My gaming group is planning to run a horror-themed one-shot (maybe three sessions max) for Halloween this year, and of course we're thinking of doing Ravenloft. The current DM is running 5th edition, so he mentioned Curse of Strahd, which I do not own. The implication is that he wants me to run it, so I said something about the original Ravenloft as I'm much more comfortable running 1st. I do have Expedition to Castle Ravenloft, but the thought of running another 3.5 game is sickening, but I think it'd be possible to use the adventure for 5th without much trouble.
So, any opinions here? I know the whole thing is insanely cliche, but I've never run any sort of of horror game before and this seems like the best way to do it.
Curse of Strahd is way too big to even try to run as a one-shot. They took the original Ravenloft and added a bunch fleshing out the countryside. Whether they did a good job or not isn't something I'm going to try and argue; I just don't think it'll fit your needs for a one-shot game.
I'd recommend going to a used bookstore, picking up the first Ravenloft novel and maybe I, Strahd. Then read them. :D
Quote from: Krimson;1044100I'd recommend going to a used bookstore, picking up the first Ravenloft novel and maybe I, Strahd. Then read them. :D
I already have the original module, and I've read it several times, just never played or ran it.
I own both but have only used the 1E version at the table. I find all of the 5E hard-cover adventure books - both the good ones and the bad ones - are wordy and have bad maps. The 1E boxed module and boxed set are the opposite - concise and filled with good maps and visual aids. I appreciate that CoS is better than other 5E adventures, and I generally like 5E as a system. But I wouldn't even consider running Ravenloft with materials other than the 1E stuff. It is just much better geared toward what happens at the table (as opposed to reading on the couch before or instead of gaming, which seems to be what most 'high production value' game materials are made for these days!). Why not just play 5E using the 1E materials? I prefer playing 1E, myself, but they are similar enough games in play that I'd say the system choice doesn't really matter - just go with what your group prefers.
Edit: Also, if you are committed to the idea of a one-shot, you kind of have to use the 1E materials. The 5E hard-backs are 'adventure path' style books (you can't see this at home, but I shuddered violently and reflexively spat on the floor as I wrote 'adventure path'). Even if you like those, you can't really use them to run one-shots, other than picking through them to find stat blocks or something. They are just too linear. The 1E materials have some proto-adventure path qualities (that shitty habit started early in the TSR BD+D modules), but also provide you a lot of raw material to draw on for a proper free-form adventure (i.e., actual, honest-to-god D+D session!)
Curse of Strahd is a good, if not great module, but it really is like reading a novel at times. I, too, prefer the classic Ravenloft + Gryphon Hill.
Ravenloft plays a bit more self contained, essentially a castlecrawl while Curse is more a campaign with alot to do in the area before getting to the castlecrawl. Curse is set up to take players from first level up which makes it good as a starter horror campaign.
Quote from: Brad;1044102I already have the original module, and I've read it several times, just never played or ran it.
I think the books are worth reading just to get an idea of tone. But there's no reason to not just adapt the module.
Quote from: Larsdangly;1044103Why not just play 5E using the 1E materials?
This would be my first inclination. 1e combat does play faster than 5e though so if time is an issue maybe stick with 1e.
As others have noted, the Curse of Strahd 5E hardback is clearly a campaign and not at all a one-shot. It takes many, many sessions to get through the whole thing. One option you might pursue (assuming you are okay with running 5E stuff) is to look on DM's Guild for one of the Adventurer's League adventures for the Strahd season. There are several with a nice gothic feel to them and they are designed for a 2-4 hour time slot.
Otherwise, go with the original 1E module.
Quote from: S'mon;1044215This would be my first inclination. 1e combat does play faster than 5e though so if time is an issue maybe stick with 1e.
That probably would be the best plan, especially if the books are already available.
I love Ravenloft, but the 1e modules (let alone the 5e stuff) contain too much for a one shot - especially as you'd need some game time to introduce the setting elements that are different than "regular D&D".
Also, the "horror" element in Ravenloft is far more about the GM bringing forth an atmosphere than anything in the rules. Thus, your most valuable prep time for a Ravenloft game is time spent on how you plan to bring, enhance and maintain a gothic horror ambiance at your table.
If you have time to read the books, there are some fun ones. However, you can watch some gothic horror movies and go from there.
My biggest recommendation? Dim the lights at the table.
