#is doing so because they want to avoid spoilers
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Wolfgang Akire and the Blackmail Motive
I have so much to say about this blackmail motive, and I haven’t seen anyone talk about how it’s both indirectly and directly responsible for what went on with Wolfgang. Spoilers under the cut.
Eva and the Direct Killing
Firstly, and most obviously, there’s the direct way with how Wolfgang was affected by Eva. When Damon showed Eva the blackmail he had on Wolfgang, Eva says that it “confirms her feeling that Wolfgang is suspicious”. Afterwards, the group explores the pharmacy, including Eva finding the hidden poster that led to her needing to kill someone. Had Damon not confirmed that suspicion, there’s the slim chance Eva wouldn’t have killed.
To go entirely theoretical, without the blackmail, Eva may have countered Damon when he suggested not trusting the others because of her lack of total suspicion around Wolfgang and his dominance over the group, allowing for her to avoid falling for the motive. It’s also possible Eva would have killed someone besides Wolfgang, though admittedly not likely since she considered Wolfgang the ringleader, and isn’t able to see the people who are kind to her regardless like Diana. Considering Eva’s main reason for murder was her victim complex of everyone hating her, she could have killed someone else, especially with how common it became to bully her for her talent near the end, which Wolfgang didn’t necessarily do, but did “allow” (at least, in Eve’s perspective, which was the only one she needed).
2. Wolfgang and Indirect Killing
Now, what I haven’t seen anyone talk about, is how Wolfgang indirectly caused his own death! Wolfgang is the one who implemented the “one-on-one” conversation policy for blackmail discussions. He even starts to sweat when people start discussing just sharing the blackmail openly beforehand, and he says instead that people need to “give the person a chance to explain themselves”. Given the suspicious contents of Wolfgang’s blackmail, and the fact Wolfgang himself is clearly very aware of it, he implemented this policy not for the safety and structure of others, but for himself. Is this technically, in a roundabout way, implementing a rule for the safety and structures of others, as Wolfgang was aware he had become a leader for most and didn’t want to shake their faith in him? Yes, but it’s because of this selfish decision for privacy rather than open discussion that both Wolfgang and Diana were lured to the boiler room, and Wolfgang was killed. He was trying to preserve his image, and statistically he had a great chance of succeeding with how many people he had gathered to his side. It was unfortunate luck that it was Damon, who later shared with Eva, rather than one of the other 13 students who received his blackmail and likely would have actually brought and talked to him about it. Still, had the entire group had an open discussion and everyone explained themselves, what would have happened? Would Eva still have had a reason to find Wolfgang suspicious if he explained himself? Would it have furthered group trust or worsened it? We’ll never know, but it would have certainly been an interesting thing to see, especially since that’s where it was going before Wolfgang’s interference. We definitely know what happened because of Wolfgang’s decision to discuss the blackmail one-on-one.
3. Bonus Thought: Wolfgang and the Knife
Additionally, a vague foreboding reminder, we have no idea what Wolfgang’s “come to the boiler room” note said. It was ruined by the water, and Eva (its writer) never revealed its contents. The most likely instance is it was a “discussion of blackmail” note, like was used to lure Diana. However, Wolfgang still brought a knife. Considering they were meeting in the dark boiler room all alone, and with what ended up happening, he wasn’t wrong to, but was his original plan to bring a knife to a “normal” blackmail exchange? What for? What was Wolfgang planning to do with the knife if there was no murder plot occurring that morning? Was it a last resort of sorts, if his blackmailer didn’t like his explanation? Was it really just for protection? Regardless, I think it’s fascinating that he clearly brought the knife due to a lack of trust, either for his own protection or his own safety, which goes (again) against everything he was preaching. Wolfgang, who constantly told everyone to trust each other, didn’t trust anyone- to the point he brought a knife to a private meeting and refused to share his own blackmail, which got him killed. Beneath the Veil of Hypocrisy indeed.
#damon maitsu#p:eg chapter 1#project eden's garden#project edens garden#p:eg#eva tsunaka#project eden’s garden ch1#project: eden's garden#wolfgang akire#eve’s ramblings
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Softening
A/N: AAA YAY POOLVERINE!! i absolutely adore these two and have wanted to write them for months now, just now getting around to it. i really want to get into writing consistently again, so i hope there'll be more soon (i really wanna write one with Logan and Laura, so we'll see if i get around to that) <3
Summary: Wade learns about the best way to comfort a Logan stuck in his mind, and also learns that Logan doesn't mind said comfort very much.
this is a sfw tickle fic and features implied romantic Wade/Logan, plus a decent amount of language. if you don't like it, don't read it. 🫶
also spoilers for the movie lol
Logan was tired.
Okay, tired was a very very large understatement. He was absolutely exhausted.
Now, granted, he wasn't nearly as exhausted as he had been before a certain merc showed up at the bar and dragged him on the weirdest journey of his entire 200-year-long existence. Wade was actually a good person at heart underneath his constant quips and innuendos, and was now someone that Logan considered a good friend (perhaps he felt something more, but he hadn't decided on that yet.)
But right now, he didn't feel like debating on his feelings about Wade. His mind was filled with memories that he'd tried so desperately to bury and forget, memories of those he had once cared for, those that had died because of his negligence.
He leaned back against the couch cushions in the living room of Wade's apartment, taking another swig of the alcohol from the bottle in his hand, trying to drink his feelings away as he had done since the incident.
Wade, however, was not going to allow that to happen.
The merc walked into the room in a Hello Kitty t-shirt and shorts, carrying his best-dog-buddy in his arms. He let out a slight huff at the sight of Logan chugging booze like there was no tomorrow, setting Dogpool down on her overly-large dog bed.
"Hey, peanut, put down the bottle for at least two seconds, would you?" He asked with an undertone of sarcasm, walking over and flopping down onto the couch next to him, just slightly too close as usual.
Logan, not exactly being in the mood to deal with Wade's jokes and nonstop rambling, ignored him for a second to take another sip. "I don't feel like puttin' up with you right now. Go away, I needa be alone." He grumbled, gazing down at nothing in particular, his expression contorted with irritation and suppressed emotion.
Wade, of course, didn't listen. He was able to read the other mutant very easily by now—it wasn't like Logan bothered to hide it very much, anyway, so it didn't take much to see that he was being weighed down by something. Despite his tendency to turn everything into a joke, he knew when something was important.
Although he knew that the grumpy man usually didn't allow Wade to touch him, he reached out and gently placed a hand on his shoulder, inwardly celebrating when Logan allowed it to stay there. "Hey, what's on your mind?"
Logan didn't answer at first, having a mental battle with himself within his head. He trusted Wade, genuinely, but sharing his thoughts and feelings was something he'd never been good at. Pushing people away was what he was good at.
But... look where that had gotten him last time.
Deciding that he would have to do this eventually anyway, he let out a sigh before speaking up in a grumble.
"I jus'... miss 'em. I wasn't there to protect 'em, and now..."
Logan's voice trailed off, his gaze troubled as he avoided looking at his roommate. He felt pathetic, talking about this—it was something he'd only shared with a couple people (one of which was manipulating him), but... for some reason, he found himself trusting Wade with it, despite the fact that he was the most annoying person he'd ever known.
