 5th edition. I am curious as to why they were included. Strahd isn't just after Tatyana, given that Patrina is from 1st edition, so it make sense he could have some wives (and someone else) so is that why? I would love to talk to someone who made Curse of Strahd and ask so so many questions but I just don't have the info on why they exist. They give flavor and depth. That's probably it. I feel a bit sad that my extent of knowledge on these characters is what it is. Escher is a fan favorite since he is such a sad man who is now over his head. WotC did a good job in adding them since they feel fundamental to the experience of Castle Ravenloft as well as add some additional encounters that are not in I6.
Moving onto another character, Cyrus is Human in I6. He is the only Belview in the module but he is human. The mongrelfolk aren't from 1st edition Ravenloft. I specify this because one, they do exist in 1st edition and two, they do exist in Ravenloft, just later. The mongrelfolk are similar to another creature in Ravenloft, Broken Ones. Just Mongrelfolk tend to be nicer and more friendly (and also have a much sadder existance in G'henna) than the Broken Ones. It makes sense they would live with the Abbot since he is a kind being (good aligned atleast) and they are outcasts who need to constantly look for a home. Just, they are completely an addition to 5th editions version of the module (and Barovia as a whole). I am not going to go into the changes 5th edition does for Barovia as a setting but I do think it would make for an interesting topic. Making Cyrus a mongrelfolk makes him more friendly and overall adds more horror flavor to the world. Every major character is human, that is so bland. The point does work though, it makes non-human characters outsiders. It works well, but adding a bit of change here or there makes the world more interesting because you get characters your players can relate to. A drow character can relate to the dusk elves for example. The Belviews add that depth and strangeness that wouldn't be there if they weren't mongrelfolk. In 1st edition, Cyrus is just an old man who tells jokes at bad times and tries to lead the players to their rooms. I like 5th edition's change; he stays this old man but is far more likable personally.
News for Pidlwick II fans, he does not exist yet sadly. He was created for 5th edition. I generally like clockwork automatons and while Barovia really isn't clockwork-y compared to other Domains (looking at some of the more advanced domains like Paridon), living dolls are so cool. He has some interesting flavor if you expand him into the greater Ravenloft setting since he could be considered a Dread Construct. The lore around Pidlwick II however, is fairly interesting. I6 and Curse of Strahd disagree on who Pidlwick the first is; well I say I6 disagrees, its more the lore given to him in 3rd edition's source books is different than the lore Curse of Strahd uses. In Curse of Strahd, Pidlwick is a fool of Duchess Dorfniya Dislisyna and Fritz von Weerg made Pidlwick II and Pidlwick II killed Pidlwick. In the second and third edition canon, Pidlwick is the husband of Dorfiya Dilisnya and the "father" of one of the most important characters in all of Ravenloft canon, Leo Dilisnya. Leo deserves his own post as well but if you know "I, Strahd" you know Leo. Anyway Pidlwick's mother gets murdered and he starts an assassination war with the Petrovna families called the War of the Silver Knives. Strahd orders the assassinations to end and Pidlwick grows to despise Strahd since he didn't avenge his mother. Leo takes on this hatred for Strahd when Pidlwick dies. Now why is he called a Fool of Dorfniya? Its assumed its because Leo isn't his son by blood and he was cucked by another character. That is such a wild difference in lore for once character but without it, Pidlwick II wouldn't exist. Yet Leo's remains do exist in Curse of Strahd in Wachterhaus but I am getting off topic.
Lastly on the who's whos of the castle: Helga, Lief, and Gertruda exist and 5th edition leaves them unchanged. They exist, they fill their roles the exact same way. It is still very cool to me to see how much of this module can remain the same over 30+ years across several editions.
Now onto the Castle proper; I will be sprinkling in throughout this section the remaining art in the module as there is only a handful more and the rest is text. Something I think that was interesting when I was looking over the other editions of this module is that they all use the same numbering for the locations in the castle. Like K30 is the Office of the King's Accountant in I6. Curse of Strahd also makes K30 - King's Accountant. Overall. I think this is wonderful and its something most people wouldn't notice and only the dedicated fans like myself would. And I love this. And it makes my life easier since I can refer to each room in the castle by its location number. Now overall, the castle is the same in Curse of Strahd as it is in I6 so I will only mention any notable changes.
The first of which is K15 - Chapel of Ravenloft. We don't actually get the name of the figure who tries to steal the Icon of Ravenloft in I6 and in Curse of Strahd the icon is more powerful. In I6 it just lets you heal any creature 6 to 21 hit points and makes the ability to turn undead stronger while 5th edition adds the Protection from evil and good radius and the augury spell. Its also said to be 10 pounds in 5th edition while 1st edition just says its small; which 10 pounds is not small. Then again its a foot tall silver statuette that is half a food wide, so I think 5th edition is correct in making it fairly heavy. I am curious for the reasoning in making the Icon stronger, the protection from evil and good spell is so useful in this dungeon and the augury spell is just fun flavor.
Next is K20 - Tower Hall of Honor or as 5th edition calls it Heart of Sorrow. Yeah, the biggest change is the name. Its called the Guardian of Sorrow as mentioned earlier in this post. The animated halberds also aren't flying swords or anything but instead how the Guardian of Sorrow attacks. The heart actually makes the players take dexterity saving throws every round or they fall down the stairs since the whole castle is shaking which is cool but annoying. The module does mention explicitly the players can move at 1/4 movement to avoid the saving throws but still awful. Atleast 5th edition had the kindness to just knock you prone when you failed the dexterity save rather than fall down to a lower floor. The heart also doesn't have any kind of life/shield link with Strahd like it does in 5th edition; it just exists. Saying it "exists" underpins the whole thematic reason its here. Like the whole purpose of the heart is to say the castle is alive, and maybe the land is alive even? The whole "I am the land" in his journal seems far more literal now, like this could be his heart! Its so brutal. 5th edition makes the link even more clear; he is hurt when you hurt the heart and the heart takes damage for him. Its a masterful change in 5th edition, it adds flavor and gives the players more reason to explore. I also like "Guardian of Sorrow" far better than "Heart of Sorrow" but that's me.
[ID]
The image is a black and white document of Strahd von Zarovich playing an organ. The organ takes up the majority of the image, being cut off by the left edge of page curving around and ending at the right half of the page. The top left to the top center are the organs pipes in two rows, each topped with a dragon head open as if to breathe fire. Part of the back row of the pipes are cut off by the top of the image. The pipes are then hidden by the organs at their bottom. The organ appears to have 4 rows of keys that make the up center of the organ. Above the top row of keys as well as the left and right of they keys appear to be buttons or knobs to activate additional elements of the organ. Dividng the buttons from the keys appears to be inlays with circles. Bellow the organ is two rows of swell pedals that get hidden behind Strahd and the darkness of the image. In front of the swell pedals is the pedal board of the organ. The right end of the organ is a ornate carving of the dragon. Below the dragon is a post carved to look like the dragon's feet. Below the foot of the dragon is the signature of Clyde Caldwel.
Playing the organ is Strahd von Zarovich. His left hand is on the second row of keys while his right hand is in the air as if to strike the keys dramatically. Both his left and right arms show a visible undershirt sleeve. The left arm has a button near the sleeve. His right hand has nails like claws. Only the left profile of his face is visible. His hair is licked back but fades into the darkness of his clothes. The rest of his clothing is veiled in the darkness and are to obscure to make out.
The chair Strahd is sitting in is mostly obscured by his cloak. The left portion of the chair is visible; the upholstery of the chair along with its front left leg. Keeping the upholstery in place are round staples or buttons. The left leg is carved to look like the foot of a lion or beast.
[End ID]
K30 - Office of the King's Accountant. The biggest difference is 1st edition has less loot and the reason Lief is upset is slightly different. Lief wants access to the hidden treasury. Why he knows this is never explained but he also knows the whole layout of the castle and will give the players a map to the holy symbol like in 5th edition so I assume he knows it exists but Strahd won't let him use it. I don't know when "Manual of Bodily Health" is first created but it doesn't exist in 1st edition's version of the module so I assume it was added as more interesting loot than just money, since 1st edition has the same amount of money but the manual is replaced with 100 books worth 10 gp each. I like this minor but impactful change. If the player characters are just playing Curse of Strahd, the manual is just as impactful as if it was more money but if they go beyond Strahd into another game, this is far more impactful. Either way, its a cool and fun change.
