Showing posts with label Halloween Extravaganza 2. Show all posts
Showing posts with label Halloween Extravaganza 2. Show all posts

Friday, July 31, 2026

91 Days Until Halloween 2026!

91 Days Until Halloween!

 

 

 

   

 Prologue

 

     I have a deep and abiding love of Halloween.  I don't always dress up.  I don't always go 

out for a party.  But I do observe.

    The last several years, I've put my seasonal efforts into my Halloween RPG sessions.  

In 2023, I ran my own version of a One Night in Castle Ravenloft, inspired by a video and 

article by Mike Shea and an article by James Introcaso.  I run my game in a 2 hour time slot, 

so I stretched the "One Night" into a "Three Night" version and my players enjoyed the brief 

visit to Barovia's most famous castle.  I called it "Halloween Extravaganza 1".  I think the 

articles' assumptions are that these will be "One Shot" games, but I chose to fold the event 

into my campaign

    The next year, 2024, I asked if they would like to return and they said yes.  I anticipated 

a deeper dig into the setting by my players and I haven't been disappointed; we're 

technically still playing "Halloween Extravaganza 2", nearly two years later.  They are no 

longer in Barovia, the campaign has pushed into other Domains of Dread.

    In both instances, I began planning those Halloween games in the summer months.  A 

poll on Youtube recently asked when DMs begin preparing for their Halloween RPGs.  I 

think their were 3 options: several months before, several weeks before, or no preparation 

at all.  I obviously fall into the early prep category.  

    I began planning for "Halloween Extravaganza 1" several months before because as I 

mentioned above, I folded this into my already almost 2 year old campaign.  My players 

were exploring the megadungeon Dwimmermount with their many hirelings when I used 

the Mists to abduct 4 characters while they were sleeping (the hireling on watch didn't 

notice the disappearance of the 4).  The 4 characters woke up in a moving carriage with 

Madame Eva, she gave them a modified Tarokka Card reading (you edit the card deck to 

only include cards that are associated with a location in Castle Ravenloft) before the 

carriage stops in the courtyard of Castle Ravenloft.  Over the 3 sessions of 

"Halloween Extravaganza 1" the 4 characters meet Rahadin, Ireena, and Strahd.  

Ireena leads them to 2 of the item locations and they discover the 3rd on their own.  A 

few tough fights with vampire spawn in the crypts before the end game where they 

fought smart and had some luck in killing Strahd and 3 of his brides.  They 4 characters 

are whisked away by the Mist and awaken back in Dwimmermount just as the rest of the 

adventuring party is stirring after the night's rest.  They know they went somewhere and 

have several items to prove it, but I left the event inexplicable and they continued to 

explore Dwimmermount and it's wonders for a year of game sessions.

    Taking us to the prep that I began in the summer of '24 to set the tone for a return to 

Barovia.  I did this by having 3 of the characters dream about some scenes occurring in 

Castle Ravenloft, then the wider domain of Barovia.  The 4th character did not dream of 

Barovia, because I decided the domain was blocking/or blocked by her due to her using 

the Sun Sword to deal the killing blow to Strahd.  Another character would be chosen by 

the player to take into Barovia when the time came.  Helping Ireena would be the 

emphasis/hook for "Halloween Extravaganza 2".  The next bit of prep work was for me to 

go over the CoS book and get a handle on what NPCs and locations were interesting to 

me and edit out or de-emphasize the material I didn't want to work with such as the 

Mad Mage of Mount Baratok.  I liked Vallaki, especially the Blinsky Toy Shop and the 

Ireena dolls hook with another NPC in the town.  Other locations that were prominent 

were the Wizard of Wines, Krezk, Yester Hill, Berez, the Vistani Camp near Vallaki, and 

Lake Zarovich.  

    The week after Halloween 2025, their time in Barovia culminated in the attempted 

wedding they arranged between the Flesh Golem Vasilka and Strahd (who was 

inexplicably resurrected in the form of a tiny puppet).  Uninvited wedding crashers 

kill the bride to be, abduct puppet Strahd, and escape the domain of Barovia.

    Informed by a 2nd Tarokka Card Reading (technically it was the 3rd) that points to 

several magic items and an ally scattered throughout several Domains of Dread.  

These will be beneficial towards hunting down Strahd and his accomplices, who 

themselves have decamped to Nevuchar Springs in Darkon.  Since November '25, 

the campaign has picked up their ally in Lamordia, the Cloak of the Bat in Bluetspur, 

Mother Luba's Tarokka Deck in Darkon, and now they pursue the Vorpal Sword in 

Borca.  It is in pieces, each in the hands of a different Borcan noble family.  The PCs 

have just begun to visit different estates as the Summer Garden Party Series begins.  

I don't have a plan for the next 13 to 14 sessions beyond wrapping up the 

Summer Garden Party Series arc of the campaign by late October.  I don't know how 

entwined in the milieu of Borcan society they'll be by the time they've acquired the 

3 pieces of the Vorpal Sword, but the 2 Darklords are already interested in the party 

of newcomers.

    They feel like they have unfinished business in Darkon, so at some point the 

campaign will return to that domain. 

 

Main Vein

 

What are some collected thoughts I have on preparing for a Curse of Strahd 

focused Halloween game?  

  1.     Knowing that the session duration and interval schedule of our 

    campaign lent itself to a 3 session adventure arc the first time around.  

    I think if you want to run it as a one-shot, you probably want to give 

    yourself 4-6 hours total to introduce the situation/do the Tarokka Deck 

    reading (1 hourish), give the party the "middle portion" of the session 

    (2-4 hours) to explore Castle Ravenloft and hopefully acquire some 

    helpful artifacts, then give yourself the last hour of the game to fight 

    Strahd and whoever else you want to back him up from the Castle 

    Ravenloft denizens.  