Wade, on the other hand, didn't think it was pathetic in the slightest. He was absolutely thrilled that Logan was being so vulnerable with him, and he wasn't about to let it go to waste. Besides, he understood how he felt, in a way—not protecting the ones you love, and feeling the guilt destroy you from the inside out.
The merc leaned forward so that he was in Logan's line of vision, offering him a small smile.
"Thanks for telling me, peanut. Really. I'm sorry about all that."
Wade said, nodding his chin a little. He hadn't been this genuine or sincere with Logan since their talk before the whole creating-a-matter-antimatter-circuit extravaganza.
But, of course, he was still Deadpool, the Merc with the Mouth.
"Come on, bud, I gotta get you to cheer up a bit. Ya can't brood forever, as hot as you look doing it." He joked, giving Logan a light poke to the side, trying to get him to loosen up a little. He did not, however, expect the reaction that the poke got him.
Logan flinched at the unexpected poke, his eyes widening briefly, drawing in a quick breath at the sensation. He hadn't felt that in so many years, and... fuck.
Wade was definitely not going to let this go.
A shit-eating grin spread across the mischevious Deadpool's face, multiple thoughts popping into his mind, but one was able to be heard above all—Logan was ticklish.
"Actually, Wolvie, I think I have the perfect idea to help you cheer up..." Wade said slowly, leaning closer and closer to his now inwardly panicking friend-maybe-more.
Logan was definitely not about to let himself get tickled of all things by the most insane person he'd ever met, for he knew that Wade would take forever to drop it.
The man shifted uneasily toward the arm of the couch, scooting backward and keeping an eye on his roommate at all times. "Absolutely not, motherfucker. You better not touch me or I swear to god I'll—AHCK!"
Logan's threat (that he didn't really actually mean) was cut off as Wade tackled him down, pinning him to the couch and straddling his thighs so that he couldn't go anywhere. The merc grinned like a Cheshire cat, a few fantasies playing out in his head now that he had the Wolverine pinned underneath him—
Nope, we're not going there. Besides, Wade had different plans right now.
He placed his hands on Logan's abdomen, just resting them there for now, smiling broadly as he felt the mutant tense up underneath his touch.
"Ooh, I didn't peg you to be the sensitive type, but you learn something new every day, huh? Now, let's see here. Since Marvel Jesus is merciful, I'm gonna let you pick out a safeword! Whaddya think of that, peanut? What do you want it to be?"
Logan felt his sanity slowly deteriorating as Wade blabbered on and on, and frankly, he didn't really know what the fuck he was even talking about (although he'd gotten used to that by now.) He was currently clenching his fists at his sides, using every last ounce of self control he had to not stab Wade through his arms.
"The only reason I'm not cuttin' your fucking hands off right now is because Althea doesn't want blood gettin' everywhere. Get the fuck offa me and find someone else to bother." Logan snarled up at Wade, shooting him a glare sharper than a piece of shrapnel—but, of course, Deadpool was not deterred in the slightest. In fact, Logan's mild panic masked by anger only egged him on further.
"Well, that isn't a safeword, is it? I guess you're just gonna have to go without. Sorry not sorry!"
Wade declared with a joyous smile, curling his fingers and starting to scribble up and down both of Logan's sides over his shirt, his fingertips climbing up to his ribcage and digging into the muscles there. Being the dexterous mercenary he was, quick movements like this were a piece of cake for him—and came in handy when tickling, apparently.
However, it proved to be a death sentence for Logan.
The Wolverine was now squirming and bending away from Wade's hands as much as possible, although that didn't exactly prove helpful, considering his currently pinned position. His lips were stubbornly clamped shut, forcing back the laughs that he felt were quickly bubbling up in his chest.
"Fuckin' piece of—grrrgghh! Wilson! I'm gonna—" Logan began to threaten through clenched teeth, falling silent again when he realized he was growing closer and closer to breaking with every word. He hadn't been tickled in literal decades, and he found himself reacting to the feeling way more than he expected.
The thing was, he had long ago grown accustomed to violence and an otherwise lack of physical touch in his life. The only times he was touched was when he was fighting, in danger, things along those same lines of violence. To be touched in a gentle way at all felt incredibly foreign, and he frankly didn't know how to feel about it. The idea that he wasn't in danger, and that he could allow this to happen without any harm to anything aside from maybe his ego, was a surprisingly comforting thought.
That thought sort of helped (or hindered, depending on how you looked at it) Logan loosen up a little, and caused him to break a little sooner than he would normally have allowed himself to—especially when Wade's mischevious fingers crawled their way up to his upper ribs, near to his underarms.
"Pfffuhuhuhuck! Dahahamnit, you dihihick! Stahahap it!"
In that moment, Wade definitely fell in love. Whether it was with Logan himself or his laughter, he didn't know. What he did know was that he needed to do this more often.
"Aww, listen to those sweet little laughs! C'mon, Logie, I know you've got more in you! I think I've just gotta find the right spot, huh? Wanna tell me where that is?"
"Fuhuhuck yohou!"
"Now, while that does sound quite enticing, I'm afraid that's not what we're doing right now. If you're gonna be a stubborn little asshole, I guess I'm just gonna have to find that spot myself. How terrible..." Wade beamed, his expression filled with pure glee.
So, now, Wade went on a new mission: find Logan's worst spots and then proceed to exploit the shit out of them. The mischevious merc's fingers crawled up from Logan's upper ribs into his underarms, digging his wiggling digits deep into the soft muscle.
Logan let out a loud snort before dissolving into wheezy laughter, clamping his large arms to his sides reflexively while simultaneously punching and smacking at his roommate's arms in a feeble attempt to get him to stop.
"Wihihihilsohohon! Gehehet the fuhuhuhuck out of thehehere, ya mohohohoron!" He managed to snort out, hating himself for being unable to hold back the wide grin he knew was on his face at the moment.
Wade cocked his head to the side, his devilish grin widening even further. "Oh, not there, huh? That's okay, I've got plenty of other options here..."
After giving one last scribble to Logan's underarms for good measure, Wade brought his hands down to those stupidly attractive abs that he was hiding underneath that shirt, kneading them with both hands on either side while drilling his thumbs into the flesh around his navel.
Yet another snort was ripped from Logan's throat before he erupted into a fit of hearty laughter, the sound a little more wild and frantic than it was a second ago. Of course Wade had managed to find the spot that practically made him explode as soon as it was touched.
Except, as he writhed around underneath his roommate, another thought occurred to him amidst his persistent giggling. He didn't really mind this as much as he thought he would. In fact, he found himself secretly enjoying it, in a sense. It allowed him to let go, giving him a reason to laugh, which was something that Wade said he didn't do nearly enough. Perhaps he should take his advice, just this once.
However, Logan was forcibly ripped out of his thoughts when he felt Wade's hands sneaking their way underneath his shirt, pushing it up before he began scratching at his abdomen rather than kneading.
"Ooh, now I can really get in here. Look at those gorgeous abs, how could you possibly go around hiding these?" Wade beamed, admiring his muscles as he kept up his attack.
Logan, meanwhile, was laughing so hard he could barely form thoughts, pounding his heels against the couch cushions while he grasped desperately at Wade's wrists, trying to wrench his hands away from his stomach—but the mercenary was freakishly strong.