K31 - Trapworks. The only difference here is the damage you take from being on the top of trap. In 1st edition its 3d10 with no save to avoid damage while in 5th edition is a dexterity save taking 8d10 on a failure, which is so much more. I imagine this is because players should be nearing the level cap for the module and that level cap is far higher for Curse of Strahd than Ravenloft but also I have no context for hitpoints in 1st edition, this could be much more damage. Everything else is the same, magical sleep hits the players and then they are trapped. Overall its a really cool trap, I never have seen it in action and I want to here stories about being imprisoned or the elf of the party saving everyone; seems like a really cool narrative moment.
K41 - Treasury. Similarly to Office of the King's Accountant, the 5th editions version just has far more stuff, but also its missing some things. Mainly all the magical weapons. 1st edition has a +2 sword and 3 +3 maces in addition to all the money. It makes sense to give the player a load of magical weapons since in 1st edition, vampires can only be damaged by +1 or more weapons. So this is a solution to a problem that they player will encounter when they go to fight Strahd. It also reinforces the need to explore dungeons and keeps up with 1st editions dungeon diving nature. I think this is kinda cool, I don't think I know of a module that hands players multiple +3 weapons at once. 5th edition swaps those out for the +2 shield, some potions, and the instant fortress along with the helm of brilliance, rod of the pact keeper and alchemy jug. I think both are fun treasure piles but I think 5th edition benefits from having a larger pool to draw magic items from. The shield is also unique to Curse of Strahd since Argynvostholt was added for 5th edition. I think both treasuries fit the version they are in. Like 5th edition does not focus to heavily on better gear as a requirement for fights, it just makes fights easier. So a diverse pool of gear is better than a large amount of magical weapons; especially since a magical weapon isn't needed to hurt Strahd. 1st edition does focus on that sort of progression so magical weapons make a ton of sense and as I mentioned, characters need magical weapons to hurt Strahd at all. The module is designed for six to eight characters in 1st edition; which is larger than most parties are in 5th edition. There is one sunsword but what if there are 3 fighters? This is how you get around the problem.
K46 - Courtyard outlook or Parapets in 5th edition. 5th edition added an encounter here. Neat. You have to linger here to fight Strahd's armor but you can. I don't have much more to say than it surely is an encounter that exists.
K49 - Lounge. I need to share that they changed the book titles here. One of the old ones is a gem in my opinion. "Identifying Blood Types: A Beginner's Handbook". I think it just neat. That's all.
K63 - Wine Cellar. This area is expanded quite a bit, flavor wise, in 5th edition. First off - potential encounter with a slime. Neat. Second, all the wine is explicitly from the Wizard of Wines. I like this, thats all.
[ID]
The document is a black and white image similar to the above image. The image is of Ireena Kolyana standing next to the portrait of Tatyana. Ireena's hair appears to be dark, messy, and long, going past her shoulders. Ireena appears to be wearing lipstick. Ireena's outfit is that of a traditional longsleeve vest and pants with a cloak. Around her neck is a cross with a gemstone in the center of the crucifix. The cloak around her neck is held in place by a clasp with a tassels and a gemstone in the middle of the clasp. Around Ireena's waist is a belt with three buckles, one in the center and one on each side of the middle buckle. The bottom of Ireena's shirt is a repeating pattern of a hollow white diamond with a black square in the center of each diamond and a white dot in the middle of each square. The diamond pattern is on a strip of black fabric. Ireena's pants appear to be dark in color with no discernable features. Ireena casts a shadow on the wall behind her on the left side of the image. In Ireena's left hand is her sword which she is pushing into the ground. The sword appears to be in its hilt and it cut off by the bottom of the image. The hilt has two circular inlays with gem stones. The bottom of the two inlays appears to be in the middle of a cross inlay. Near the top round inlay is a loop that has a strap passing through. Ireena's posture is tall and proud, with her right hand at her waist and her left arm leaning on her sword; clearly poising next to a portrait very similar to her appearance. She is facing the right
The portrait is of Tatyana. Tatyana is sitting in a chair, looking left of the viewer. Tatyana has the same face, hair, and lipstick as Ireena. On Tatyana's head is a crown and 3 strings of pearls from the crowns right end flowing behind her hair. Tatyana is wearing a dress with several sets of jewelry. The first is a large necklace with a round pendent with a inlaid gemstone At the end of the neck of the dress is another piece of jewelry, a diamond shaped button with a gemstone. Tatyana's hands are resting at her lap. Each wrist has a bracelet. At her waist is a cloth belt with circular buckle like piece. The chair she is sitting in has a curved back. The left portion of the chair is hidden and not visible. The right portion shows a carved accented arm that curves round into a spiral. Behind Tatyana is a curtain, that is drawn such that it curves behind her. The portrait's frame is heavily accented. The corners are three leaves facing outward, with the middle leaf being the largest, and a curved bow like accent attacked to the leaves, with the bow's guard or point facing the portait. At the middle of the frame section are additional smaller accents: A circle with a gemstone in the middle cut such that the circle looks to be two portions; from the gemstones are two curved limbs that mirror each other; where the limbs meet the circle are two small spikes pointing away from the portrait. Between all the accents are small circles in the middle of the frame's edges. Below the portait is the signature of Clyde Caldwel.
[End ID]
K67 - Guard's Hall or Hall of Bone in 5th edition. This area is very different. Like not the same area different almost. In 1st edition this is just a hallway. Thats it. Ok, Strahd does still kill is guards here, so there is stained blood still. But 5th edition adds in a whole skeleton/bone art sculpture made by Cyrus because why not honestly. That may come off as mean sounding, I think its actually just amazing. I have a soft spot for Cyrus. This can also be a spot for your treasure or Strahd's encounter which that isn't the case in 1st edition. Lastly, the ossuary has the skull of Argyvost which doesn't exist in 1st edition as I already have mentioned. Taking a step back, its interesting that 5th edition just invented a room. Like original Strahd did not have a bone room. You know, a room for bones of those he murdered. Granted he didn't make this, Cyrus made the bone zone. But is 5th edition Cyrus that much more wild compared to 1st edition then? Or better yet, Strahd just let him do this? That you can fight Strahd here or better find this tome here means he enjoys this room possibly? Like he is sitting at the end of a table in a chair of bone holding the dragon skull; what even? I don't know, there is more to say here than the bone room is cool but I love it. I need to know the reason behind the bone room minus "give the vampire a bone room". If its just that, kudos to the people fighting for this wonderful set piece. Such an amazing addition.
K75- South Dungeon. The real change is giving Emil a character. He does exist in 1st edition but he is unnamed and he just joins the party once freed to help kill Strahd but betrays the party once an opportunity arises. Emil is very similar in 5th edition unless the players know Zuleika (or she is your ally due to the reading) in which case he may join to help kill Strahd or just try to flee instead. I like that they made him a fully fleshed out character along with the werewolves without changing much of his actual role in the story unless you happen to get Zuleika as an ally which makes sense. I am not going into too much about Emil since his story is more related to the werewolves than the castle itself.
K78 - Brazier Room. This is very different/. The purpose of this room in I6 is to block the players from entering into the catacombs or other parts of the castle. Its a puzzle room with no hints other than an hourglass representing time in rounds, the golems each have unique stones their hands that can be thrown into the fire. Each stone has a different associated door and the golems won't attack unless the timer runs out. Other than this puzzle, there is a chest that 5th edition doesn't have for a good reason. First its trapped and if you open it from the front you fall asleep. If you can't be put magically asleep, the chest looks empty due to illusion magic after you open it from the front. So you need to open it from behind. Inside it has some spell scrolls, some potions, and of course a deck of many things. The deck of many things is a wonderful way to end a campaign; though I have no idea what the difference between 1st editions deck and 5th editions. I imagine not much has changed since 5th edition is quite brutal. There is probably a few 5th edition adventures that include the deck of many things somewhere but I don't personally like the item. In older editions where characters feel a bit more disposable, the deck is fine since it can just kill your character, but in 5th edition it can derail a campaign instantly. Anytime the deck has come out, the campaign almost instantly ends or becomes derailed since we now need to save a character because they pulled a card that does something awful to them.
5th edition completely changes this room to be a teleportation room to anywhere in Barovia basically using the same flame color puzzle but with a riddle which is nice and it removes the deck of many things for obvious reasons. I get the changes, it keeps the thematic purpose of the room the same and also removes the deck but also I miss the trap; one more final challenge if you need to get into the catacombs. The change also adds in flavor as to how Strahd can be everywhere in Barovia at any time, he can literally teleport. I think personally, the teleportation puzzle wasn't neccesary but the removal of the chest was. Curse of Strahd is a much longer campaign and to have it get derailed in the 9th hour would be unsatisfying for a lot of players. I6 is probably banking on the players using the deck once Strahd is dead as a treasure and hook for the next story. If you want a story with the Deck of Many Things, you could probably make it work as a way to keep your players in Ravenloft as a continuation but it might take some tweaking.
