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| No Game This Week |
The three of us didn't game this last Sunday or Monday. Hopefully the stars align next week!
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| Welcome to Old Bonegrinder |
This location was indicated as “of interest” to the PCs because of a Tarokka card reading they received. The card suggested a location for a magic item they were seeking. I telegraphed the danger in a few ways. First, they learned of a dead body found at the crossroads of the Svalich Road and the path to Old Bonegrinder. Then, when they arrived, a raven told Tim about the Hags inside when he cast Speak with Animals on the bird.
The party spent two and a half two-hour sessions at Old Bonegrinder, so roughly five hours of play at the location. That leads me to think this could fit into a Halloween One-Shot for DMs looking for an alternative to Castle Ravenloft. Thematically, Hags baking “treats” in a manner that reminded me of the Hansel and Gretel fairy tale gives me Halloween vibes. The Hags and their duplicitous friendliness baited my players into conflict quickly, another useful trait for any One-Shot game, IMHO.
When the Hags had sustained massive damage, they used spells to escape. I had them return about a dozen sessions after their initial encounter, to dramatic effect. They make excellent recurring villains in a campaign.
I tend to disregard level suggestions, and I did so with this adventure, which is suggested for 4th-level 5e characters. My PCs were higher-level Lamentations of the Flame Princess characters, ranging from 5th to 9th level, and the Hags were still formidable.
Here are the links to those sessions:
The adventure location is nicely contained to a four-level windmill. If you need to have a bit more to explore, there is also the nearby megalithic stone circle. The Hag coven baking psychoactive pastries out of children is horrific. The Hags make memorable and formidable NPC villains/monsters. Their only minions or companions are a Dretch and a Swarm of Toads.
The children still alive and held captive make for an emotional hook to the adventure. Their parents or guardians can be the quest-givers. If children in immediate danger aren't going to work for your group, then finding a dead adult body with a half-eaten pastry at the crossroads of the Svalich Road and the path to Old Bonegrinder might be a way to introduce the situation.
Consider introducing the Hags in their human forms and having them banter with the PCs before any combat; I particularly enjoyed roleplaying the Hags! They’re intelligent, powerful, and intent on their own survival. They should be brutal with their spell attacks, but also willing to bug out if the PCs are getting the upper hand.
After you defeat or drive off the Hags, the structure can be explored, and the children, Freek and Myrtle, can be rescued. Treasure is minimal, which was fine in my case because I added a magic item that was the main hook for my players. Treasure is tweakable; it’s also a great motivator or hook for some groups.
I enjoyed running Old Bonegrinder in my campaign, and I would love to run it again. It works at the campaign level, but it is simple yet interesting enough to work well as a Short Campaign or Halloween One-Shot.
What I particularly like about Old Bonegrinder is that it doesn't require a lot of preparation or a complicated setup. You have a memorable location, a clear and horrific situation, dangerous villains, and children who need rescuing. If the Hags survive, you also have the beginnings of a recurring threat waiting for you later in the campaign.
A memorable location, a horrific situation, dangerous villains, and a potential recurring threat—all packed into one creepy old windmill.
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| Operation Alibi begins... |
Session 237- A Return to Barovia Part 87; Borca 14
9/28/2026
Awakening at Degravo in the morning, Team Rams find invitations
to Free Continental Breakfast in the Morning Parlor. They go
downstairs to redeem.
Alyna presents the letters that have arrived for them that morning.
The first letter is from Principal Ivliskova disinviting Team Rams to
the Ivliskova Summer Garden Party.
The second letter is from Vera Nuikin-Tatenna apologizing for their
disinvitation to the Ivliskova Garden Party in 2 days. She promises
them they are still invited to the Tatenna Summer Garden Party and
invites them to come stay at Nuikin Estate before the Tatenna Party.
The third letter is from Katya Nuikin-Ritter. She invites Team Rams
to visit her at her new residence at Praetorius Estate. She says any
time works, but suggests it’s in their interest to do so before the
Tatenna Summer Garden Party in 9 days.
Rams discuss what to do next. They decide that they will infiltrate the
Ivliskova Garden Party while simultaneously running an
Alibi Operation.
The party will split into 3 groups:
Tim and Fecus
Shelby, Elise, Victor, and Quintinus
Gugula, the Abbot, and Eogan
The Shelby, Elise, Victor, and Quintinus group takes the short trip to
the village of Lechberg. They post up at the Wolves Bowl and order
wine and lunch.
Tim, Fecus, Gugula, the Abbot, and Eogan travel south. Along the
way they notice a castle and a fallen sign pointing to “Scholomance
Magic School”. Very late in the evening they arrive at Vor Zyden and
the Eels’ Grail is the only thing open that late.
Watches are set.
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| Happy Belated Aries Full Moon! |
Our usual Sunday night game is rescheduled to tonight, Monday. The notes from the game tonight should be ready to post tomorrow morning. Before I get into my game preparation today, I need to go do town errands.
I had a great Full Moon in Aries on my birthday, Saturday. Our weather over the weekend was really beautiful and sunny. I know there will be fewer of those as the autumn progresses. As an Aries Rising, Libra Sun native, the equinoxes are some of my favorite times of the year. All that potential and liminality to behold! The Aries Rising part of my chart wants to tell you to BE BOLD and COURAGEOUS! NOW! Lol;)
Teasers for the week: on October 1st, you'll find a new article here on the blogger. It's another installment in my Halloween Haunted Houses of Ravenloft series. Over on my Substack, my latest Sololoft video was posted last week. For those that don't know what Sololoft is, I'm doing a mash-up of Ravenloft setting + Shadowdark/Solodark rules. Heavy emphasis on the Tarokka deck; I'm using it for helping create characters and choose locations.