"WahahAHAhade! You're suhuhuch a—ahahEEK! Fuhuhuhuuuck, nohohot thehere!"
Logan had been about to threaten Wade with the usual decapitation (which he never meant), but it had been cut off by his own squeal when Wade's finger dug right into his navel. He was losing his mind by now, and he wasn’t sure how much more laughing he could muster. The answer was a lot, but he didn't know that.
He was probably about to find out, though, because Wade had yet another mischievous idea. It seemed he was never short of those, and Logan was often the person who ended up the victim... see the pattern?
The merc leaned forward to get a better look at Logan's smiling, red face, a smile of his own spreading across his features. It was devilish, but it had a bit of genuine warmth behind it—this was the first time he'd ever seen Logan smile so much, and he looked so relaxed, even if he was laughing his ass off. He definitely wasn't going to let this opportunity go to waste.
And so, he set his idea in motion, even though he knew he probably would get stabbed for it. (It wasn't like he hadn't gotten stabbed by Logan a million times already, what was one more?)
"Y'know, Wolvie, I'm feeling a little hungry. Whaddya say I just take a big ol' bite of these sexy abs?"
Logan didn't even know what the hell Wade was talking about, but he barely had time to process his question before his insane roommate came forward and planted his mouth right above his navel, nibbling at his skin—not nearly hard enough to hurt, but definitely enough to tickle the poor guy out of his mind.
Logan let out a shriek he didn't even know he was capable of producing, the wildest laughter ever exploding from his chest, snorts and squeals erupting from him in between—much to his own dismay. Wade, however, didn't think it was as bad as Logan did. In fact, he found it adorable more than anything else.
He wished he could hear Logan laugh like this more often—he was always so tense, never able to relax fully due to his own mind. If Wade was able to take his mind off of the thoughts that plagued him, even if for just a few minutes through something as silly as tickling, he would definitely do it.
...Which was why he continued to nibble at Logan's abs, making exaggerated eating noises as he did so, loud "OMNOMNOMNOM"s filling the space in the room that wasn't already filled with Logan's hysterical laughter.
"Ahahahahaa, Wahade, for fuck's sahahAHAke! Thahahahat's enoUGH! Seriously! Pleheheheheeeease!"
Wade blinked, pulling back for just a second to make a theatrical flabbergasted expression down at Logan.
"Do my ears decieve me? Was that... dare I say it... a 'please'?! You're begging? Oh, man, I must be dreaming. I'd ask you to pinch me, but seeing as you can't right now, I think I'll just pinch you instead."
Wade didn't give Logan time to process the blabbering that was coming out of his mouth before he started pinching at the mutant's ribs, going one at a time as he slowly made his way upward, leaning forward again to nibble at his abdomen simultaneously. Logan lost his shit, between the little pinches that tickled way more than he thought it would and the unbearable nibbling of his ridiculously ticklish stomach, he was going insane.
"Ehehehahahah—c'mohOHOhon! Stahahap it, no mohohohORE!" Logan managed through his hysterical laughter, slapping at Wade's arms, seemingly endless snorts being torn from his throat every few seconds due to how hard and how much he was laughing. His roommate simply smiled down at him and continued, expression filled with glee and pure delight.
"No can do, honey badger. This fic still isn't long enough, so I've gotta do a little more... unless I stop now and we hug it out for a few paragraphs..."
"Hehehell no, fuhuHUcker!"
"Well, then it seems like you're just gonna be stuck here for a while longer. Such a shame—y'know, I wonder how often I can do this without you stabbing me. Does daily sound good to you? I think that sounds wonderful, I wanna hear your cute little piggy snorts—"
Logan felt a burning warmth rising up his cheeks and at the tips of his ears at Wade's words, managing an annoyed (embarrassed) groan through his giggles, which were growing louder and more frantic as Wade made his way back up toward his armpits.
"Shuhuhut uhuhup! Gohod, I hahahahate you..." He retorted, letting out a squeak when Wade give a firm prod to his underarm in response.
"Now, now, my little honey pie, I know for a fact that's not true. People who hold hands while listening to Madonna can't hate each other. See, your problem is—AACK!"
Wade had been about to dive into a deeply comprehensive list about the reasons why Logan could never possibly hate him when he was promptly bucked off and onto the floor, rubbing at his head as he picked himself up. He was about to pounce on Logan and attack him with revenge tickles for throwing him off when the sight before him made his heart melt into mush.
The feral man was lying on back still, a smile still on his lips, a red color having bloomed across his cheeks, spreading up to his ears and down his neck. There was a sparkle in his tired eyes that hadn't been there previously, his hair all messed up from how much he'd been squirming.
Honestly, Wade thought it was adorable.
The merc sat down on the edge of the couch next to the still-panting Logan and gave him a little smile and tilt of his head, deciding to keep all his quips to himself for the moment.
"Feeling better, peanut?"
When Wade asked that question, Logan blinked and realized that yes, actually, he did feel better. A lot better, at that. He didn't think something so stupid could manage to take his mind completely off of what had been haunting him, but... he wasn't really complaining.
He sat up and tried to regain his bearings, pushing his shirt back down and running a hand through his hair, gazing down at his lap for a few moments before he looked over at Wade, not holding eye contact with him for longer than a few seconds.
"Uh... yeah. Um... thanks. For that. I didn't realize I needed it, but... you seem to know me better than I do." Logan said quietly, letting out a slight huff of air as a lopsided smirk made its way to his face.
Wade smiled at him, simply giving him a nod of acknowledgment for his thanks. Honestly, he didn't need to thank him—he would so tickle the shit out of him every day if Logan let him, which he wouldn't, but hey, a man can dream!
He wrapped one arm around Logan's shoulders, expecting the former X-Man to push him away, but found himself surprised when he didn't. He gave another internal celebration before he pulled him close to his side, giving friendly pats to his shoulder (this was probably about the non-gayest thing they'd ever done: the bro side-hug.)
"Anytime, peanut. Cures something in my soul to see ya smile, really, so I'd do it again."
Logan shivered a little at that idea, instead opting to just not think about it and instead relaxing into the gentle physical contact that Wade was slowly training him to become more used to. Hesitantly, after a few moments, he rested his head on his roommate's shoulder, expecting to be poked fun at for his action.
However, the silence that followed genuinely surprised him. Wade was too busy being completely enamored with Logan and how vulnerable he was allowing himself to be right now to say anything for once.
After a long while of silence, Logan was considering letting himself drift off here since the after effects of the tickle session Wade had put him through was hitting him, but the merc broke the silence before he could do so.
"...So we did end up hugging it out for a few paragraphs."
"Motherfucker—!"
#sfw tickle community#tickle fic#deadpool and wolverine#poolverine#lee!wolverine#lee!logan#ler!deadpool#ler!wade#finally finished#that took so long#the end sucks but it's because i rushed it
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🥧🍻Contains spoilers for Supernatural ending🍻🥧
I take what I said about the ending back. I've been rewatching and I agree that it wasn't right.
Throughout the entire series, we consistently see Sam and Dean encounter other hunters who usually represent two paths. In this life, you die or go insane ("You either die a hero or you live long enough to become a villain" -The Dark Knight). And of the two options, Sam and Dean seem to have decided that dying is at least better than potentially hurting someone. Neither of them actually believe that because they keep bringing each other back.