Yeah, I think the last time I ran it, it took my players something like three sessions to get through the original Ravenloft.
Quote from: RPGPundit;1044632Yeah, I think the last time I ran it, it took my players something like three sessions to get through the original Ravenloft.
That was my estimate going through the module...I browsed Curse of Strahd at the bookstore yesterday and wow, that thing is annoyingly complex. It's a complete campaign, so yeah, I think I shall refrain.
Back in the day, it took my players about 1.5 hours of table time to finish Ravenloft.
***SPOILERS***
They find the girl Strahd is in love with. Threaten her in daylight so Strahd zooms in and attacks them. They badly wound him. Then they head off to Castle Ravenloft and reconnoitre. Find the cliffside windows to the cellar level. Rappel down, smash through the windows, find Stradh's coffin, and stake him.
We had enough time left in the evening to play a game of Conquest of the Empire.
Quote from: Brad;1044770That was my estimate going through the module...I browsed Curse of Strahd at the bookstore yesterday and wow, that thing is annoyingly complex. It's a complete campaign, so yeah, I think I shall refrain.
By all accounts, Curse of Strahd is uplayable without a thorough game aid and campaign outline document. People are even selling them online. The fact you need a 30+ page aid to run the campaign tells us all we need to know about WotC's shortcomings in adventure presentation. I have Out of the Abyss and I can't imagine anyone but an experienced DM running it, and even then they'd better be willing to put 6+ hours of prep time before the first session and 4+ hours between each session. And that's in addition to however many hours it takes to just read the thing.
Quote from: Haffrung;1044837By all accounts, Curse of Strahd is uplayable without a thorough game aid and campaign outline document. People are even selling them online. The fact you need a 30+ page aid to run the campaign tells us all we need to know about WotC's shortcomings in adventure presentation. I have Out of the Abyss and I can't imagine anyone but an experienced DM running it, and even then they'd better be willing to put 6+ hours of prep time before the first session and 4+ hours between each session. And that's in addition to however many hours it takes to just read the thing.
Out of the Abyss was terrible but I'm not sure what the need is for Curse of Strahd? The adventure is pretty well laid out considering that the writer can't know which Fortunes of Ravenloft will be in play for any given play-through. By the time the players have moved from Barovia to Vallaki they should have a good idea of what they are doing and a vague idea of where to go. Also the fact that it is a fairly big but well fleshed out sandbox.
Contrast with Out of the Abyss which has terrible plotting. The first half is lousy and has very few details other than the set pieces. The second half is incomprehensible because they don't lay out WTF is going on except in a couple of paragraphs in like the last chapter. It's brutal.
Quote from: Haffrung;1044832Back in the day, it took my players about 1.5 hours of table time to finish Ravenloft.
***SPOILERS***
They find the girl Strahd is in love with. Threaten her in daylight so Strahd zooms in and attacks them. They badly wound him. Then they head off to Castle Ravenloft and reconnoitre. Find the cliffside windows to the cellar level. Rappel down, smash through the windows, find Stradh's coffin, and stake him.
We had enough time left in the evening to play a game of Conquest of the Empire.
Haha that is totally awesome, love it
Yeah, I've been converting Curse of Strahd to run in Shadow of the Demon Lord, and personally it's the best laid out 5E campaign book by a mile (although that's not really saying much). There's one or two logic gaps that need filling, but by and large it's really easy to follow. Certainly not bad enough to need an additional 30 page dossier to run.
I mean if the guide being referenced is Sean McGovern's then it is probably worthwhile to get it. You can get a lot of tips from his blog but I've found his guide to Tomb of Annihilation to be useful. I'm also not adverse to giving Elven Tower some of my money because they produce good quality content. But Curse of Strahd is probably the easiest of the published adventures (not counting the collection that is Tales) to play straight out of the book.
The only tip I've heard is that AL adventure #4 (IIRC) offers the party a way to get out of Barovia if they should so choose so that might be worthwhile for a campaign. Not a one shot.
Quote from: Haffrung;1044832Back in the day, it took my players about 1.5 hours of table time to finish Ravenloft.
***SPOILERS***
They find the girl Strahd is in love with. Threaten her in daylight so Strahd zooms in and attacks them. They badly wound him. Then they head off to Castle Ravenloft and reconnoitre. Find the cliffside windows to the cellar level. Rappel down, smash through the windows, find Stradh's coffin, and stake him.
