Showing posts with label Ravenloft. Show all posts
Showing posts with label Ravenloft. Show all posts

Thursday, May 14, 2026

The Plot That Got Away From Me

A tunnel of light carried Marigold away from her dying world... but where to?
When my friend Simon stumbled across his old copy of the Heroes & Other Worlds rulebook and posted online about how it brought back fond memories of the campaign I'd run for the Tuesday Knights back in 2014-2016, it got me thinking about that campaign again.

Rereading some of my old write-ups reminded me of the "great plan" I had hatched to tie the apocalyptic ending of that campaign into the next one I was kicking around at that time: a contemporary superhero campaign set in Knight City.

With that game faltering and my realisation that I'm not really a good "superhero" gamesmaster, I might as well share the "big idea" I had for linking our old fantasy game - The Chronicles of Cidri - to Knight City.

The HOW game ended... with the end of the world (the planet Cidri - an alternate Earth - was transformed into a Hellworld by the ancient god known as The Yellow King).

Only one member of Cobblethwaite's Companions (the player-character's party), Marigold Weaver (Clare's character), escaped Cidri's transformation, thanks to a mystical portal the heroes had opened during their final stand.

Marigold Weaver
But that was not the end of the character. I'd decided that she had materialised out the other side of the portal on the world of Knight City, and had taken a job as a fortune teller in the city.

In my write-ups of the HOW campaign, I had "cast" the various player-characters using pictures from TV shows, films etc and trainee sorceress Marigold was represented by Renée O'Connor aka Gabrielle from Xena: Warrior Princess.

Posing as Madame Gold, in Knight City, she set up business in the middle-class to low upper-class residential borough of Fairlight.

Her write-up on the Knight City campaign guide/blog at the time was:

"Psychic to the stars - by appointment only. Generally considered a fraud by most people, Mary Gold is still treated with a great degree of respect by the residents of this borough. She is also one of the few people known to associate with Salem Saberhagen, the mysterious resident of the nearby Saberhagen Mansion."
Madame Gold
There was even a picture (left) to go with the entry, of Renée O'Connor put through a "fortune teller" filter on the Photofunia picture editor.

The "great plan" was then, at some point in the campaign, the new characters the Tuesday Knights would have been playing (ie. superheroes) would contact, or be contacted by, Madame Gold.

She would then warn them of the impending arrival of an apocalyptic Hellplanet (ie. the transformed Cidri, being 'piloted' by the Yellow King) in our solar system.

Part of her prophecy to avert disaster would involve tracking down a collection of "sleeping" heroes and "awakening" them.

These "sleeping heroes" would be the reincarnations of the Tuesday Knights' characters that had died at the end of The Chronicles of Cidri campaign (still with me?)

I had recast all the actors who had been used to represent the fantasy characters in the first campaign as random people in the world of Knight City, totally unaware of their "previous lives".

I'd thought it might have been quite cool if the player's superheroes had somehow come into - innocent, casual - contact with one or two of these people prior to their pivotal meeting with Madame Gold.

Anyway, that was about as far as I had gotten, as I'd planned to firm up details to fit the Knight City campaign as it developed... only it never did.

And my "great plan" never saw the light of day.

But I'm still rather pleased with it.

NB. Some of this multiversal mayhem did, eventually, manifest itself at our table, during Simon's epic 5e Dungeons & Dragons Ravenloft campaign (2018 - 2021).

During Lockdown, Meredith, our occasional Antipodean player, returned for a spell (thanks to the magic of Zoom), playing her rogue, Imogen, from the HOW game, who'd stepped out of the legendary mists of Ravenloft to aid our party. 

I seem to recall there was mutterings that she might be a trans-dimensional agent of one of the facets of Baba Yaga, who also appeared (in some guise) in both the worlds of Cidri and Ravenloft.