But this post is mostly about Dean's ending - death, in the line of duty, by rusty rebar.
During my first watchthrough, I could see - very surface level - that yeah, sure, Dean would want to die that way. Going out saving people, Sammy at his side.
But almost every other time (if not every time) Dean is faced with his own death, he decides he doesn't actually want that. He feels he must. He dies so others can live, that's his job, it's expected. But he would live if he could. When he made the demon deal to get Sam back, he confronts his nightmare self and says he doesn't want to die. He doesn't deserve to die. With the mark of Cain, in the confession booth he tells the priest that he knows he doesn't want to die and that he wants to live and experience life differently.
Dean wants to break away from the expectation that hunters die. Maybe he can't have a "normal" life. But he wants something other than what's expected of him. What God expected of him.
This was supposed to be Team Free Will. This was supposed to be about breaking away from God's Plan. Not dying like the little soldier daddy raised him to be but to become more than that. Break away from the narrative.
In the end, though, Dean is forced to have the death that everyone else planned for him. The self-sacrificing version of himself, other hunters, his dad, God. All the people we as the audience wanted Dean to be free of, to live in spite of - he dies like daddy's blunt little instrument. Cas sacrificed himself to the empty, finding peace in the face of never seeing the love of his existence again, in the face of literal eternal nothingness so that Dean could live and be more than [Dean] thought he could be. He was happy to sacrifice his happiness for Dean's. Just for Dean's life to be cut short the same way Cas died to avoid. (Death because of the work. Death like a soldier in battle.)
All of the times Dean and Sam (and Cas) die and come back to life, all of the people they find who live happily, the family they find together, the love they find, defeating literal God - it all felt like it was building to something more substantial. That they BOTH (*) were going to get something more than they expected - or, rather, resigned themselves to.
And on Sam's end - throughout the show, they show us, surface level and parallel to deans death, that him living a "normal" life without dean is what is expected. He left the life. He left Dad and Dean, went to college, had goals and aspirations, and had a serious girlfriend. His life was laid out for him. Just like death was laid out for Dean. But when push comes to shove, Sam doesn't want to live without Dean. Even when Sam thinks he can do it, like when Dean goes to purgatory, he comes the moment Dean calls and gets back into the life. When Dean dies from the mark, he says so. He was wrong, and he'll do anything to get Dean back. Everybody asks him why he would ever come back when was almost out and he tells them that he actually loves this life. That now he isn't forced into it but chooses it. He doesn't want a life without his brother in it. And that is what he was doomed to suffer. By the end of the series, I don't think Sam would have just let go like that.
Chuck said one brother had to kill the other. In other words, one lives, one dies. And that's what happened.
*I wasnt going to but now I am. Let's talk about Cas too! Through the show Cas dies again and again and again. God hates the disobedient angel with a crack in his chassis who fell in love with a man. God kills him. God wants him out of the picture but he won't go. He can't go. The story falls apart without him in it. Dean falls apart without him. But somehow his death is considered a good ending for him (good story telling wise, externally)? That confessing his love was enough? That dying in place of Dean was where he wanted to be? Sure, he was happy but it came at the price of that very happiness. It was had and taken in a moment. He was destined to die by God and that's what happened. (And we are supposed to believe that Dean just... lives on, cuddlin his dog and eatin' pie like he's not wrecked? That every other time Cas dies he falls apart but this time when Cas dies, they defeat God and true happiness is supposedly possible now - Dean would just give up? That he wouldn't try to get him back? Especially after a love confession? That just doesn't make sense to me.
My theory is that there's more to the ending than we know. That they did intentionally wrap it up there, that you can take it or leave it. But it leaves you wanting, leaves just enough questions unanswered that if they were to do a revival there's things they can do with the story.
Tl:dr: for a show about breaking away from the narrative, choosing free will, and not being held back by expectations, the ending really didn't fit well and let us down. IN MY PERSONAL OPINION
#lou watches supernatural#this post got away from me#supernatural#spn#chuck won#chuck won theory#i know im not the first to say this surely but ive never said it myself#dean winchester#sam winchester#dean deserved better#team free will#tfw#spn spoilers#supernatural spoilers#lou rants#lou's original posts#castiel#castiel deserved better#cas deserved better#supernatural meta
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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.
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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.
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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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hi yeah im completely stealing this 1. ignore the completely random backgrounds as im exploring this website 2. first pokemon would be partners 3. im avoiding violet/scarlet gen because im playing it right now and i dont want spoilers 4. uhhhhhhh pokamenns.... i like em...
Thorne
Thorne is super easy because our introject of him has been playing our pokemon games on the switch, so i kinda wrapped up his usual favorites. he always has a female espeon named after his cat, Ivory, as a partner. which makes sense in this too because he's a ranger. i also didnt really do typing. if he had a type, it would be fire-dragon or fire-psychic.
Salem Steelveil
I did do some typing this time as shes a very icy girl, but also i think dark types fit her. So dark-ice type if she had one.
Garrancroi
oh he is so. personality and looks say fairy but actual combat says psychic.
Vlixxi the Mistborn
dark-ghost type. no question. he thinks it makes him soooo cool
Valluri the Defender
this one is DEFINETLY just vibes. I guess if I had to pick a type it would be fighting?
Alala Gunthild
fire-steel. no contest
Bleepblorp Skrungle
he's sciency, its vibes. id also give him mewtwo but thats op and he doesnt need an ego boost. who knows if it can even be boosted any more
Rafflesia of Noon
dark? fighting? idk. jus pok amens
to tired to contine. buhby
Currently on a little Pokemon Brainrot (Shiny hunting lets goooooooo)
So I decided to throw together some Poke-Teams for my Blorbos for fun. Mainly after aesthetics / less after type. But I gonna put on some thoughts about types later in this post
If I have to assign a Type to each of them, it would be the following: (Maybe I do a follow-up post with Teams suiting the Type)
Wilson - Fairy or Fire Valefor - Steel or Ice Kying - Normal Ronin - Psychic July - Dragon Desmond - Dark or Poison Issaya - Ghost or Dark
My highlights of the Team-Composition:
Wilsons Centiskorch, mainly for her Pyromaniac site. But also for Flame Body - makes a good match for hatching eggs :3
Valefors Shroomlet, why he got that? For fun. Its silly. And it reminds me of an Onion.
Kyings Dachsbun, this man just loves his bread - so he gets a Bread-Pokemon!
Ronins Sinistcha, I adore the Ability "Hospitality". It heals allies, when you send out this Mon.
July's Appletun - Connection to her roots as being Tybalt's Daughter. Appletun is also her Ace.
Desmond Morpeko, being the lil Hammy-Friend he owns in his Original AU.
Desmond and Issaya in general - they got matching Mons, but in different Forms. Thought this would be neat <3
Thats all - hope you had some fun as well.
Card base made with https://tcm.pokecharms.com/
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Why the ever loving FUCK would you tag season 2 shit in the arcane season one tag? I will not be interacting with this fandom whatsoever because you showed quickly and easily how fucking imbecilic and repugnant you wretches are by not having the fucking decency to tag your shit right.