We had enough time left in the evening to play a game of Conquest of the Empire.
Are you sure that they weren't already familiar with the adventure?
Wow, who knew that Ravenloft speedruns were a thing? :D
Quote from: RPGPundit;1046361Are you sure that they weren't already familiar with the adventure?
Yep. This was when Ravenloft first came out. None of the other players were DMs or bought adventures. They didn't play in other groups. And of course it was long before the internet.
This was an old-school group. Ruthlessness, stealth, and reconnoitring were standard operating procedures.
Quote from: RPGPundit;1044632Yeah, I think the last time I ran it, it took my players something like three sessions to get through the original Ravenloft.
Four or five sessions for my group, but I was using RM4
House of Strahd, plus, those sessions tended to run short. It ended in a TPK at the hands of Strahd himself down in the crypts.
Quote from: Krimson;1044100I'd recommend going to a used bookstore, picking up the first Ravenloft novel and maybe I, Strahd. Then read them. :D
This right here.
'I, Strahd' is actually pretty entertaining too! A definitely stand-out from typical game-inspired novels.
Quote from: tenbones;1046419This right here.
'I, Strahd' is actually pretty entertaining too! A definitely stand-out from typical game-inspired novels.
I personally prefer the version of events in
Vampire of the Mists, but I prefer Golden's more archaic, melodramatic Strahd to Elrod's more modern and snarky Strahd.
Quote from: Armchair Gamer;1046423I personally prefer the version of events in Vampire of the Mists, but I prefer Golden's more archaic, melodramatic Strahd to Elrod's more modern and snarky Strahd.
If it's for a Halloween game, there is more than enough time to read both. :)
Quote from: Armchair Gamer;1046423I personally prefer the version of events in Vampire of the Mists, but I prefer Golden's more archaic, melodramatic Strahd to Elrod's more modern and snarky Strahd.
They were both fun.
And how about 'Knight of the Black Rose'? I honestly loved that book. Lord Soth vs. Strahd. So much fun.
Quote from: tenbones;1046440They were both fun.
And how about 'Knight of the Black Rose'? I honestly loved that book. Lord Soth vs. Strahd. So much fun.
I certainly enjoyed that one. Soth felt better in Ravenloft than on Krynn.
Quote from: Haffrung;1046414Yep. This was when Ravenloft first came out. None of the other players were DMs or bought adventures. They didn't play in other groups. And of course it was long before the internet.
This was an old-school group. Ruthlessness, stealth, and reconnoitring were standard operating procedures.
I call Shenanigans. Unless the DM was horrendously bad at keeping certain information secret, the players should not have known that the girl is the reincarnation of his lady love. This is not apparent, or should not be made apparent. Secondly, Strahd would not just 'show up'. He'd wait until the PC's were vulnerable and then set them on fire or something. He's an incredibly big bag of HP, he would last longer than any mid level party. He's not stupid.
Im not that interested in the 5e version since I don't run it. The 3,5 version was too dense for me and the 5e seems even more so. But I am a bit curious about how orignal I6 Ravenloft compares to House of Strahd. I have no nostalgia for either 1ed or 2ed AD&D per se so it is not a factor for me. I want to run it with some OSR rule set anyway and may or may not run it as connected to the broader Ravenloft setting.
Quote from: Teodrik;1046813But I am a bit curious about how orignal I6 Ravenloft compares to House of Strahd. I have no nostalgia for either 1ed or 2ed AD&D per see so it is not a factor for me. I want to run it with some OSR rule set anyway and may or may not run it as connected to the broader Ravenloft setting.
House of Strahd is pretty much "I6: Special Edition." You get guidelines for running the module with either 10th-level or 16top-level Strahd (with encounter options scaled to match either general power range), some polishing of the descriptions, some expanded fortune-telling stuff, and a few other bells and whistles.
Quote from: Teodrik;1046813Im not that interested in the 5e version since I don't run it 5e. The 3,5 version was too dense for me and the 5e seems even more so. But I am a bit curious about how orignal I6 Ravenloft compares to House of Strahd. I have no nostalgia for either 1ed or 2ed AD&D per see so it is not a factor for me. I want to run it with some OSR rule set anyway and may or may not run it as connected to the broader Ravenloft setting.