[ID]
The image is a black and white document of a knight with a sword and shield fighting zombies in water.. The image is similar to the previous image. The knight is on the left side of the image while the fully visible zombie is on the right. There are 3 zombified hands clawing up from the water; two near the knight and one in the background between the knight and zombie. The knight is positioned such that they are about to strike the zombie with their sword. The knight is wearing a helmet, scale mail, a shield, a curved sword, pants, greaves, and gauntlets. Their helmet is ornate with several curved inlays on the forehead of the helm. The top of the helm is spiked. The area of the helmet where the face would be located is open but there is no visible face. The helm curves down to guard the neck as it meets up with the scale mail. There is a strip of metal from the top of the helm to the base in the middle of the back of the helm. the scalemail flows from the neck to the upper thigh of the knight. On the knights shoulders is a set of pauldrons. The section of the scale mail around the neck is curved, suggesting that the helm scale mail section is on top of the body scale mail. The knight's overshirt is ripped apart at the chest, revealing the scale mail underneath. There is a strap from the knight's right shoulder flowing down to the left side of the knights waist with a buckle and gemstone inlay near the shoulder. At the end of the strap is a string of pearls or gemstones. Similarly, there is a mirroring strap that starts on the left should and meets the right side of the knights waist; this strap is thinner than the other strap. The shield is in the knight's left hand. The shield is round with a cross painted on the center of the shield. There is wear around the edges of the shield. In the knight's right hand is the curved sword. The sword appears to be a scimitar or a falchion. The swords guard curves up on both sides. Light creates a visible shine off the sword. The knight has a belt at their waist with six circular inlays each spaced equally. The knight's overshirt continues to the left of their body, covering part of their pants. The knight's pants are dark in color and have wrinkles near the right knee. The knight's right knee is protected by a their greaves. The top of the right boot is just visible above the water. One of the three zombie hands is grabbing at the knights right leg.
The zombie fighting the knight is crouched near the water with its left hand reaching to claw the knight and the right hand in the water. The zombies clothes are torn into rags. These rags barely cover the zombie, with big pieces of cloth dangling off the chest and left arm. The zombie's face is heavily decayed as it makes a gaunt snarl to the knight. The zombie's hair is ratty and short. Across the zombie's body are boils and scars. The zombie's chest is hidden and darkned.
The background of the image is misty on the left which flows down to the center of the image; with chains becoming visible in the right corner. The water of the image contains off colored pools around the knights legs, the middle zombified hand, and the zombies limbs in the water. In the bottom right corner of the image is signature of Clyde Caldwel.
[End ID]
The crypts are the next and generally, they either received more loot of flavor since most of they crypts in 1st edition are simple. Most are just text with flavor like "Beucephalus, The Wonder Horse. May the flowers grow ever greener where he trods" (yes they misspelled the name of Alexander the Great's horse in text, look at the last image in my post, Crypt 39). Anyway those that did have significant changes are listed below. Generally, assume Curse of Strahd gave each crypt either a description of the person interred or wealth inside the crypt if I did not mention anything in particular.
Crypt 6 - Marya Markovia. Her crypt is very different in Curse of Strahd. They added her thighbone as a weapon and changed her epithet from "Great was her beauty, undone by a jealous hand" to "Dead for all time". I think this was done to bring more flavor to the morninglord stuff since Barovia really didn't have any ties to the Morninglord other than some elements in "Vampire of the Mists", one of the Ravenloft novels.
Crypt 7 - Endrovich (Endrovich the Terrible) - In changing Marya Markvoia, Endrovich had to be changed. They explicitly call out Marya Markvoia as the one Endrovich loves but since Marya's crypt is Markvoia's crypt now, he just loves a generic Marya with no surname. He also doesn't haunt a gargoyle in 1st edition, he is just a specter you encounter. He also is guarding a stack of 3,400 gp in 1st edition.
Crypt 13 - King Intree Katsky- 1st edition this is just a named crypt with nothing. 5th edition gives him a gun! And a glider. Interestingly enough, firearms are not uncommon in flavor in Ravenloft. There is a lot of imagery and artwork of characters with firearms throughout Ravenloft in 2nd and 3rd edition source books so this is a fitting change.
Crypt 29 - Ivan Ivanovich, Beloved of Anna Betrovich- Yeah this is just not in 5th edition. This crypt is just straight up different. It belongs to Baron Eisglaze Drüf and has actual stuff in it, mainly a luck blade and brown mold for environmental cold damage. 1st edition just has nothing
Crypt 30 - Perfect Ciril Romulich - Since the morninglord doesn't exist yet, 1st edition does not have a holy symbol that blows up on evil creatures. Instead its 10 +1 arrorws, a scroll of raise dead and 3 potions, one is a potion of poison (yum), one is clairvoyance, and one is invulnerability.
Crypt 35 - This crypt is unused in 1st edition. The ghoul trap is new to 5th edition.
Crypt 37- Gralmore Nimblenobs. 5th edition does Nimblenobs dirty. He has so many more scrolls plus a +1 sword that can let you cast wish. Excuse me? I get the change but come on just the three scrolls for 5th edition and calling him "wizard ordinaire" is just bullying a dead guy who knew wish.
[ID]
The image of a black and white document of a vampire on the left side of the page and text on the right like previous images. The top of the pages has a similar border as previous images. The vampire is a women in a dress with a set of jewelery. The women's hair is long and dark, partially obscured by the darkness of the background. She is baring her fangs to the viewer. Her dress straps are thin. Her right hand is raised towards her face. Around her neck is a neclace with several gemstones. Around both arms are bracelets; her left arm has two bracelet while her right arm has a bracelet with 3 visible gemstones. Around her chest are several sets of bindings, one crossing under her breasts, one crossing at the waist, and two crossing around her chest forming an "x". The background of the image is darkness that fades to light from top to bottom. To the right of her waist is s signature of Clyde Caldwel.
Not all the text on the right is visible. The following is the visible text:
"A body in white clothing rots naturally, in small chest. Whithin the chest are 10+1 arrows and 3 bottles containing potions of poiso invulnerability
Crypt 31. '$$We knew him only by his wea
There is a large, bulging chest in the center is a trapper who attacks anyone that steps up
1 trapper: AC 3; MV 3"; HD 12; hp 62; #A AC; AL N.
Crypt 32. "St. Finderway, Saint of Lost Tr
The crypt is featureless except for two al Over the alcoves is written "Pass not the mortals!"
These alcoves are transmitting and r alcoves on the east sends thoses who enter alcove in K86. Stepping into the western receives persons teleporting from the west
Crypt 33.
The stone door is blank. This crypt has
Crypt 34. "King Dostron"
Crypt 35.
The stone door is blank. This crypt has
Crypt 36.
The stone door is clawed and marked so The tomb is empty
Crypt 37. "Gralmore Nimblenobs"
The stone door only gives the name abo within, rotting naturally. About the co one wish; a scrholl with hcarm monst polymoprh self spells; and a scroll w haste, lightning bolt, and slow spells.
Crypt 38. "Americo Standarski (Inve
When this crypt is opened, three pair out. Three hellhounds attack. These damage at up to 10 feet from their sco points if the character saves vs drago breath once per round for as many ro
3 hellhounds: AC 4; MV 12"; HD 5; hp + breath weapon; AL. LE.
Crypt 39. "Beucephalus, The Won grow ever greener where he trods."
This crypt has a larger door than all rears up when the door is opened breath obscures vision, blinds oppo"
[End ID]
For the rest of the crypt, there really isn't any changes. The trap that leads you to a pit full of enemies is from I6. Sergi's armor is +2 plate mail which is reflected in 5th edition, Stradh's teleport trap is the same, and you need to be lawful good to enter the tomb of Barov and Ravenovia; though 5th edition added the squeezing part for small sized player characters. Generally speaking, the crypt really didn't get changed. What was changed in Curse of Strahd was mainly done for balance purposes or to make the crypt more align with the canon that Curse of Strahd uses.