Is this just how all fandoms are now? People being their worst versions of themselves, trying to figure out how to ruin things for anyone who isn’t a hyper online braindead loser?
#I know it’s just tags but there is common decency and yall don’t fucking speak that language apparently#and it’s infuriating#literally everything wrong with society rn; no one gives a FUCK how their actions impact others#so worried about getting more likes and reblogs than not fucking spoiling shit#like you KNOW anyone using the season 1 tag while the second season is airing#is doing so because they want to avoid spoilers#and yall said herp derp let’s put spoilers in the season 1 tag duh duh duh#like there is ZERO reason to tag season 2 shit in the season 1 tag#literally NO REASON no excuse just straight being jerks for what?#clout on the one website where no one cares you’re here? hello????#fucking fun killers#literal fun killers#fandoms ruin everything#you’ll never convince me at this point that fandom and fandom culture as it stands now aren’t a fucking joke and needs to die
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Curly not immediately punishing Jimmy for assaulting Anya is something I don’t think a lot of people are viewing in the complex context for Curly as the superior to both of them and closest confidante they had.
Like I am in no way saying he didn’t under react or fail Anya by not being harsh or direct with Jimmy but it really is the case that he really couldn’t. Imagine being stuck in such a confined space with very little areas to genuinely hold someone if they commit a crime. It’s not like this was an event that occurred before they departed or that they have easy communication with The Pony Express to ask for how to proceed when something like this arises. Not to mention, Jimmy’s relative power in relation to Anya as the co-pilot and second in command, he has the knowledge and access to do something to her had Curly directly punished him in this setting.
They were also Curly’s friends. It’s not just the case of him mediating something between his subordinates but people he is personally invested in don’t want to see spiral further in Anya’s case while also not wanting believe his friend go that bad in Jimmy’s actions. They were both suicidal and Curly putting Jimmy’s stability first is both out of bias but also the fact he’s aware at some level Jimmy is a danger to himself and others if not constantly placated. Combined with the fact he was in denial or just not piecing together what Anya said it’s hard to say what he buying time for and what he had treat as urgent. This isn’t even saying he doesn’t care about Anya but he’s not going jump to the worst conclusions about his friends even if part of him acknowledges the evidence saying so. It’s a complicated thing but he’s still human and needed to process it on top of trying to keep a ship that already took on a lot of water from further sinking, metaphorically.
I just personally think that while Curly failed Anya, it was a scenario where there wasn’t much he could do to the best thing by her safely and like Jimmy, we are underestimating what a good leader would do in a very fragile and tense situation like he was in. By the time he may have been ready and had a plan, things were much too late.
#like in my one Anya still respected Curly after he didn’t punish Jimmy so I assume he still respected her or reassured her he’d do something#it just was never enough because sadly Jimmy just needed to be removed from the ship and that’s not possible#cause no matter what Jimmy was going to do something stupid to fix it and Curly had to be thinking of a way to avoid that but also trying to#play the subjective role of friend and objective role of captain with two of the people he is currently closest with#not to mention how he’s a big picture guy and it’s not an excuse but those little detail and subtle behaviors are probably lost if the big#picture looks fine still and he admits he’d drive himself crazy trying to look for it#like weirdly Curlys character is only seen through the people he tried to protect and we judge him on his failures but we don’t get too much#on his insights directly as Jimmy is unreliable and he tries hard to be gentle with Anya#personal note is I don’t think Curly underplaying Anya’s trauma is a guy code protecting my bud thing but more a flaw in his personal#character in where he just wants everything and everyone to be ok in the end and taking responsibility that isn’t his to bare like he can’t#make up for what Jimmy did but he tried and that’s the problem really cause he’s just used to actually fixing it for him and it’s the case#this is the one thing he really couldn’t like I think he’s a good guy but he’s trapped in his and a bunch of other peoples worse moments#anya mouthwashing#mouthwashing#mouthwashing game#mouthwashing curly#curly mouthwashing#mouthwashing anya#jimmy mouthwashing#captain curly#nurse Anya#mouthwashing spoilers#rape tw#suicide tw#also last thought is how he like also was being emotionally drained by Jimmy constantly like Anya and his relationship with Jimmy parallel#each other in such a way that both him and Anya warily follow the words of the others abuser because they fear the physical or emotional#repercussions if they don’t like her not being able to really tell curly what happened and then curly not being able to do the same and how#jimmy assaults and dehumanizes both when they are no longer a service to him like god they are more adjacent than Jimmy and Curly like Curly#messed up in a already messy pile Jimmy mad it into a dumpster fire in a landfill they are not the same
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Finally finishing totk
#Totk#Art#Comic#Link#This one gets main blog privileges lololol#Context: I had beat 1 dungeon and promised my buddy not to progress without them. I was just filling out the map and these guys appeared#Totk spoilers in the tags#Okay so here's my totk story because it hurts everyone I tell including myself#First time I played totk I got really fed up with the tutorial. It would just never end.#I got so fed up with it in fact... I never did the story. At all!#My buddy wanted to watch me do the story but we kept missing each other#So I ended up avoiding anything even tangentially related to plot#I never met any characters. Never even knew there were bosses and dungeons. Never entered the castle#And one time my buddy told me there was the awesome boss in the depths I could fight-- a king dragon. Woaaahhh#I made my way over there and was so ready for this epic battle and ended up killing it in 5 seconds. I was too powerful 😂#Keep in mind I did NO DUNGEONS and had grinded up the dynamic difficulty entirely through common enemies to the point of silver lynels#So yeah I stopped playing because I realized I was way too overpowered to start the story#So I started all over again. Finally doing totk the Intended Way™#Uhh... Doing one single dungeon raised the difficulty to the point of black hoglins appearing?? What???#I'm basically rushing every dungeon (I just finished the second one) without preparing at all or doing any shrines#(I killed colgera while dying from cold damage at 4 hearts because I ran out of cold res LMFAO)#So this is really testing my Zelda skillz. It's very fun.#Also. During the first dungeon. I was so obsessed with the kid I almost looked up how I could keep him as my companion#My buddy was so excited for me to find out what the reward was for beating the dungeon 😂😂😂#What else funny... Oh yeah my old save was so jank I never actually got any more than 5 hearts.#Yes I had to defeat lynels mostly hitless since they can kill you despite the mercy quarter heart#I also went to do the first dungeon on the first save and accidentally entered the ship without the child. It TRAPS YOU INSIDE.#It doesn't even give you a warp it just says “die or warp out”. Except I didn't get the shrine halfway up. So I decided to hoverbike out 😓#Oh yeah and it turns out you can ABSOLUTELY get the master sword so so easily.#She flies right past the water dungeon and phases out of existence near immediately it's very funny.
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Hey, Jake & Jack fans, is this anything?
Both men imprisoned (literal & metaphorical).
Both offered an out from their current predicament by an outside force (arguably in the case of Brain Ghost Dirk).
Both have loose ties to Lord English visually.
Yellow initial glow & Gamzee involvement too.
Sometimes a guy just needs to explode (same pose too).
Both dual wielding weapons.
That same said weapon type (for Jack Noir) having killed Jane Crocker.
It's really looking like Jake is going to do her in.