Tuesday, April 14, 2026

Horror Awaits You In The Pages of New Ravenloft Comic


Ravenloft rises from the grave once more to terrify comic book readers this August with a new eponymously titled four-part miniseries from Dark Horse.
Ravenloft is falling apart, and nobody knows why. Fortunately, monster hunter Ez D’Avenir is on the case! She’s searching the frozen wasteland of Lamordia for an undead creature that may hold the key to Ravenloft’s fate. But when Darklord Viktra Mordenheim catches wind of her quest, Ez is suddenly the one being hunted!
Dungeons & Dragons: Ravenloft, a new four-issue genre-bending comic series will unite Rudolph van Richten’s protégés from across the horrifying domains of Ravenloft.

The miniseries is written by Bram Stoker Award–winning author Amy Chu (Carmilla: The First Vampire, Red Sonja), with line art by Ariela Kristantina (The Girl Who Draws on Whales, Adora and the Distance), colours by Arif Prianto (Poison Ivy, Green Lantern Corps), and letters by Haley Rose-Lyon (BUMP: A Horror Anthology, Jill and the Killers).

Issue #1 will feature cover art by Guillem March, Riley Rossmo, Francesco Francavilla, Todor Hristov, and Angela Wu.

The series is also being touted as the perfect companion piece to the forthcoming Ravenloft: The Horrors Within, the new TTRPG supplement book for Dungeons & Dragons 5.5 that is due out in June.

Friday, February 27, 2026

Bloodrayne (2005)


After I was pleasantly surprised by the general enjoyability of In The Name Of The King - A Dungeon Siege Tale, I thought I'd brave another of Uwe Boll's infamous video game adaptations to see if I could scrape up some more morsels for recycling into Dungeons & Dragons inspiration.

I went for BloodRayne as it featured vampires, swords and the mega-hotness of Kristanna 'Terminator 3' Loken in the lead role.

Some films are renowned for being 'so bad' they are 'good' - BloodRayne isn't one of them.

Loken is Rayne, a half-human/half-vampire sired by Ben Kingsley's Kagan, lord of all vampires.

Escaping from the circus that was somehow holding her as a performing freak, she is tracked down by a band of vampire hunters - Vladimir (Michael Madsen), Sebastian (Matt Davis) and Katarin (Michelle Rodriguez).

Despite being members of a vampire hunting order called The Brimstone Society (in fact Vlaidmir might be the leader, it's never really made clear), they team up with Rayne and go looking for some payback against Kagan.

There are some powerful vampire relics thrown in as a scavenger hunt (although why the humans holding them didn't just destroy them is, again, never explained) and a slightly-confusing sub-plot with rebellious vampire Billy Zane, who also happens to be Katarin's father (I think).

Zane only appears in two scenes, but they are certainly the funniest - and not just because of the awful wig he is wearing.

Meanwhile Rayne is training with the Brimstone Society in their top secret island lair and has a random sex moment with Sebastian - who seems as shocked as the audience, as none of us had seen that coming.

All this nonsense is supposedly taking place in 18th Century Romania, but it could be Greyhawk, Ravenloft or countless other pseudo-medieval Dungeons & Dragons realms for all the verisimilitude or attention to detail.

The plot stumbles towards a final confrontation between father and daughter, in which we quickly realise that a lot of the brouhaha around the relics was just a red herring and finally Loken shows us some half-decent fight moves (having looked rather uncomfortable up until this point).

Lifeless fight sequences, uninspired performances and a confusing - possibly incomplete - storyline, can be blamed on the director.

However, Mr Boll can't be blamed for everything: Guinevere Turner's script has more info dumps of exposition than actual dialogue, for instance. When actual dialogue is allowed to sneak in - barring Billy Zane's couple of deadpan comedy zingers - it is of the lowest calibre, not helped by the top-flight stars delivering their lines in varying degrees of mumbling or monotone.

The only role-playing game moment that is possibly salvageable from all this is the near-Total Party Kill the script delivers quite spectacularly at its climax. 

However, BloodRayne doesn't so much end as just run out of script with a blank-faced Loken slumping down into her father's throne and staring forlornly into the camera.

Sunday, December 14, 2025

"You've Got To Laugh, Haven't You?"