Now about those magic items. How different is the holy symbol or the sunsword. Surprisingly not much. The holy symbol basically has a daylight affect, though its different, weaker, and you can only use it once a week. However, your turn undead feature is stronger while using it. The sunsword is weird but also basically the same. The biggest difference in I6 is that you have to build it. One of the players who is a fighter with sword has the blade portion already, just they don't know it. The blade of the sunsword when not in the proper hilt acts like a normal blade. You have to take the blade out and put it in the sunswords hilt and then its a sunsword. Its a +2 sword except against undead which makes it a +3 and it does extra damage. The flavor of it being separated by a magician and then lost is is also from I6 but the flavor of the blade being Sergei's originally is not in I6.. Lastly, the Tome of Strahd; the passages are the same. I mean "I am The Ancient, I am The Land" is iconic so it would be a shame if 5th edition changed it. Given how much of the module is the same, the tome remaining unchanged is not surprising.
Lastly, talk about is the optional ending. I mentioned when I was talking about Ireena that the "Something Blue" special event in Krezk in Curse of Strahd occurs in I6. It is the optional ending that can play out once the players kill Strahd. I don't want to talk much more on Ireena but moving the ending to Krezk in Curse of Strahd makes sense. If we want other characters to be the ally against Strahd, having her story arc end once she arrives in Krezk feels appropriate.
Closing Thoughts
I know this was a fairly long post but I think it let me kind of go off on my random knowledge I have on Ravenloft as well as discuss some changes and liberties Curse of Strahd decided to take. Its a very iconic module and the fact that it has stood the test of time more or less unchanged is a testament to how impressive and popular this module was in the 1980s. It also gave me a bit of an insight as to the decisions the designers made in Curse of Strahd and their reasoning since despite staying faithful to I6, Curse of Strahd generally made changes for the better in my mind. I may have come across critical of Curse of Strahd but that is more than likely my own bias since WotC has somewhat shown disregard for second and third edition canon which has grown to upset me. If I were to expand upon my thoughts on Curse of Strahd, I would want to talk about it as a follow up since I ignored a majority of the module. I6 is fairly short compared to Curse of Strahd. That is to the benefit of Curse of Strahd, since it is able to flex its world building far more than I6. There were also some topics I never talked about, like the the monster stat blocks. Mainly because I don't have anything meaningful to say. I have never learned how to play older editions of D&D and I really only have passing knowledge. I can take photos and add them as an addendum is someone is able to explain what they actual mean.
Lastly, forgive me if I talk over topics several times in this post. It grew in scope and size several times and had a couple of re-writes. My brain is rot and its full of gothic horror.
#dnd#d&d#d&d 5e#curse of strahd#ravenloft#d&d lore#very long post#cw: slurs#ttrpg#dungeons and dragons
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(Transcription: "JOB SECURITY - Where is everyone? Leo was the only one who had a copy of the maze control key, but I haven't seen him for months. Maybe that creepy bot knows where the key is. Leo was supposed to train it to work the maze, instead he tricked the bot into doing busy work under the daycare theater. I'll check after the all staff meeting tonight.")
So. Was anyone gonna tell me Moon (maybe Sun?) was supposed to work the maze in Mazercise, or was I supposed to accidentally find out nearly 4 years after playing the game?
And then he busies himself with the mess under the theater?
And then his area, the Endo area (let's be real there's a lot of cut Moon scenes in there, possibly a """boss fight"""), is also a child themed maze of sorts?
And in Ruin he turned the daycare into a play structure maze too?
Am I the only one that was unaware this note even existed? I do believe this is about Moon and not Sun (Sun could be classified as creepy by staff, but I think his... charming personality with adults would gather him another title. Creepy Bot seems to fit better with Moon. But it could be both to be honest.) I am... flabbergasted.
.
EDIT: Go to this version of the post, with added reblogs. It has a more correct analysis, with the input of the user @/springtrappd
#dca#fnaf moon#fnaf sun#daycare attendant#moondrop#sundrop#dca fandom#fnaf security breach#fnaf#fnaf ruin#watch me being wrong and this note being about... idk monty or something
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Toy Story: Content Masterlist 🚀🌵🍒⊹₊ ⋆
Trying to compilate every possible movie, short film, animation test, animated commercial, behind the scenes video, DVD extras and more into one single post, in chronological order and where to watch. All of these were produced by Disney and Pixar (or used under license by other companies) but not all of them are considered canon. I'm not a specialist on the subject and I've been making this list by myself so I would be grateful if you had info or content to share with me that is missing or incorrect on this list. This masterlist will constantly be edited since I'll always be adding new links, so it's really important to reblog only the latest versions of this post, or else you might be missing stuff.
Names in bold have links in them, except for the titles. Names without, don't.
Tom Hanks and Tim Allen reacting to TS toys
Toy Story 4 Ever
Movies:
Toy Story (first movie): Disney+
Toy Story 2: Disney+
Toy Story 3: Disney+
Toy Story 4: Disney +
Short Films and extras:
Toy Story Toons:
Hawaiian Vacation: Disney+
Small fry: Disney+
Partysaurus Rex: Disney+
Television Specials:
Toy Story of Terror!: Disney+
Toy Story That Time Forgot: Disney+
Short Movies:
Lamp Life: Disney+
To Fitness and Beyond (Pixar Popcorn): Disney+
Spin Offs:
Buzz Lightyear of Star Command: Not available to watch on any streaming service but there are episodes on YouTube.
Lightyear: Disney+
Beyond Infinity: Buzz And The Journey To Lightyear: Disney+
Forky Asks A Question: Disney+
Recovered scenes:
Buzz Lightyear Commercial
Woody's Roundup from Toy Story 2 in color, fullscreen and restored
Toy Story Treats:
Toy Story Treats "Full Compilation" (there are some missing)
Toy Story Treats - 4K Ultra HD (but there are some shorts missing)
Toy Story Treats - The Complete Collection (there's more than the last one but they're widescreen, which means that a big part of the screen was cut)
Toy Story Treats: The only 6 shorts that were dubbed in Brazillian Portuguese (it's great to have stuff in my language)
Made in Point Richmond: Television (2000 & 1997) (a huge mix of everything but with stuff missing... it's a mess, but the image quality is good)
ABC Toy Story 2 Bumpers (quite similar to the last ones you saw but different - newer ones)
Woody and Jessie on Ponkickies (the last short from the previous video but with Jessie instead of Buzz)
Buzz Lightyear: Mission Logs:
According to the Disney Fandom Wiki: "In 2008, two years before the theatrical release of Toy Story 3, a Buzz Lightyear toy went into space and returned to Earth in 2009. The special features on the 2010 Toy Story DVDs and Blu-rays say that Buzz Lightyear was Andy's Buzz. Each short shows him telling Rex and Hamm about his trip and how he got home in time for the events of Toy Story 3."
Buzz Aldrin coaches Buzz Lightyear for Shuttle Mission
Episode 1: Blast Off
Episode 2: International Space Station
Episode 3: The Science of Adventure
TV:
BBC Special featuring the Making of Toy Story 2
Oscars:
68th Academy Awards (Oscars) in 1996
72nd Academy Awards (Oscars) in 2000
Jessie Patsy Montana Entertained Award Acceptance Speech (Oscars) in 2000
Jessie Patsy Montana Entertained Award Recipient (Oscars) in 2000
88th Academy Awards (Oscars) in 2016
Character Interviews:
Toy Story: Character Interview
Toy Story: Character Interview (Version 2)
Toy Story 2: Character Interview
Toy Story 2: Character Interview (Version 2)
Commercials:
"Wall-E" Super Bowl AD with Woody and Buzz
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Toy Story 2 - Original 1999 Teaser
Toy Story 2: McDonalds Ads (2000) PLAYLIST
Toy Story 2: McDonalds Ad, rare (2000)
Toy Story 2: McDonalds Ad: Surveillance (2000)
Toy Story 2: McDonalds Ad: Periscope (2000)
Toy Story 2: McDonalds Ad: The Remote (2000)
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Toy Story 3: Meet Lots-O-Huggin' bear!