I would also like to point out that we've had interactions involving these three (Jane, Jake, and Brain Ghost Dirk) before that consisted of similar topics & themes.
Brain Ghost Dirk implying that he's just there as moral support, a manifestation of Jake's powers, and as a coping mechanism. Jane also talking about ruling an empire with him while talking down to him, similar to how she saw and/or still sees him in Beyond Canon's Candy timeline. Jake also being uncertain about doing anything to harm her despite all the bad things she's doing.
Brain Ghost Dirk going away tells us that Jake's more hopeful than he's ever been. This is the moment where he is the most sure of his decisions than he's ever been in his life, whatever those decisions may be in regards to Jane and how to handle this situation.
He is probably going to shoot Jane down, quite literally. I would also argue that after all this time, the lad isn't beating the Lord English allegations. We might as well have a parallel of him killing Jane much like how Jack Noir killed her right before he got possessed by Lil Cal & given some of Lord English's immense power.
Alternatively maybe we'll get to see what the power of hope or hope bullets can do to someone whose done so much wrong & come so far off the deep end in terms of moral wrongdoings. Maybe with every shot that hits her, she'll begin to be swayed to the side of good & start to self-reflect.
I'm still not fully convinced that Gamzee actually cured Tavros' peanut allergy, I mean just look at the panel.
This could absolutely be interpreted as Jake injecting his hope power into the epipen and by proxy injecting both his power & the epipen into his son! If younger Jake is strong enough to defeat Grimbark Jade, then adult Jake might just be strong enough to defeat a peanut allergy is all I'm saying! In fact, now that I'm rambling about it, this seems like the more likely outcome is Jake's hope power swaying or (in the very least) confusing Jane mid-fight. Hope bullets, they would look cool & would be pretty strong!
The power of believing in others & wanting things to change can be a strong tool indeed, Mister English.
If there's one person who still believes in changing Jane's mind (or bringing her back to proper canonicity depending on how you interpret the recent lore), it would be Jake English, the believer.
Okay, maybe this is something! Tally ho!
#I have not seen anyone talk about the visual; story; & character parallels yet so allow me to jump up on this box real quick#gonna start shouting into this megaphone because holy crap I just now noticed this somehow only just now#I know & am aware some of these are probably a stretch & the order of events isn't exactly the same; but hear me out okay?#did the writing team remember & know they were doing this??? anyone feel free to answer or ask one of them on twitter I just want#to know out of pure curiosity though i can see how answering something like this might be spoiler territory this early into beyond canon#Jake is on the war path & I love that for him; I trust him to rage responsibly tbh#this started off as me being certain of one hs outcome; but now im more certain of the other; feel free to guess which is which#I'm not here to say whether I agree with Jake or disagree with how he's going to handle the Jane Crocker situation; I'm just doing analysis#& finding parallels that may or may not be intentional because at this point I'm honestly not sure; but i figured it was worth pointing out#jack noir lord english and jake english parallels real? only time will tell; but i look forward to the coming updates to hs^2 or hsbc#homestuck beyond canon#homestuck#jake english#homestuck^2#homestuck 2#jane crocker#jack noir#homestuck theory#brain ghost dirk#homestuck candy#cw blood#homestuck upd8#upd8#homestuck spoilers#also yes i avoided having the flashing images be flashing images on purpose; less hassle with tags & stuff & things even if it looks cool
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S-Hawk in the astro boy 2003 school fit 😮!!
(no reposts please but reblogs are greatly appreciated!)
#psii.png#brain that wants to avoid spoilers and read the story at my own pace vs brain that is soso obsessed with eggheads aesthetics. guess who won#1pc#one piece#one piece fanart#op fanart#one piece spoilers#egghead arc#one piece seraphim#dracule mihawk#s-hawk#s-mihawk#undescribed#sorry im just so tired rn#to edit#<- so i remember to do it later#this is also fun because the first time we see astro go to school they have a history class /about/ pirates (its the denko episode idr the#exact number tho)
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i haven't played this game, don't plan to, and am not part of the fandom, but from the secondhand fandom poisoning i'm getting it just seems like everyone is doing this i guess
#morrisounds#mouthwashing spoilers#trying to avoid putting this in the main tag because i'm kicking a hornets nest but i feel like tagging spoilers is still polite#ask to tag#you guys could be having so much fun and you just aren't.... you know you're allowed to like the bad/evil characters without being like#'actually i think they're good' you can find them interesting and still recognize they're bad people...#or if you want to argue that a character did something for a good reason that a good reason does not make an action correct#or a good intentioned action isn't still influenced by learned and societal biases#and that intentions mean nothing when the result is harmful#you could be having funnnnnn you could be exploring the themes as presented and you're just filling a yaoi quota pleaseee#i'm almost tempted to play it because i would not squander the ways in which the themes could be explored and expanded on#BUT sadly i hate horror games#also i'm not even beginning to broach what you're doing to curly come on guys#i can accept 'this guy sucks lets humiliate him' as your reasoning but i still think there's like#idk an ounce of critical thinking you could apply between that and your end result. as to why that is your reaction and why you want to#humiliate him in that specific way
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The hearts don't mean he is in love with no one. The problem with English is how vague of the word love is in his meaning. It envolves different kinds of caring in one single word. But I'll try to express here what I mean.
He cares, as a person, about everyone. This is a basic level of love that he haves towards everybody. He doesn't want anyone to actually die, that's what I mean. He doesn't necesarily cares about someone, but he loves them enough to not want them to die.
He starts befriending someone and gets to know it. He starts liking things about them and disliking others. He starts loving this people in another way, we'll call it liking. This is more a get-to-know phase he doesn't always like. The less he knows, the less reasons to get attached get attached he has. I think this are the kind of love the hearts show in the image. He has to make sure to keep a balance between how much he loves and how much he let's himself be loved. He doesn't want to have misunderstandings. He is in constant fear of "what if I made them love me more and they care more?"
And then it comes the deeply care that love is in the non-romantic way. This care a (good) parent has for his babies. The love that makes people suffer emotionally in an absolute different way from what it could be a heartbreak or a misunderstanding between friends. If something happens to the loved one, the pain is unbearable. It's one of the worst things rhat can happen. And Chilchuck knows this, he is father of three daughters, and his wife left him. She left, he knows the pain it is to come home and find it empty when there should be someone. He knows the guilt it comes with failing those loved ones. The shame. He doesn't like being this vulnerable. This love makes him suffer like no other does. So he is very very carefull of how much he allows himself to care about someone so he won't get to love like this.
He draws a line between work and private life because his private life envolves love and deep care, and he doesn't want to love nor care like this for people who's job is to constantly risk their lifes. He doesn't want to feel the anguish, he doesn't want to feel the loneliness it will come after the unenviable separation of the party.
He tries his best to not get attached to people. To not let people get attached to him. But he fails. He fails and falls downstairs with a whole drum set.
He can't help but to care about this people. He can't help but to love this people he's been living with the past few weeks in the risking of their lifes. He tells himself he's doing this for money and that he doesn't care, but he does.
Those hearts don't mean anything other than him caring about them. He cares about Senshi. He cares about Marcille. He cares about Laios. About Itsuzumi. About Namari. He cares in a way that hurts. He loves this people. He doesn't want to even imagine a world in where they are gone, or suffering, or in problems. They're his friends, they're something he, unwillingly, accepts as family.