I once ran a game called Maidenloft. It was, as you could guess, a Mashup of MAID and Ravenloft. The maids were in the service of Strahd. I ran it using Mutants and Masterminds 3e, and the game was basically castle defense, with the maids fighting an angry mob of Paladins, Clerics, and Nuns with nunchuks with a bunch of peasants with torches and pitchforks. There was no romance or any of the content people complain about in MAID.
Anyhow, I have a point to this. One of my favorite Ravenloft settings is Gothic Earth from Masque of the Red Death. So for Maidenloft, I took some of the Dread Domains and dropped them in Gothic Eastern Europe. I did this purely because I thought it would be fun to have a setting where Strahd and Dracula were neighbors. Here's the map (http://s415.photobucket.com/user/KrimsonGray/media/Maidenloft/GothicEasternEurope2a.jpg.html) I made with Google Earth and Paint Shop Pro 7 with fun filters from Photobucket when Photobucket had fun filters. Yes, I did add Latveria because I also had the Doctor Doom boxed set for the old Marvel Superheroes game, which I ended up giving to a friend who loved Doom more than I ever will. That version of Victor Von Doom was quite Steampunk and one of the maids was a Steampunk android that he made.
I took I6 Ravenloft down last night and looked through it for the first time in years. I've had this module since it was originally released. I've read it a few times. I've even played it a couple of times. I've never thought it was particularly special. When I read it originally, nothing made an impression on me. When I played it, the GMs ran it as a generic dungeon crawl.
I blame the opening "room" of the castle. As soon as you walk in the courtyard, you're going to get attacked by 4 monsters that come across as gargoyles but are statted as very young red dragons. It sets a tone for the castle, and that tone is that it's time to start hackin' away. I know when I played, as soon as this encounter occurred, I went into traditional "D&D mode" of just going down corridors, choosing doors, and looking for the next monster to kill and take their stuff. It also set the tone as I was reading. As it happens very early on, it historically made me look at the rest of the module as nothing more than the typical keyed monster encounter box.
You know, I NEVER noticed the Guardian of Sorrow? Not once in all these years had I ever noticed that or encounteed it in either playthru. I don't know how the hell I missed it. There's tons of atmospheric stuff in the module which I always just skipped over because of the aforementioned shift in tonal assumption.
I also found myself wondering how characters are expected to approach solving it. I think in one playthru the GM didn't even notice the note the one spiral staircase is blocked. In another playthrough, I seem to recall finding the secret door in the office which led down to the crypt. Looking at it now, I wonder if maybe the intended way to get down to the crypt is to go all the way up to the top of the high tower and then either feather fall or rappel down the shaft?
Quote from: Gabriel2;1046879When I played it, the GMs ran it as a generic dungeon crawl.
I'm guessing this was the case of the guy who did the 1.5 hour speed run.
Quote from: Krimson;1046880I'm guessing this was the case of the guy who did the 1.5 hour speed run.
Not looking at the module as I type this, but going on memory.
Assuming the DM described things well and the players were observant, I can see the party noticing the windows on the crypt level. In fact, if one goes to a specific area of the castle and looks over the cliff, the windows are pointed out in boxed text.
I'm not going to comment on the whole thing about using the girl as bait. I don't recall much about that part of the module. I don't think it was used in my playthrus. But if it's fairly obvious the girl is being targeted by the vampire, then it does seem like players would realistically use that as a way to lure the vampire out.
However, after a party rappels down and crashes through the windows, I think the only exit from the room they find themselves in is a stairway going up. Halfway up this stairway is a landing with a golden energy field blocking the way. This field can only be passed by characters of lawful good alignment.
Now, since this is the daytime and Strahd has been wounded, he wouldn't be in that room when the PCs crash in. He'd be over in his crypt room in his coffin. To get there, I think the PCs need to go through the LG only energy field. So were all the PCs of lawful good alignment, or was that particular force field just ignored?
And from a dungeon design perspective, how does Strahd get through the energy field to go to that room?
Maybe there's an alternate passage, but I don't remember.
Quote from: Krimson;1046880I'm guessing this was the case of the guy who did the 1.5 hour speed run.
Yeah. There was literal no thought on the part of the DM, from what I could tell.
Quote from: Gabriel2;1046879I took I6 Ravenloft down last night and looked through it for the first time in years. I've had this module since it was originally released. I've read it a few times. I've even played it a couple of times. I've never thought it was particularly special. When I read it originally, nothing made an impression on me. When I played it, the GMs ran it as a generic dungeon crawl.
