Sunday, January 12, 2025

Night of the Vampire

 In dipping my toes back into RPG play and design, I found this old notebook I was using to run RBSDnD games for summer campers. I designed a number of short, contained adventures for this format (here’s one), but not many of them were written out in such a way as to be valuable to post without more rewriting than it was worth.

This adventure was one that I feel alright writing out pretty much as it appeared in my notes, and having it still be useful enough to put up.


OPENING SCENE

Vanitas, a gaunt hamlet nestled in the darkest crook of the Carpathian Mountains. Midnight mass, Christmas Eve. The party, vagabonds caught in a blizzard, creeps into the back of the enticingly warm church as Van Helsing preaches at the altar. Then, the candles extinguish. The church is plunged into superstitious whispers as Dracula’s voice echoes from outside, inviting the party to a Christmas feast at his haunt, Castle Scholomance. An unnaturally powerful gust of winter wind blows the doors down, letting two dire wolves into the church to attack the helpless parishioners.


VAN HELSING

The preacher, a secret student of occult lore. His daughter, Mina was taken by Dracula two days ago; Van Helsing knows that Dracula has drained her twice already. If he drains her a third time, she will be turned into a vampire just as powerful as Dracula, and Vanitas will surely fall to the monstrous tide. The earliest he could do so would be midnight tomorrow, Christmas Day. He asks the party to enter Scholomance and rescue Mina before Dracula turns her, and, if possible, kill the vampire count that his rain of terror may end. Perhaps he has some arcana with which to supply the party in aid?


NAVIGATING CASTLE SCHOLOMANCE

Scholomance, an imposing gothic fortress, is built at the pinnacle of a mountain. With winter conditions, the journey to the foot of the mountain, and the shattered and overgrown path up, takes the better part of the day- the party arrives at the foot of the mountain with mere hours until the stroke of midnight. Every second counts.


Start OUTSIDE THE CASTLE. Then, enter DRACULA’S COURT; above are THE SPIRES OF SCHOLOMANCE, below is THE DREAD CRYPT.


For any given room, roll a d6 to determine the number of exits. (If outside, treat 4-6 as seeing the gates of the castle ahead, having summited the mountain.)

1-3: 1 exit, same level

4: 2 exits, same level

5: 1 exit, down a level

6: 1 exit down a level, 1 exit up a level


Roll a d6 in each room to determine its contents.


OUTSIDE THE CASTLE

1 A hunter, a bloodthirsty werewolf in disguise

2 A reluctant she-wolf chained to a tree

3 A slumbering swamp monster

4 A thicket of undead trees

5 A crashed hearse housing a zombie

6 A blind wendigo hunting a child


DRACULA’S COURT

1 CHAPEL, where sits a knight succumbing to vampirism

2 BALLROOM, where the Count plays pipe organ and makes skeletons dance

3 FEAST HALL, where a spread of rotten slop is glamoured to make it seem delicious

4 COURTYARD, where a fountain runs with blood

5 HALL OF BLOOD, a portrait hall where Dracula attacks from behind

6 DREAD LIBRARY, houses the dread Necronomicon


THE SPIRES OF SCHOLOMANCE

1 MINA’S CHAMBERS, where Mina loves too deeply

2 THE BEATING HEART, from which Dracula feasts

3 NURSERY, where toy knights wage a war to hold the boogeyman at bay

4 ART ROOM, haunted by poltergeists who can’t play the harpsichord 

5 TOYMAKER’S STUDIO, where a crazed Gepetto builds his perfect son

6 DRACULA’S STUDY, complete with animated fire and carnivorous furniture


THE DREAD CRYPT

1 BRIDE’S TOMB, where a vampire rests in a rose-laden sarcophagus

2 KING’S TOMB, below the king’s body is a secret treasure compartment

3 GROTTO, where a tentacle-thing hides below the water

4 THE SLAB, where Dr. Frankenstein’s work nears completion

5 CATACOMBS, through which a Living Ossuary wanders in pursuit of a suitable snack

6 PORTAL, to the Netherworld


DRACULA’S ATTACK

Right before the stroke of midnight, Dracula will attack the party, attempting to kill them all. If Dracula feels he’s in danger, he’ll try to turn into a bat and fly Mina’s chambers in the SPIRES. Then, at midnight, Dracula will drain Mina for the third time, turning her into a vampire.


ARTIFACTS OF THE CASTLE

1 ST. NOSFERATU’S ICON

2 THE IMPALER

3 FRANKENSTEIN’S CLAY

4 MERLIN’S GRIMOIRE

5 WEREWOLF PELT

6 MORTIS THE SKULL




Thanks for reading, and happy gaming.

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Night of the Vampire

  In dipping my toes back into RPG play and design, I found this old notebook I was using to run RBSDnD games for summer campers. I designe...