I made this!
"It's not the girl, Peter, it's the building! Something terrible is about the enter our world and this building is obviously the door. The architect's name was Ivo Shandor. I found it in Tobin's Spirit Guide. He was also a doctor. Performed a lot of unnecessary surgery. And then in 1920 he founded a secret society...

"After the First World War, Shandor decided that society was too sick to survive. And he wasn't alone. He had close to a thousand followers when he died. They conducted rituals up on the roof, bizarre rituals intended to bring about the end of the world, and now it looks like it may actually happen!"
Not the introduction to a Call of Cthulhu adventure, but some of Egon's dialogue from the original Ghostbusters and highly pertinent to what I want to try and say here.

Speaking as someone who has entertained the idea of running both a Red Dwarf RPG and a Ghostbusters campaign, I have strong feelings about the intersection of comedy and roleplaying games.

Where I feel the old Ghostbusters RPG went wrong - although I fully understand why they did it - was to establish a game world more inspired by the cartoons than the movie, full of bad puns, books with silly names, aliens in sports cars etc

The original Ghostbusters movie (a horror-comedy) worked because it was a seriously scary situation (just read the backstory, above, again) being handled by humorous characters (i.e. players in an RPG).

The humour comes from the approach of the characters (and their wildly variable skill checks) rather than the situation per se.

For me, that's where roleplaying game comedy comes from.

Why do you think there are so many memes about Ravenloft campaigns featuring Leslie Nielsen's vampire from Dracula: Dead and Loving It?

When a module (or game) tries to be funny, it has to take the simplest approach, and that's the most universal. Which usually means bad puns.

And, I don't know if it's my British "stiff-upper-lipness" but I'd be too embarrassed to read out a NPC's dreadful pun name (Ivor Clue, anyone?) to my group.

Humour is very personal, what's funny to one group may mean nothing to another.

I'd rather listen to me and my movie buddy Paul riff on a naff horror film than ever listen to something like Mystery Science Theatre 3000.

Not because I think we're better at it than MST3K, it's just we've developed our own in-jokes over years of watching crap movies and have our own points of reference that probably wouldn't mean anything to anyone else unfortunate enough to be listening in.

And it's the same for comedy in roleplaying games.

Of course, there are extreme comedy games, like the delightful Toon and Rocky & Bullwinkle, which are all about slapstick and establishing a cartoon verisimilitude, but they really lean into the craziness and are a whole 'nother kettle of fish.

However, take the set-up of Red Dwarf: the last surviving human (a bloke) who will never, ever, meet another human being in his life, have a family etc and knows he's doomed to die alone; a hologram of his priggish nemesis; an insane supercomputer; and an amoral creature evolved from a feral cat.

Ghostbusters
In different hands, and depending how lenient the gamesmaster was, that set-up could unfold into a grimdark tale of Lovecraftian cosmic horror and existential anxiety.

But, in the hands of most roleplayers, it's almost certainly going to degenerate into wonderful silliness, knob gags, and banter.

A good gaming group, especially one that has been together for years and knows each other's senses of humour, can - sometimes too easily - turn any "serious" gaming set-up into a comedy.

I'm not talking about totally taking the piss and trashing the campaign setting (that's just childish and idiotic behaviour), but having a laugh within the confines of the game can be very therapeutic.

There's always room for witty word play and the occasional actual joke written into the setting, but the players don't need to meet "NPCs with funny names".

They're gamers. Having fun.

If they have the imagination to play a roleplaying game, the chances are your players have a good sense of humour, so give them free rein to crack wise occasionally.

Sometimes, of course, this isn't appropriate for the setting or mood that the gamesmaster has carefully crafted, and he's quite within his rights to put his foot down, and remind the players that (imaginary) lives are at stake.

It's just telling the group that they're playing, say, a Ghostbusters or Red Dwarf campaign gives players licence to relax a little, not take their characters' serious jobs so seriously, and relish in their screw-ups.

My pop culture Odyssey: a slice of super-powered geek life with heavy emphasis on pulp adventure, superheroes, comic books, westerns, horror, sci-fi, giant monsters, zombies etc