He cares about Falin and Mickbell because he doesn't want them dead. He doesn't feel any anguish toward if they do or not get hurt after they're out of his sight. Sure, he cares, but he can live without thinking about them the rest of his days. It doesn't happen like that with Laios. He can't just simply let Laios go and follow Fallin just after he recover consciousness from a punch in the gut. Was it Mickbell, he would let him if he really didn't wanted. But Laios didn't wanted to sit and wait, and he had to care. He had to verbalize to himself that he cared. He had to let them know, so they would act accordingly. So they won't get themselves killed like idiots.
He doesn't want others to fall in romantic love with him. He doesn't feel romantic love towards anyone either. He isn't the man for this kind of love. He is, in fact, afraid of it. He doesn't want to fall in love, because he's still in love with his wife. She left him because he was negligent. But since when has this become the definitive stop for love? Chilchuck knows his wife is angry at him, and she has all the reason to be so! His husband, the one she loved and cared for, gets himself in dangerous situations, treats his body poorly and almost never is home. She loves him, and it hurts her to love like this, so she leaves. Like this she won't have to look at him get himself mistreated like he does. She would have the pull in her's stomach that tells her that he could be in great danger, that she could become a widow, but she tries to calm it with his daughter's mail to him. He could never. He can't imagine a world in wich they cease to exist. A world without his wife, even if she distanced herself, without his daughters, would be a world worthless of living. He knows this. Because he cares and he loves in such a deep level that he is scared of loving anyone else like this. To become so vulnerable to emotion. This vulnerable to something bad happening.
The fact that he is so afraid of loosing his wife, even after she left him, says a lot. He still cares about her. He is still in love with her. He wants to go back to what it was before, but he can't and he know its his fault. And he respects his wife's distance because he loves her. Now, he doesn't love her in the movie way, he isnt in love like a teenager would to his first girlfriend, he doesn't want to kiss her, or hug her, or be by her side at all moments of the day. He loves her. He cares about her deeply, deeply enough that he doesn't need to be by her side to care, to love. He also respects her. He can survive without her because he knows she's better with his daughter. For sure he wants to hug, kiss and be by the side of this person he loves, it would be ideal, but he can survive without thinking about it too much. It's just like with his daughters. They're all adults that now live far from him. And he is ok with it now. He sends mail and recieves mail, and even if he misses greatly, he can manage not to think about it. Because he knows she is allright. Because he knows he fucked up. He doesn't know where he fuked up, but for his wife to leave him, at least he knows he did. They never talked about it, because they both seem to have a problem in expressing themselves. She fell into a bad mood and then she disappeared. The amount of pain he must have felt it's... let's say it's quite big.
He keeps his guard up. He doesn't want to love deeply anyone. He doesn't want to feel the emptiness, the hurt, that comes after someone so dear leaves. He knows for a fact he'll be leaving this people. He knows that they could die. If he loves, it will hurt in a way nothing else hurts. He will miss. He doesn't like missing people he cares like this. This is why he doesn't want to love. This is why he doesn't want to be loved. This is why those hearts that are almost full are his main source of concern. This is why he makes the effort to keep this feelings at bay, to love only in the friendly way and with extreme caution.
But he can't controll his own love. And he ends up caring more and more about these people. He slowly makes him a part of the dangerous love zone that family means. He is afraid to confuse someone about his feelings towards them, so he still tries to maintain distance with his abusive remarks, but this only works so far. He loves and is loved. And because of this he will suffer.
I... I extended myself a bit I see...
#i dont even know what im talking about anymore#but i hope i made sense#as an aroace i feel the need of being extra cautious about how people think of my relationship with them#because I dont want them to like me romantically#i want friendship#because its so uncomfortablr#not#love#so this Chil here is basically me trying to figure out if saying certain things could be considered flirting or not by the other#i shouldnt care#it isnt my fault if they do fall in love with me#but i would be happier if they didnt#to know someone is in love wirh you#and that you dont love him back#but youre still friends#so youre friends but the other wants to be more than that#and to avoid that i gotta measure every interaction#maybe im a bit paranoid#but it has happened to me to have friends fall in love with me#and i dont want to hurt their feelongs but i definitely dont lovs rhem bacj#because i care abkut them in a friendly way#and i don't want them to suffer because of me. but I dont want to suffer because of them either#its all way to complicated? yes bit thing is that chil here represents me interacting with my friends#but in my case the hearts would be romantic#dungeon meshi#chilchuck#chilchuck tims#delicious in dungeon#dungeon meshi spoilers#my shit
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Hmmm....
Thematically i kind of liked that.
But man that plot was... not good.
#Doctor Who#DW Spoilers#Doctor Who Spoilers#Empire of Death#DW Negativity#(another rare tag in case anyone wants to avoid)#might be my least favourite finale tbh#sorry but need to do some random ranting (and I'd rather do it here than in a full post of negativity because that's not my vibe)#like... the champion of life teases#the meaning we put into things#those were ok#the callback to 73 yards was neat#plus the connection to the perception filter#as were all the references in general#but Sutekh has been hanging on to the TARDIS for that long?#and the TARDIS / House just never noticed him in TDW?#they make it sound like he latched onto the TARDIS immediately after Pyramids so doesn't make sense#when did he hide in the Void?#the Time Vortex is linked to the Void but they're not actually the same thing#also when did he “evolve”?#the reason why Ruby/her mother were so powerful/resistant doesn't actually make sense without some other influence#especially with time literally changing#there's a lot of mysteries in the universe - what makes this one so important?#also no elaboration on the memory TARDIS?#I thought we'd at least get a nod to Tales#also how does Sutekh being pulled through the vortex undo what he did?#since everyone actually seems to see the consequences / partially remember it - are there just piles of sand all through history now?#the TARDIS has some laser weapon system now!?#(come on RTD why not just make it the heart of the TARDIS or something?)#also the genealogy thing still doesn't really make sense either
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I’m gonna try and keep this as non spoiler-ey as I can, but one thing about Mutant Mayhem that I appreciated was that the sewers felt lonely. Every iteration of tmnt makes the lair feel lonely and isolated at times because the turtles are literally forced into hiding (except for Rise, their lair always felt like a home).
But in MM they took extra steps to make the space feel cramped and dark, no major lighting source aside from lamps, candles, and phone lights. Warm colors are scarce in the sewer and the pipes and valves take away any space they could’ve have had, not just in their home but everywhere in the sewers. It actually makes you not want to be in the sewers, because it’s all cold. Even the bars of the sewer grate look like prison bars! Every time they close the manhole cover it sounds like a door being slammed, like they are sealing themselves away.
Obviously this changes, and MM isn’t the first to do this, but it’s the first time watching anything TMNT related that I actually felt uncomfortable in the space that was supposed to be their home.