I blame the opening "room" of the castle. As soon as you walk in the courtyard, you're going to get attacked by 4 monsters that come across as gargoyles but are statted as very young red dragons. It sets a tone for the castle, and that tone is that it's time to start hackin' away. I know when I played, as soon as this encounter occurred, I went into traditional "D&D mode" of just going down corridors, choosing doors, and looking for the next monster to kill and take their stuff. It also set the tone as I was reading. As it happens very early on, it historically made me look at the rest of the module as nothing more than the typical keyed monster encounter box.
You know, I NEVER noticed the Guardian of Sorrow? Not once in all these years had I ever noticed that or encounteed it in either playthru. I don't know how the hell I missed it. There's tons of atmospheric stuff in the module which I always just skipped over because of the aforementioned shift in tonal assumption.
I also found myself wondering how characters are expected to approach solving it. I think in one playthru the GM didn't even notice the note the one spiral staircase is blocked. In another playthrough, I seem to recall finding the secret door in the office which led down to the crypt. Looking at it now, I wonder if maybe the intended way to get down to the crypt is to go all the way up to the top of the high tower and then either feather fall or rappel down the shaft?
Hence why I've always contended that Ravenloft is simply a bad fit for D&D.
And what kind of moronic, diabolically incompetent blood sucker PUTS WINDOWS IN A CRYPT???
Quote from: Christopher Brady;1047116Yeah. There was literal no thought on the part of the DM, from what I could tell.
Hence why I've always contended that Ravenloft is simply a bad fit for D&D.
And what kind of moronic, diabolically incompetent blood sucker PUTS WINDOWS IN A CRYPT???
Just to be able to shill with a relaxing bath of moonlight those nights when he just want to stay in his crypt with feelz and self-pity? He's is tragically romantic after all.
Quote from: Christopher Brady;1047116And what kind of moronic, diabolically incompetent blood sucker PUTS WINDOWS IN A CRYPT???
Whose to say Strahd put them there. The Dark Powers might have made modifications.
Quote from: Krimson;1047193Whose to say Strahd put them there. The Dark Powers might have made modifications.
I'd say it's more likely they predate the transformation and are a homage to some bits from
Dracula.
Quote from: Armchair Gamer;1047195I'd say it's more likely they predate the transformation and are a homage to some bits from Dracula.
Also I seem to recall that the Castle Ravenloft existed before he took control, while still human.
Uhm, crypts don't have windows usually. Typically they're underground too, but even above ground ones are sealed, especially the ones designed to hold the dead. And that's in the real world, where undead haven't been confirmed as existing, except my mom, but that's only before she's had her cup of coffee. In a world where undead DO exist, even BEFORE Strahd became Dracula, they wouldn't put windows on a crypt because it's likely believed that the Night empowers Undead and sealing them away protects the dead for their eternal 'rest'.
So again, killing Strahd in 1.5 hours? Shenanigans!
Quote from: Christopher Brady;1047198So again, killing Strahd in 1.5 hours? Shenanigans!
It doesn't sound like the player's fault. Funny thing is, treating it like a dungeon crawl really doesn't bug me about that story so much as the time thing. The reason is, if I spend money on a module, I want to get more than 1.5 hours of fun out of it. :D
Quote from: Krimson;1047204It doesn't sound like the player's fault. Funny thing is, treating it like a dungeon crawl really doesn't bug me about that story so much as the time thing. The reason is, if I spend money on a module, I want to get more than 1.5 hours of fun out of it. :D
It's clearly a DM problem, and I'm with you. S'why I like the 5e Into The Abyss adventure, simply because it has a couple of sections I can use over and over and never have to touch the adventure itself.
Quote from: Christopher Brady;1047116Yeah. There was literal no thought on the part of the DM, from what I could tell.
This was over 30 years ago: I was 16 years old, and probably stoned. So no, not the masterful management of mechanics and theme, and fluid improvisation that I demonstrate today :rolleyes:
Nonetheless, the dungeon had some serious flaws, and those flaws were exploited by players who hadn't learned (and didn't care to learn) how to properly play a story-driven D&D adventure. It was Ravenloft, along with Rahasia (another Hickman module) that showed our group that published TSR adventures have moved far from our preferences. Those were the last two TSR modules we played for almost 15 years.