Have a great week friends!
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| Host of Degravo Playhouse, Ivan Dilisnya |
Session 236- A Return to Barovia Part 86; Borca 13
9/21/2026
Along the way to Degravo, Team Rams give a hype pitch to Quintinus
and Eogan and an additional 10 GP each.
At the bottom of the driveway up to Degravo (the Dilisnya Estate),
a family of bears appear to be having a picnic in the last grove of
trees before the treeline.
The dog that followed Team Rams through the Borcan countryside
positions itself between them and the Teddy Bear Picnic and barks
in a warning way and tries to herd Team Rams away from the scene.
Team Rams push forward to investigate a little more closely and the
dog runs away.
As they get closer to the “Teddy Bear Picnic” they realize that the
figures are clockwork manikins and their food and drink is spoiled
and rotting. A cloud of insects seems to be attracted to the feast.
Team Rams decide not to investigate further and climb up the
driveway to knock on the door of the main entrance of Degravo.
A female voice can be heard on the other side of the door, and
the door opens. Alyna Dilisnya (Ivan’s manikin “daughter”) invites
them into the entrance hall and escorts them into the concession
stand to pick up snacks before the show.
Manikins behind the concession counter serve International Delights
instant coffee and stale pretzels. The Abbot casts Purify Food and
Water on the refreshments and the pretzels become more palatable.
Alyna returns, apologizes for not introducing herself and apologizes
for her bad manners. She then leads Team Rams into the Playhouse
beyond the concession stand.
Rams are seated in the front row of the theater. A curtain opens and
a manikin “magician” puts on a magic show.
After the magic show, the curtain closes and re-opens to reveal a
string quartet of animal headed manikins; Squirrel, Fox, Toad, and
Crow play some songs for Team Rams.
When the string quartet finishes, the curtain closes. Team Rams hear
some thumping and mechanical noises before the curtain opens
again.
When the curtain opens for the last act, Ivan Dilisnya is there in his
mechanical hospital bed. He is excited to meet his guests and quickly
proposes they “play a game” with him.
The game he proposes is a convoluted scheme to embarrass his
cousin Vana Boritsi at a future Garden Party. He dangles the location
of a piece of the Vorpal Sword Team Rams are searching for in Borca
as the reward for participating in the game.
Although Ivan’s appearance is quite monstrous, Team Rams seem
charmed by him and politely discuss Ivan’s schemes with him.
Ivan invites Team Rams to be his guests at Degravo between the
upcoming Summer Garden Party Series events.
Ivan’s mechanical bed starts making an alarming sound and it takes
him away from the playhouse.
Alyna shows Team Rams to the guest rooms of Degravo. They are
decorated according to gender. If you are in a “boys room” the color
scheme is blue and the toys are an adult sized rocking horse and a
set of toy soldiers. If you are in a “girls room” the color scheme is pink
and the toys are the adult sized rocking horse and a doll house set.
Rams set watch. On the first watch, Tim does stretching and memory
exercises in the hall to pass the time. A soldier in a wagon toy comes
rolling down the hall past Tim, cruises to the end of the hall, trunks
around and moves past Tim, noting his position, before returning from
whence it came.
On the second watch, Fecus sorts inventory and uses his X-Ray Ring
to peer into the surrounding rooms. He is able to detect all of his team
members sleeping in their rooms, except the Abbot, who is meditating.
Elise sits the third watch and it is uneventful.
One of the players had to re-schedule due to workload. Instead of the usual Sunday night game, we will play tonight! Later today, I'll be working on my preparation of Ivan Dilisnya's estate, Degravo. The actual play notes from the session should go out some time tomorrow.
Today's the last day of astrological summer for those of us in the Northern Hemisphere. Here in the PNW, it has felt like autumn since September 1st, almost like a switch got flipped. From the hands of Virgo to the Claws of the Scorpion (an ancient term for Libra!), we slip into spooky season. I'm celebrating my birthday later this week with a Full Moon in Aries to beam down upon my aging bones;) Have a wonderful week friends!
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| Man Bats attack! |
Session 6- Taking a Gander at Yander Mountain
9/6/26
Boy and his team bury Beavis and Kevin in Sour Springs Hollow.
The morale rolls for Anders and Tarp are poor; they’re grumbling
about the loss of their friends.
Boy decides to take the long way home. He takes the party to
Ugly Bottom to cash in an invitation to hospitality from the Farlow
family.
They sell a Snakeskin Alter Cloth for 100 GP to the Smith.
They travel the next day to Hark to investigate the rumors of
“Fetch Lights”. In Hark they learn the road around Yander Mountain
is dangerous. A few massacres have occurred in the closest farms
to the road around Yander Mountain.
They walk up to the mountain and discover caves above the road.
They investigate 1 that contains old bear bones. Krishka tells Boy
that the exploration should be put on hold until morale improves
among the party.
They leave the area and have a dicey bridge crossing over the
Drowning River. Luck is spent crossing it. Closer to home, they
see a Giant Buzzard flying above Carrion Peak.
At home, the Hendershot Farm, the corn harvest is in and the still is
getting set up. They remain a few days to help with the Moonshine
batches. Everyone has a chance to heal during this time.
They travel to Green Downs to hire 4 farmboys (10 GP each) and sell
100 GP of gems.
Travelling back towards Hark, they see the Giant Buzzard over
Carrion Peak.
Later on a ridge they are attacked by 5 Man Bats. One of the Man
Bats picked Ciba up and dropped her, injuring her badly. Boy renders
aid to Ciba, stabilizing her.
We ended mid-combat.