Toy Story 3: Movie Trailer Teaser
Toy Story 3: Dolby 3D Ad
Toy Story 3: 3D Double Feature
Toy Story 3: Silence Trailer
Toy Story 3: Visa Commercial
Toy Story 3: Toys Go To Target Ad
Toy Story 3: Priority Mail Ad
Toy Story 3: Peugeot 5008 Ad
Toy Story 3: Aflac Ad
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Toy Story Of Terror: Sky Ad
Toy Story That Time Forgot: Sky Ad
Toy Story That Time Forgot: Sky Ad (Radio) where Buzz and Rex struggle with the wifi
Toy Story EE Ad (Radio)
Buzz Lightyear Attacks Disneyland Resort (TV Commercial)
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Toy Story 4: Official Teaser Trailer
Toy Story 4: Make Joy Happen! Ad
Toy Story 4: Seiban Ad
Toy Story 4: Dance Party In The Chrysler Ad
Toy Story 4: Carnival Fun! Ad
Toy Story 4: Happy Meal Ad
Toy Story 4: Boost Juice Ad
Ballad Of The Lonesome Cowboy (song)
Disney Buzz Lightyear tiktok (getting stuck lmao)
Animation Tests:
ALL TOY STORY ANIMATION TESTS
Toy Story Pixar Internship Animation Reel
Riders In The Sky (Woody's Roundup):
Woody's Roundup (Riders In The Sky) music video
Woody's Roundup (Riders In The Sky) behind the scenes footage
Woody's Roundup (Riders In The Sky) music medley
Devon Dawson: How Does She Yodel? Jessie The Yodeling Cowgirl (WMA annual show and gathering, held in Tucson in 2000)
Dvd Menus and extra content:
The menus have extra content, like concept arts and new/extra character animations, like in the Toy Story 3 DVD. The DVD's contain exclusive extra content, like making offs, deleted scenes, storyboards, games and more. I'll separate them by each movie they belong.
Edit: I just noticed that the amount of extra content from the DVDs is HUGE. You can search about the extra content in Toy Story DVDs. A single DVD has, I don't know, around 20+ extra stuff? I won't add all of them here, just the ones that I found while searching for other stuff because they were already here.
Every Home Video of Toy Story ever - list
Uncategorized Extra Content:
Battlesaurs Opening (from That Time Forgot) (it's OFFICIAL)
Toy Story Of Terror: In-universe Toy Commercials (Combat Carl, OldTimer and Transiton, the only ones)
Toy Story:
Toy Story DVD Menu
Toy Story 10th Anniversary Edition 2005 DVD Menu Walkthrough Disc 1
Toy Story CAV Side 5 - Bonus Features
Full Design Gallery (Bonus feature)
Creating the toys from Toy Story (Brazil sub)
Toy Story: Behind The Scenes
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Toy Story 1 and 2 The Ultimate Toy Box USA Bonus DVD Walkthrough
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Toy Story 2:
Toy Story 2 - Menu Walkthrough's (Blu Ray + DVD)
Full Design Gallery
Which Toy Are You?
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Toy Story 3:
Toy Story 3 - Menu Walkthrough's (2-Disc Blu Ray + DVD)
Toy Story 3 Grab Bag (random footage of the Toy Story 3 DVDs)
Accidental Toymakers (Thinkway Toys)
The Making of Toy Story 3 (voice actors)
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Toy Story Special Edition (2010)
Toy Story Special Edition (2010) overview
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Toy Story 4:
Toy Story 4 USA Blu-Ray Walkthrough
TOY STORY 4 | All Released Bonus Features [Blu-Ray/DVD 2019]
Bo Rebooted (Bonus Feature)
To Infinity And Beyond (Bonus Feature)
Toy Story at 20: To Infinity And Beyond
Games:
I will not include playthroughs of the videogames due to the link limit per post (100 links), so you can watch them on YouTube or buy the games. Recently (december 2024) Buzz Lightyear is making a cameo in Brawl Stars, which is not included in the list.
Toy Story: Disney Animated Storybook Longplay (just because you can't find it everywhere)
Toy Story Activity Center Full Playthrough
List with every Toy Story game ever.
Cancelled media:
Princess Academy — a short film that would include all the female characters from Disney and Pixar, according to the fandom wiki, "interacting with each other, singing, dancing and enjoying each other's company in a royal boarding school". Jessie and Bo Peep were included in concept arts and the songs would be composed by Alan Menken. But the short film was cancelled due to Disney firing most of their 2D animators and closing it's 2D studio in march 2013. (I'm so pissed I would have LOVED to see this)
Toy Story Wonderbook — A cancelled Toy Story game from 2013. There are concept arts, the creators wanted to have the characters in a paper toy style like in a storybook and they would be in tons of different adventure scenarios. According to David Hamblin on the website Artstation, (an artist involved in the project): "Unfortunately with the coming of Playstation 4 and PSVR Wonderbook as a platform was no longer a priority".
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Should I include a park attraction topic? It's a quite huge list.
Link count: 88 links
#toy story#toy story 1#toy story 3#toy story 2#toy story 4#buzz lightyear#buzz lightyear of star command#blosc#lightyear#disney#disney pixar#pixar#masterlist#woody pride#sheriff woody#woody#jessie the yodeling cowgirl#jessie the cowgirl#mr potato head#mrs potato head#hamm#slinky#stinky pete#bo peep#little green man#combat carl#barbie#bullseye
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HELLO! I've finally remade/updated my commission sheets! For the most part everything should be the same, except for my Ko-Fi username which is now lampscapes! I just wanted an updated version with more recent art examples, and different colors :] I've also been really fussing around with usernames and stuff lately and trying to pick a new one (to replace loverdude), so I just titled these with "Eddy's Commissions" instead!
I'm going to be finally graduating from college soon here, and I'm hoping to maybe make at least some money on commissions once I'm done :3 On top of rent/food/gas/etc I will also need to start paying off loans...
STATUS: OPEN
Half-body, full color: $35 USD, there are 5 slots open.
Full-body, full color: $55 USD, there are 5 slots open.
Full color icons: $15 USD, there are 4 slots open.
Full-body, full color, cute/chibi: $25 USD, there are 4 slots open.
I’m doing the commissions through Ko-fi!: https://ko-fi.com/lampscapes
There is more information on there! If you are interested, please email me at [email protected] to tell me about your request first! You can also email me there if you have any questions!
I also recently added all my past commissions to my gallery on my Ko-Fi if you want to see some more examples! Plus there's also my art-only Tumblr to look at as well! (If you've commissioned me in the past and want me to remove your commission from my gallery, please let me know and I'll remove it ASAP!)
Please share if you want and can, and want to help support a neurodivergent trans artist :] Here is a link to the info on Twitter if you want to help me spread info there too!
The detailed info provided in these photos is under the cut in typed format:
NOTE: 1-2 characters only, no extra charge for 2nd character
WILL DRAW: original characters, humans, furries, couples, MLP:FIM-style ponies*, fanart
WON’T DRAW: NS.FW, hateful content, mecha/armor, super-detailed designs or backgrounds, gor.e (blood is ok!)
*not edits, still my own art style
Some of what I will or won’t do is subjective and it will just depend! I have the right to decline any commission request.
BACKGROUNDS: I can make the background transparent, a solid color, or something with simple and colorful patterns and shapes like hearts, flowers, clouds, stars, moons, etc.
PAYMENT: I’m doing my commissions via Ko-fi! My username is lampscapes. Please email me at [email protected] before commissioning via Ko-fi, so you can run your idea by me first and we can discuss it!
OPTION 1: $35 USD, half-body, full color, examples
OPTION 2: $55 USD, full-body, full color, examples
OPTION 3: $15 USD, full color icons, examples
OPTION 4: $25 USD, full-body, full color, cute/chibi
One other note: my art varies a lot in style, so if there's a certain style you're hoping for (different brushes I've used, more smooth or rough lineart, etc) please let me know! An example of one of my previous drawings would be much appreciated if so :]
And that’s all! Thank you so much!
#commissions#commission info#commission sheets#commission sheet#art commissions#artists on tumblr#original art#digital art#fanart#oc#ocs#original characters#furries#furry#sfw furry#mlp#my little pony#sparklecare#eddysart#my art#my digital art#trans artist#autistic artist#queer artist
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i saw in a passing comment somewhere, i believe it was on a video of iv’s vocals in rain, someone said he previously did harsh vocals in another band and my brain.. oof. if that is indeed true i wish there was a way to listen to them without things being spoiled. but for right now if the closest we get to appreciating his growls are from rain, vore and tmbte we are blessed. and the antIVist performance, never forget 🙏🏻 that one altered my brain chemistry in the best way
I’m feeling ballsy today, I guess, so I’m gonna answer this one. Under the cut though, so people can scroll past if they wish 🖤
Okay Anon, ty for bringing this up because I’ve wanted to talk about this forever. It’s likely, of all the band's he's been part of, that the comment you saw was talking about an EP IV made with a total of five members from two other bands, one being Wilderness. (UK) and the other being another band that IV was a tech/guitarist for.