Quote from: Haffrung;1047214This was over 30 years ago: I was 16 years old, and probably stoned. So no, not the masterful management of mechanics and theme, and fluid improvisation that I demonstrate today :rolleyes:
You were stoned? That explains it then. :D At the end of the day, did you all have fun? If yes, perfect. If not, oh well. Not my right to pass judgement. I can however, question!
Quote from: Haffrung;1047214Nonetheless, the dungeon had some serious flaws, and those flaws were exploited by players who hadn't learned (and didn't care to learn) how to properly play a story-driven D&D adventure. It was Ravenloft, along with Rahasia (another Hickman module) that showed our group that published TSR adventures have moved far from our preferences. Those were the last two TSR modules we played for almost 15 years.
OK, if you're going to claim that the original Ravenloft is flawed... I can't argue. Like, at all.
Quote from: Haffrung;1047214It was Ravenloft, along with Rahasia (another Hickman module) that showed our group that published TSR adventures have moved far from our preferences.
I ran Rahasia (in 3e, ca 2008) pretty much as a regular dungeon crawl. Only real issue I recall was the annoying teleporters and a couple annoying players.
Quote from: Haffrung;1046414Yep. This was when Ravenloft first came out. None of the other players were DMs or bought adventures. They didn't play in other groups. And of course it was long before the internet.
This was an old-school group. Ruthlessness, stealth, and reconnoitring were standard operating procedures.
Still, pretty effective even by those standards.
Quote from: Gabriel2;1046879I took I6 Ravenloft down last night and looked through it for the first time in years. I've had this module since it was originally released. I've read it a few times. I've even played it a couple of times. I've never thought it was particularly special. When I read it originally, nothing made an impression on me. When I played it, the GMs ran it as a generic dungeon crawl.
I blame the opening "room" of the castle. As soon as you walk in the courtyard, you're going to get attacked by 4 monsters that come across as gargoyles but are statted as very young red dragons. It sets a tone for the castle, and that tone is that it's time to start hackin' away. I know when I played, as soon as this encounter occurred, I went into traditional "D&D mode" of just going down corridors, choosing doors, and looking for the next monster to kill and take their stuff. It also set the tone as I was reading. As it happens very early on, it historically made me look at the rest of the module as nothing more than the typical keyed monster encounter box.
You know, I NEVER noticed the Guardian of Sorrow? Not once in all these years had I ever noticed that or encounteed it in either playthru. I don't know how the hell I missed it. There's tons of atmospheric stuff in the module which I always just skipped over because of the aforementioned shift in tonal assumption.
I also found myself wondering how characters are expected to approach solving it. I think in one playthru the GM didn't even notice the note the one spiral staircase is blocked. In another playthrough, I seem to recall finding the secret door in the office which led down to the crypt. Looking at it now, I wonder if maybe the intended way to get down to the crypt is to go all the way up to the top of the high tower and then either feather fall or rappel down the shaft?
Well the Dragon Gargoyles are not supposed to attack you when you enter the castle. They are supposed to attack you when you leave. So your DM didnt read the adventure.
Here's a new suggestion:
I Didn't read all the replies, but Dungeon Magazine #50 (Nov/Dec 1994) had an adventure called Felkovic's Cat. It's one of my favs. Players end up in a realm controlled by a baron, who is really a vampire (he can also shape change into a panther, and there is a really good back story as to why). Everyone in town toils on his behalf, except for one wizard who plans to kill the baron vampire with a Figure of Wonsterous Power, a cat, that he creates. However vampire kills him before cat can kill the vampire. Adventure starts with players coming in from some other place and they find the figurine. There's so much I could say about how great this story is, but suffice it to say that in my opinion it is well written and not always predictable.
See if you can get it and have a look.. You could do it in one long or two sessions. As a bonus, that magazine also has another one of my favorites called Back to the Beach. Low level mystery for D&D and combat is not the way to solve the problem . . Or at least not the best.
Good luck.
Look at that . . . Dungeon #50 is Archived online. Admin please delete if I'm violating a rule.
https://annarchive.com/files/Dungeon%20Magazine%20%23050.pdf
Quote from: RoboFrog;1051075Well the Dragon Gargoyles are not supposed to attack you when you enter the castle. They are supposed to attack you when you leave. So your DM didnt read the adventure.
Welcome to theRPGsite, RoboFrog!