#mutant mayhem#tmnt#tmnt mutant mayhem#mutant mayhem fandom#scenery discussion#the atmosphere of the sewers feels like it was given a lot of attention#I compare it to other version only to make a point#the other sewers obviously can feel cold and empty and lifeless in different moments#but Rise made their sewers a home with warmth and space like Rise made the sewers their own it was a statement#MM made the sewers feel like a confined prison because that’s what it was they were shunned by society and locked themselves away#Even the home of the other mutants didn’t feel like a home it felt yawning and empty like they could never really have anything if their own#I’m doing my best to avoid spoilers bc I know the movie came out recently but I also loved this movie#but I also don’t want to scare people with my spoiler rambles so I’ll post those later in the weeks to play it safe
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I love singNsong again reminding people in Side Story that Dokja wanted other people to read TWSA (he wrote reviews and comments! It was his first wish), and he only stopped bothering because people harassed him for it. He didn't gate-keep the story. When he's avoiding talking to Sangah about it at the beginning of ORV, it's because he knows what happens when he tells people about the story, not because he's gate-keeping it from her. He notes he's not proud of his hobby (likely because he's been bullied all through his life, including for reading the thing he loves): he finds it embarrassing to talk about, and better respects her studying Spanish in her free time (learning another language is a generally accepted thing in society). He assumes she won't care or will look at him funny (or worse) for when she learns about the novel he's into.
Basically anyone writing "let's gatekeep ORV" posts because of the anime announcement or because they dislike the manhwa or some other weirdness, y'all are the villains in the scenario.
The literal climax of the story is about sharing ORV with as many people as possible. What story were y'all reading?
#orv#really tired of the stupid gate-keepy bs in some parts of this fandom#omniscient reader's viewpoint#kim dokja#side story spoilers#it's been quite fascinating seeing novel fanatics come out of the woodwork against potential anime fans#while showing how much they hate the manhwa and manhwa fans too#the only actual official English translation we have is the manhwa#acting like we're all in this together like no#I adore the novel and the manhwa#and folks who started with the manhwa or just happen to also like the manhwa but also like the novel see you for what you are#avoiding talking about something is not gatekeeping#it's often recognizing various social cues#like oh this person probably isn't familiar and I don't care to explain#or I'm worried they'll treat me badly if they know#when you're trying to connect with someone you tend to look for things you share not stuff you don't#if Dokja heard about people trying to gatekeep orv he would be disgusted#also NOT gatekeeping orv is literally the climax of the story I am so deeply confused by people encouraging gatekeeping of it#you're making han suyeong mad#she didn't nearly kill herself writing orv in order to share it to everyone they could find so people could gatekeep it#that is literally the opposite of the goal#it's not bad to ask if folks have read the novel because for a variety of reasons folks may not have#but it is bad to act like reading the novel is a fandom requirement especially given all we have is a fantranslation using MTL#or you must love the novel above others or the novel only#I want singnsong to get fucking rich from this story they shared and which I and many adore#gatekeeping does not make that happen#also good luck getting people to buy the Yen Press novel translation when it comes out when you act like this#the manhwa is available in at least seven languages officially fuck off with this gatekeeping crap#don't get me started how a lot of y'all don't even know what twatf is and a good chunk of y'all who won't even touch it when you do know#and that doesn't exactly bother me but it does bug me when book purists get all high and mighty
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Shinomori is cute. Here's a post.
He is so baby-faced. He hasn't changed at all since he was 22, to when he died of "old age" at 40
(Old age? With a face like that? 40 years old?? Gimme that kind of youth and hotness Shinomori-)
He has tiny eyebrows. Like a puppy's (rottweiler's, for example). So cute and tiny and fuffy
He naturally frowns. Look at him and his mouth and his lil nose
He has a thing about keeping his arms near his chest. He sits with his arms crossed, introduces himself with his hands over his torso, and even walks with his arms crossed toward Midoriya
He has such clear skin for someone who lived the rest of his life in a forest??? Why do Hikage and Yoichi have such nice skin despite living in terrible environments? (forest and vault + abandoned streets respectively)
Is easily scared
They knew their Quirks could be used, but Shinomori got scared of it when it happened. Even though he gave Midoriya his support and access to his Quirk beforehand. Depending on the translation; "it startled me", "you scared me", "it surprised me"
I'm not going to hold running from AFO against him because he knew he was running for his life. Who wouldn't run for their life when it's in danger? Shinomori was being chased by the strongest person in the country (and likely the world)
His sense of self-preservation is probably heightened by the nature of his Quirk to keep him out of danger too. Which makes him all the more sensitive and jumpy to danger and anything that startles him, especially when he has no warning
He's actually extremely tall, but is so socially inept and jumpy it's adorable. He's taller than Bruce.
Bruce is as tall as a vault door that the 2m AFO used.
(Meanwhile Kudo is down there-)
He has such a bad sense of humor that it's cute (his puns off Danger Sense)
It's also adorable how Shinomori just doesn't understand social conventions sometimes. He lived in a forest, so it made sense, but also— Midoriya shows up in the void to the vestige platform for the first time. He has no mouth, no clothes—and Shinomori's first idea is to stand in front of him menacingly and go: "I shall explain. I am Shinomori Hikage." SIRRRR
This.
His Ability is basically like glorified anxiety. What if something is coming to hurt him? If something can hurt him? What if that tree falls while he's under it? And the ideas come so hard they hurt (although yes, it does detect ill intent and that's what sets it off)
He talks weirdly. Formal? Old-fashioned? Listening to him speak Japanese compared to others, it just sounds a bit different. (Translated subs don't show it very well, it's the voice itself methinks)
"This too, is destiny." *about Midoriya having OFA*
Kinda wise or sage-y. He did spend his life in solitude in the forests so he definitely spent a lot of time with his own thoughts. Maybe he found the meaning of life in a centipede or something one day
For someone so cute, he is also such. A fine. Specimen???
Look at those back muscles, dang.
LOOK AT HIS CALVES AND ARMS DANG.
#i dont think shinomori was part of the resistance considering the resistance fought the society AFO was making#and shinomori wanted to avoid society and thus hid away#but i do think bruce knew shinomori because he gave him ofa before he went to fight AFO and die#and afo doesnt seem to know hikage. if he did he wouldve found and killed him. but hikage is never in afos memories#yknow what shinomori needs some appreciation too#vestiges need more attention#also i always put shinomori dealing with bruces remnants in my fics so he needs some appreciation for that#like the kids dumped on him#shinomori received OFA at 22 years old. he was around bruces age methinks#hes not some kid the resistance took in. the resistance didnt take in kids anyway#or at least we dont see them#well fic stuff banjo has the time of his life with en wrangling kid hermits that dont know what electricity is#mha#bnha#boku no hero academia#my hero academia#spoilers#hikage shinomori#ofa#one for all#ANYWAY hikage is ADORABLE and needs attention#just LOOK AT HIM#id have put this post out sooner but getting the pictures is always hard cuz popups or videos not working#i like shinomoris english voice actor. i dont stick around to hear anyone elses because i died when midoriya turned into a kid in the dub#i could probably make a list like this and bruces for the rest of the vestiges#yoichis small waist lovely skin and that he probably knows how to wrap kudo and bruce around his finger?#his “my heroes” and smiling as he goes “now now you two..”? kudos low voice and nice arms and SHORTNESS?#en going “senpai” and sitting on his chair like that? looking like he exudes gremlin energy? did he get carried around by banjo and nana?#it looks like he wouldve CMONN#i didnt include it in here cuz image limit but shinomori has big hands and feet (tag limit)
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