This group called themselves Mourn, and IV was the vocalist. They unfortunately only released four songs on an EP titled The Next Life. Mourn’s genre was metalcore, and they described themselves as delivering “a powerful sonic experience of crushing instrumentals, vicious vocals and relentless energy.” The lyrics have a heavily religious undertone, backed by the The Next Life’s artwork being a distorted rendition of the Annibale Carracci painting Christ Crowned with Thorns.
It’s unclear exactly who wrote what for Mourn, as all five members are listed as composers. There are also no credits to a producer, so the EP may have been produced by one or multiple band members as well. In Wilderness. (UK), Mourn’s bassist is credited as the lyricists, and Mourn’s drummer is credited as the recording, mixing, and mastering engineer. In a playthru video on the band’s YouTube channel, IV is the lead vocalist and he is backed up by the bassist (he’s definitely been working on breath control and stamina, compared to some recent videos of his screams in Rain). I was thinking about taking the Full Band playthrough on YouTube and editing IV out, but I have no energy for that 😅 I do have the ripped MP3 in the Lost Media folder, if you want to give it a listen.
The Next Life EP was released September 3, 2021, just a few weeks before TPWBYT. The band was only set to have played one live show, in February of 2022 supporting Decapitated, but it’s possible the band dropped out or the show itself was canceled. All I could find online for the date were some news articles/Facebook posts from the announcement but no photos or videos from the actual concert for any band listed on the bill.
It's theorized by fans that this band dissolved after IV left to focus solely on Sleep Token, but I’m not entirely sure that’s the case, or the sole reason. The first tour Sleep Token did in 2022 began in August, and the last tour they did ended in November 2021, so it’s not exactly like IV would have been incapable of performing with both bands. It wouldn’t be the only instance of one of the members of Sleep Token performing in multiple projects at one time.
I’m not confident enough to upload the music onto Tumblr, but I’ll happily share the band name and YouTube/Spotify links with anyone who asks. I ended up compiling the lyrics to the four songs on the EP in a Google Doc a while back for a fan who wanted to avoid IV’s name (since his name and face are plastered onto this band). Also, there were two posts from last month (? maybe September) that brought this band up, and I’m pretty certain they both had audio attached. Unfortunately, I could only find @kaddyssammlung's post for one song, and its the studio version of the same song I added to the Lost Media folder.
If anyone can direct me to the second post, please do so and I will link it here 🖤
I’ll leave you with this gem of a photograph from the band’s Facebook page. Man loves his hoodies and sneakers istg.
#anon asks#sleepanon answers#uhhh idk how to tag this?#since it's technically not lost media#but i also don't want this in the main st tag lol
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Anon here!! How did you make the heart graphic for the power rentry?
hi!! i’ll put it under the cut since there’s quite a few steps. lmk if you need a more specific tutorial or images for any of the steps!!
1) finding the base
find the shaping mask you wanna use. you can look up “shaping mask png” or “mask png” on pinterest to find some. this is the one i used:
2) removing the background
to remove the background, use the selection layer in ibis paint x. to find this layer, go to the layers panel and it should be the one all the way at the top. it is titled “selection layer.” to remove the white background, select the bucket tool and select the white background. it should turn blue. then switch from the selection layer to the layer you’re removing the background from. look at the top middle of the screen. there should be a square composed of dotted lines that looks like this:
click on it and select “cut.” this will remove the white background. click on it again and select “remove selection area.” now you’re ready to continue!
3) creating a cleaner base layer
you might want to do this if you plan to add a stroke, as once the background is removed from the mask, it tends to leave some remnants behind. this makes the stroke look choppy and pixelated. to do this, take the paint bucket tool on a new, blank layer, and fill in the black part of the base with black. then, delete the base layer underneath the new layer. the hearts will become transparent (to see this better, change the canvas from white to transparent in the layer menu) and the base will hold its shape. you can also remove the hearts in the previous step, but this tackles two birds with one stone and (in my opinion) looks cleaner.
4) filtering manga panels
to make the manga panels pink, i looked up “pink manga polarr code.” pretty much any one will do, but this is the one i used:
for the rest of this step, you’ll need the app polarr. once you get the app, go to the edit section of the menu on the bottom. click “open photos” and insert the manga panels you wish to change the colors of. then, click “filters” and “import filter.” from there, click “import qr code” and click on the filter in your gallery. the filter will go into polarr, and you can just click instant export or you can save it and then export it. it’s up to you.
5) masking the panels
import the images you just filtered into your canvas. now we’ll use a clipping layer to have them take the shape of the base. click on the image layer you want to do this with, and then hit the clipping option in the layer menu. this will have it take the shape of the base.
6) coloring the hearts
now we’ll add a new blank layer atop the clipping layers. i color picked the pink color from the image, and then used the bucket tool to fill in each of the hearts.
7) adding the extra pngs
for this step i used the sticker option in picsart and a transparent canvas to collect the pngs. i believe i looked up “pink png” in the search bar, but i’m not sure. then i imported them into the ibis paint x project and positioned them where i wanted them to go. download transparent pngs of the project (one of each image you added). toggle the eyes on and off so that you can save the different versions (not individual layers. i just mean if you added two manga panels, make sure you get one with one manga panel and one with the other).
8) creating the gif
search up ezgif animated gif maker. it should be the first option that comes up. for this, i typically switch to “manually ordered upload” opposed to “alphabetically ordered opload” (the default) so i have more control over the order of the images in the gif. once you upload them into the site and you get to the editing menu, set the delay time to 100 and click the box that says crossfade frames.
andddd you’re done!!! i hope this was somewhat comprehensible and i didn’t miss any steps xD
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VALSHE CONCEPT LIVE 「storyteller III 〜THE SCARY STORIES〜」 Blu-ray
Release Date: March 14, 2025
*NOTE: More info will be added as it releases, this post will be updated accordingly. Performed at GRIT at Shibuya on September 23rd, 『VALSHE CONCEPT LIVE「storyteller III 〜THE SCARY STORIES〜」』 is fully now recorded and available in VALSHE's first ever Blu-ray! The made-to-order version will include live recordings, a live photo booklet, and participation perks! Pre-order ends in 31st January, 2359 JPT Details under the cut!
Made-to-order edition <Bonus A and B>
2 Blu-ray disks
2 CD
Live photo booklet (32 pages)
Sleeved case
Reversible jacket with original illustration by Hakuseki
Bonus A
Blu-ray release commemoration: “VALSHE CONCEPT LIVE storyteller III ~THE SCARY STORIES~” Blu- ray theatrical screening VALSHE's first ever theatrical screening! Experience the excitement of a live performance once again at the cinema! After the screening, there will be a mini talk corner with VALSHE. Performer: VALSHE Date: Saturday, March 29, 2025 Location: Somewhere in Tokyo *This is a screening event. There will be no live singing. *Details about the event, such as the start time, will be sent to the purchaser separately. *The event is scheduled to last about 120 minutes. *Even if you purchase multiple items, you can only participate in the event once. *There are no plans for online streaming.
Bonus B
Blu-ray release commemoration: “VALSHE CONCEPT LIVE storyteller III ~THE SCARY STORIES~” Blu-ray audio commentary LIVE broadcast There will be streamed audio commentary by VALSHE! You might even get to hear some exclusive behind-the-scenes stories about the production of the live show ! Performers: VALSHE and more... Date: Saturday, April 5, 2025 Live stream: Exclusively available on YouTube *Details about the event, such as the start time, will be sent to purchasers separately. *Streaming time is expected to be around 100 minutes. *Live streaming will only be available once. *The archived will be available until 23:59 on Saturday, April 12, 2025. *This is not an on-site event. It will be streamed online only.
Made-to-order edition common bonus
Video Bonus
Blu-ray exclusive special end credits
Fixed camera footage that lets you enjoy a full view of the live performance
Lyric MV collection *Some titles do not display lyrics due to production reasons.
CD Bonus ※2CD version
Includes all songs from VALSHE's first live CD "VALSHE CONCEPT LIVE "storyteller III ~THE SCARY STORIES~"
Purchase Bonus
Large-size bromide with a replica autograph and a short message (made-to-order edition)
Novelty (Made-to-order edition ONLY)
"Storyteller III ~THE SCARY STORIES~ Set Material Collection"
Includes unpublished illustrations and rough sketches drawn by Hakuseki!
Early booking bonus period: December 31st (Tuesday) to January 14th (Tuesday) 23:59 JPT
*Regular editions are not included. *Contains spoilers for the "storyteller III ~THE SCARY STORIES~" *The contents are subject to change. *Images are for illustrative purposes only. The design and specifications may differ slightly from the actual product.
¥22,800 (excluding tax) / ¥25,080 (including tax)
Regular Edition
1 Blu-ray disk
Reversible jacket with original illustration by Hakuseki
Video Bonus
Blu-ray exclusive special end credits
Purchase Bonus
Large-size bromide with a replica autograph and a short message (regular edition)
¥7,000 (excluding tax) / ¥7,700 (including tax)
[Blu-ray disk 1 content] (For both Made-to-order / Regular edition)
Never Landing just Falling Down
case.1 ‘Cinderella Factory True meaning of…
case.2 ‘Paradise Experiment Utopia
case.3 ‘The missing hero’ 全心整形 (Full-Heart Plastic Surgery)
case.4 ‘Identity of the monster’ Ctrl+Q
case.5 ‘Give me back my child’ ライトトラップ (Light Trap)
case.6 ‘Headless knight’ Dullahan
case.7 The Saints and the Fools ギュゲスの指輪 (Gyges' Ring)
標
Blu-ray limited special end roll
[Blu-ray disk 2 content] (Made-to-order edition only)
Fixed-point camera footage
Lyric music video collection *Some titles may not display lyrics due to production reasons.
[CD Content] (Made-to-order edition only)
[DISC 1]
Never Landing just Falling Down (stⅢ LIVE ver.)
true meaning of… (stⅢ LIVE ver.)
Utopia (stⅢ LIVE ver.)
全心整形 (Full-Heart Plastic Surgery) (stⅢ LIVE ver.)
Ctrl+Q (stⅢ LIVE ver.)
[DISC 2]
ライトトラップ (Light Trap) (stⅢ LIVE ver.)
Dullahan (stⅢ LIVE ver.)
ギュゲスの指輪 (Gyges' Ring) (stⅢ LIVE ver.)
標 (stⅢ LIVE ver.)
Pre-order here: https://shop-bd.valshe.tokyo/
*Do note that the product ships within Japan only
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Lou Reed - Parc Des Expositions De Colmar, Theatre De Plein Air, Colmar, France, August 12, 2004
Lou-natics take note — on this week's edition of the Transmissions podcast, I show up for a pre-game chat with host Jason P. Woodbury to discuss various Lou Reed-inesses. And then, Jason has a wide-ranging conversation with Lou Reed Archive dudes Jason Stern and Don Fleming, covering everything from tai-chi to photography to sword collecting. And music, too, of course! Tune in, Lou believers! (And tune in every week, for heaven's sake — Jason is doing great work on this podcast ... did you listen to his talk with Michael Shannon and Jason Narducy last week?!!)
And then zone out to this very nice show from an under-appreciated era of Lou's onstage career — nothing to prove, a lot to give. An interesting configuration, with cellist Jane Scarpantoni adding elements both soothing and scraping to the proceedings — check out her wild, extended showcase on "Venus In Furs." And speaking of extended, the "Ecstasy" here is, well, ecstatic, with Lou taking a few long, dark solos while the band grooves menacingly behind him. There's also a gorgeous, almost "What Goes On"-ish instrumental break on "Romeo Had Juliet." Go, Lou!
The setlist is very deep-cut heavy — yeah, Lou trots out "Sweet Jane" and "Perfect Day" eventually in the encore, but he kicks things off with "Turn To Me" from New Sensations, revisits a few Magic and Loss tunes and even busts out The Blue Mask's title track. And I love the weary/woozy version of "Jesus," with Fernando Saunders chiming in on appropriately gospel-tinged backing vocals. So yeah, it's far from a greatest hits re-tread, but the crowd — and Lou — seem to really be enjoying themselves on this summer evening.
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Top Five Douglas Rain Recommendations From Yours Truly
You want to see more of Douglas Rain, but you're not sure where to start? Well, do I have the thing for you! As the internet's most preeminent Douglas Rain expert (except for Gerry Flahive I guess, but he's kind of slow at answering emails and more focused on other stuff these days. If he wants to reclaim the title, he can meet me in the parking lot <3), I've made you a handy little list of some of my personal favourite performances by DR that I think you should see and/or hear!
And by 'little' I mean 'I got way too into this, so it's pretty long now'. I put it under a cut; you're welcome.
In the interest of fairness, I've chosen one performance from each of his fields of work (namely: ON STAGE, RADIO WORK, DOCUMENTARY NARRATION, TELEVISION and FILM). Please know, however, that I can give reviews of basically everything in the masterpost, so if you're interested in hearing about any of them, feel free to shoot me an ask!
Without further ado, let's get into it...
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ON STAGE: Henry V (1966)
Okay, this one's teeeechnically a TV movie, but it's adapted from Stratford's staged production, so I'm counting it. It's also a rare treat in that we get to see DR in colour! (Everybody say THANK YOU to David Rain, his son, for bullying the Festival into restoring this production and adding it to their online catalogue. I owe him my life.)
This is one of Shakespeare's histories, part of the Henriad (aka the collection of plays about the accomplishments of various English kings). Henry V, the main guy in this one, is actually the crowned version of Prince Hal from both parts of Henry IV, a role that DR had played previously at Stratford, so this is a fun bit of character continuity for him! The play centres around the king's invasion of France, with a lot of ruminating on hope and despair and duty and bravery. Harry - as he is affectionately referred to on occasion - is really going through it, and DR portrays him with such emotional intensity. He's proud, he's fierce, he's clever, he's a BITCH and I like him SO MUCH.
The book has been edited down slightly to fit into a two hour runtime for television, but beyond a few... very funny jumpcuts, it's not really noticeable at all. And while the sets are kept mostly simple, the costumes are gorgeous. I went in not expecting much (a mistake I keep making when approaching Shakespeare plays, for some reason lol), and was thoroughly entertained the whole way through!
It also contains the transcendentally funny line, "Tennis balls, my liege!" because Shakespeare was the most hysterical motherfucker on planet Earth. It makes sense in context, I promise.
Can be found on Stratfest@Home, the online streaming service of the Stratford Festival (there's a 7-day free trial period if you sign up). You may also check my masterpost of performances for a possible alternative, but shhh.
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RADIO WORK: Fifth Business (1980)
I love this one; it's literally so fucking funny. This radio play is a dramatisation of the 1970 novel of the same name by Robertson Davies. Fifth Business recounts the life story of Dunstable "Dunstan" Ramsay, from his boyhood in an idyllic (on the surface only) Canadian village to his experiences in the First World War, his career as a teacher and all the loves and complications he runs into, and the formative experiences peppering his life where he's never quite the main character. He is instead 'fifth business' - neither hero nor villain, but still integral to resolving the play's plot. Ramsay is clever, sarcastic and a goddamn weirdo who's obsessed with saints for non-religious reasons. He dodged a snowball as a kid and the consequences of that haunt him throughout the entire book.
The radio drama features a whole cast of actors, including of course DR as the protagonist (who also narrates everything btw), doing an absolutely delightful job. Fellow Stratford actress Martha Henry, who also happened to be his wife at the time, is in it too!
The entire drama is delightful, honestly. I liveblogged my experience listening to it for the first time, and man there is some wild shit happening in this novel. The entire thing is about three and a half hours, but it really doesn't feel that long.
Can be found (in eight parts) on YouTube or on Archive.org. (Or in a junkbox on a sidewalk in Toronto. I'm still baffled by that.)
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DOCUMENTARY NARRATION: Universe (1960)
A classic. Documentaries make up a sizeable chunk of the masterpost (thanks to the NFB website and archive channels on YouTube), so there were more options in this category than in any of the others. But I decided to go with this particular gem of a documentary.
It's about - who would have guessed - the universe, featuring the most advanced scientific knowledge of planets and stars at the time. The special effects are also quite impressive - if you move around Space Odyssey circles, you may have heard that the visuals of this documentary were a major inspiration for 2001. Also, DR's narration in Universe is what brought him to Stanley Kubrick's attention. You can probably guess how that ended. (Gerry Flahive has some articles about the whole thing if you don't.)
Anyway, Universe is a beautiful and meditative look at our galaxy and the many things it contains, and DR's narration is absolutely lovely. It clocks in at just under half an hour, so not that big of a time commitment either.
Can be found on YouTube or on the NFB website.
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TELEVISION: William Lyon Mackenzie: A Friend To His Country (1961)
It's so hard to find old Canadian TV shows anywhere online and I'm forever bitter about it. Our options here are incredibly limited as a result, so you're just going to have to accept that I'm recommending you a historical short film from 1961, alright? This is as difficult for me as it is for you.
Unsurprisingly, this movie is about William Lyon Mackenzie, who was... *checks Wikipedia* "a Scottish Canadian-American journalist and politician." Yes, DR is doing a Scottish accent in this role. Yes, I adore it. I know very little about Canadian history, so I can't exactly speak to the film's accuracy, but I found it charming and DR is doing a very good job. Most of the half hour runtime is spent on Mackenzie's various political struggles (some sort of failed revolution, I gather, followed by exile in the United States and some jailtime) and him trying to protect his family. His wife is played by Canadian actress Kate Reid in this movie, which I personally find very funny for... reasons. IYKYK.
Can be found on YouTube or on the NFB website.
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FILM: OEDIPUS REX (1957)
I'm sort of cheating again, but the only other options in this category that I have access to are the two Space Odyssey movies, and they seemed like too basic of a choice. So have some more drama instead! This is also a filmed version of one of Stratford's plays, but released in theatres this time.
Oedipus Rex is a breezy 87 minutes and adapts the English translation by Yeats of the classic Greek tragedy by Sophocles, with a little added prologue to set the scene. It was directed by Tyrone Guthrie, who you might remember as the Big Man from The Stratford Adventure. Or from the fact that he was a pretty famous theatre guy. If you need a refresher on your Greek myths: Oedipus was the guy who was prophesised to kill his father and marry his mother. He got done dirty by Freud somewhere down the line.
DR plays the role of the Messenger, a minor part who recounts some of the most famous plot points of the tragedy of Oedipus, which they couldn't show onscreen/onstage. Granted, he's only in this one for like five minutes, but he really rocks up to crash the party wearing the coolest outfit in the entire show. And yes, everyone in this production is wearing Greek theatre masks, so you can't see his face. You get to hear his voice though - and watch his captivating body language!
Can be found on YouTube. Or you can probably buy it on DVD if you really want to; idk, I'm not the boss of you. (I've also clipped his scene if you really, really don't want to watch the whole play. I get it's a big ask. Really beautiful production though, seriously!)
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version 1.2.0 of Thickly Be-Beveled Buttons on bedrock edition as well as the new java edition port are now available on planet minecraft and modrinth! featuring new subpacks and new compatibility, as well as a few miscellaneous additions and tweaks.
links coming in a reblog, changelog under cut:
on bedrock, pack version 1.2.0:
Updated Enchanting Table Screen when using CrisXolt's VDX Legacy Desktop UI. It no longer runs into visual issues with Screen Animations enabled, and its Empty Lapis Slot now uses its updated texture to match the Smithing Table Screen. (Edited texture)
The rest of the GUI is now compatible with CrisXolt's VDX Legacy Desktop UI since Thickly Be-Beveled Buttons got a Java Edition port. (Added textures)
The Title Screen Buttons are now compatible with CrisXolt's VDX Old Days UI . (Added textures)
Added Subpacks to choose the color buttons turn when hovering over them! The options are Modern Green and Classic Blue (does not affect Container Screens or CrisXolt's packs. (Edited JSON, added textures)
Tweaked the color pallet for hovering over dark buttons (in green mode) to look less broken. (Edited texture)
Textured the "Verbose Button" on the Sidebar, because I missed it before. (Added texture)
Fixed the "Verbose Button" on the Sidebar, because it's completely broken in vanilla. (Added JSON, added textures)
on java, nothing. since this is the first version, there is no changelog :P
#minecraft#minecraft bedrock#minecraft java#minecraft resource pack#thickly be-beveled buttons#id in alt
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At long last, I've finally finished a new book! And it's actually not a fanfic this time! This is a bind of Jules Verne's Around the World in Eighty Days. This was supposed to be my fourth book for Binderary, but I didn't finish it in time. Procrastination's a bitch. Fun fact: the first thing I ever bound was a public domain short story called The Machine Stops, but since it was the first it is...not a good skill showcase. This one is so much better. More pics and process talk under the cut!
Close-up of the cover, and a pic of the spine. The blue bits are cardstock, and brown ones are faux leather left over from when I bound Pray for Us, Icarus. The images and author's name are in black embossing ink. Something weird happened with the texture on these--the author's name came out nice and smooth and solid like always, but the stamped images have a bumpy texture to them and some leather visible through the powder. They were done with rubber stamps on an ink pad and the text was done with an embossing pen, so I think it's a difference in the ink. It's a nice texture though, so I don't mind. I had originally thought to put the title on the front, but I really liked both stamps and I like how it came out.
Top view and endpaper. I'm really pleased with how the case fits; that's been something I struggle with on a lot of projects and I think I'm finally getting it down. The endpapers are a floretine print that I bought from Hollander's and cut to size. They got a little wrinkled when I cased in, especially in the back. It's my first time working with this kind of paper and I used too much glue. I also tried stitching them to the text block this time, but I don't think I'll bother with that again. I didn't like how flimsy the single-sheet signature felt next to the thicker ones in the text block. Fun fact for those who've seen an adaptation of this story but not actually read it: there is actually no hot air balloon in the book, even though it's in all the adaptations. There was a movie made in the 1950s which added the balloon and it's been in every version since then.
Title page and chapter header. I've been saying for a while that I wanted to up my title page game, and I really love how this looks. The image here is a free vector pulled from Seekpng.com. It's the same image on both pages, the one on the chapter header is just smaller and in gray instead of black. I've also chosen a name for my bindery, largely because other people had names for theirs and I thought it was cool and wanted my own. It's Paper Snake Press, you can see it at the bottom of the text. I want a logo too but haven't gotten around to making one yet. 2d art is, uh. Still not a strength for me.
The text I used was pulled from Project Gutenberg. Typesetting it was and interesting experience, surprisingly different from typesetting fic. When I do fic I keep the editing very light, just really obvious things like misspelled characters' names and quotation marks that are flipped the wrong way, but it always needs something. This one didn't need any of that, which was nice. It also has way longer sentences and paragraphs than fic, and I thought that might be a product of its age, that writers just wrote longer sentences and were more verbose in 1873 than they are now. But then this week I started working on another fic that has the same features, from someone I've suspected for a while is a published author, so I wonder if it's actually a professional author thing instead of a shift in reading tastes over time. I'm not really going anywhere with this speculation, I just thought it was interesting.
I have two more works-in-progress printed and waiting. One is an author copy and just needs casing in, the other's in a halfway stage and has a lot to be done, so it might be a bit before I have more books to post. But there's a whole stack of things I've typeset that I'm waiting to print, so there are good things coming.
#bookbinding#snek makes books#around the world in 80 days#jules verne#it feels weird to tag an author#half my usual tags are fandom tags#they don't go on this post
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Love On Top — VoicePlay music video
youtube
When Emoni agreed to join the guys for the 2014 Sing-Off tour, they knew they didn't want to just slot her into a guest-lady position, only singing songs they'd previously arranged for someone else. They wanted to feature her unique talents, as well. For this number, they took a song she'd performed amazingly on The Sing-Off, and blended their own style around hers.
Details:
title: Love On Top (feat. Emoni)
original performer: Beyoncé
written by: Beyoncé Knowles, Terius "The-Dream" Nash, & Shea Taylor
arranged by: Geoff Castellucci & Layne Stein
release date: 13 May 2014
My favorite bits:
starting simple with just snapping for percussion under Geoff's bass line and Tony's melody, then adding everyone else when Emoni takes over the lead
the syncopation and harmonies on ♫ "It's gonna take a little work. Ooh!" ♫
Earl's shmexy growl for ♫ "Come on, baby." ♫
the Motown-style backing vocals and choreography from whichever trio is at the righthand microphones at any given moment, while Layne and Geoff step-touch in time
cutting out the rhythm section for a few bars to get the crowd clapping along, and bring everyone to the front
four incredible key changes in as many seconds
Emoni's huge riff, the boys' big harmonized slides, and Layne's fantastic drum line for a finish that shouldn't be able to come out of just six human beings
using footage from all 34 cities on the tour to echo the multiple costume changes in the original video
Trivia:
Emoni sang this song with Ten during the Sing-Off finale episode. The boys used that arrangement as inspiration for their own version for the tour.
This track was included in the deluxe edition of VoicePlay's "Collide" album of collaborations with other competitors from The Sing-Off season 4.
4 notes
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