  2.    The second time the campaign went to the Ravenloft setting, I seeded 

    dream sequences to establish some mystery and NPC faces in the PCs 

    minds before they are brought back to help Ireena, who I was portraying 

    as having taken possession of Castle Ravenloft after Strahd's death.  

    Strahd's allies pose a threat to the young noblewoman.  

  3.     For the second time around I was looking to run this from Halloween '24 

    to Christmas/New Year '24, so roughly 8-10 sessions at our weekly rate.  

    The players' interest in the setting and emerging situations have extended 

    it much further, so if you view expansion past the projected 2 month arc as a 

    failure, then I'm in some sort of mass effect, where I don't know when I can 

    turn the ship.  

  4.     Be ruthless about editing parts of the adventure that you don't like.  My 

    example is the Mad Mage.  Gone.  

  5.     I had PCs that were mostly 9th level or higher the second time around.  

    Therefore I skipped the village of Barovia, because Vallaki had more to offer 

    for my players to interact with as they solved the creepy Ireena doll mystery 

    that was my intro for the second time in Barovia.

  6.     Take that opportunity with the Wizard of Wines adventure with the gems, 

    to put the 3rd gem they don't give you a location for somewhere that causes 

    some kind of exploration or social navigation.  I placed it in the Flesh Golem 

    Vasilka. 

  7.      The second time around, I went for as long as possible without looking 

    outside the CoS adventure, MM, DMG, and PHB.  After about 8 months, I 

    began looking at a couple of Ravenloft Youtube creators and got a few 

    supplements to help me run up to the Failed Wedding crescendo in late 

    October early November of '25.

  8.      Two of those supplements, Van Richten's Guide to Ravenloft and the 

    Second Tarokka Reading, led to the Domain hopping phase of the campaign.  

    This has led to 9 sessions in Lamordia, 3 sessions in Bluetspur, 10 sessions in 

    Darkon, and 7 sessions in Borca.  They aren't finished with their goals in Borca, 

    so more sessions to come!

  9.      Van Richten's Guide to Ravenloft contains it's own haunted house type 

    adventure, the House of Lament, that I ran very recently.  If you wanted an 

    alternative to Castle Ravenloft for a Halloween one-shot game, this is a 

    solid choice.  I ran it over 4 two hour sessions, so roughly 8 hours.  I think 

    it could be run in a shorter time slot.  Since I'm folding it into my wider 

    campaign, I modified the intro, the NPC allies, and the resolution, but used 

    the map, seance intervals, and hauntings.  I think my adaptation probably 

    added at least an hour, if not two hours, so a House of Lament one shot 

    might be achievable in 5 or 6 hours if you tighten up the pacing.

  10.       I ran the Old Bonegrinder location from Curse of Strahd, and I think that 

    would make a great Halloween one-shot!  Maybe I'll expand on that in a later 

    essay.  

      

  Epilogue   

    Find some friends who will let you run crazy never-ending Halloween themed 

RPGs for them, and you too can find yourself babbling about it on the internet;) 

Monday, July 27, 2026

Ox --->Tiger --->Rabbit --->Dragon --->Snake --->Horse Campaign Session #230

A heated discussion on crab matters at Lord Amthor's dinner table.

 

 

 

Session 230- A Return to Barovia Part 80; Borca 7

7/26/2026

  • Team Rams and Dmitri Nuikin travel from the Ritter Estate 

    back across the Vasha River and south towards Lake Balaur 

    and Ocrotire Estate.

  • Along the way, they encounter a group of thugs holding up a 

    noble’s carriage and they “deal with” the thugs and meet two 

    young couples that are traveling to Nuikin Estate to visit 

    Dmitri’s sister Anya.  Oscar Pretorius teases Dmitri about 

    missing last season’s Summer Garden Party Series before 

    they part ways.

  • Team Rams examined the bodies of the thugs to see if they 

    could ascertain whether these guys had any involvement in 

    Mimsy Ritter disappearance.  No clues point to that.

  • Team Rams continue on towards Ocrotire and the road takes 

    them closer to the large Lake Balaur.

  • At the Ocrotire Manor house on the south end of the lake, 

    they meet the butler, the maid, Lord Amthor Ocrotire, and 

    Mimsy Ritter.  Mimsy has been busy updating and altering 

    the many costumes and outfits in Lord Amthor’s wardrobe.  

    He’s been stress-eating and nothing fits anymore.

  • While Team Rams are at Ocrotire Estate, they are allowed to 

    visit Lord Amthor’s Menagerie.  He has several strange 

    creatures on exhibit: a Triton, a Yuan-ti, a Faun, and a 

    Displacer Beast Kitten.

  • Dmitri shared the rumor that Lake Balaur contains an aquatic 

    monster swimming in its depths.

  • Team Rams join Lord Amthor for dinner and Mimsy comes to 

    dinner late due to her working hard to complete all of the 

    wardrobe alterations.  The plan is to stay overnight at 

    Ocrotire Estate as guests and then they will accompany Mimsy 

    back to Ritter Estate.

  • Tim sees a Giant Crab down the lake’s shoreline and comments 

    on it inquiring if it is the rumored lake monster.  A strange back 

    and forth ensues with Lord Amthor and Tim having differing 

    opinions on the appropriate size of crabs and how one shouldn’t 

    be ashamed that they came from a land that only contained puny 

    crabs.

  • Lord Amthor goes to bed.  He confides that sometimes he gets up 

    in the middle of the night to visit his creatures and won’t be upset if 

    any of the guests are so inclined.

  • 4 Thugs killed = 400 XP

  • 3000 CP = 30 XP

  • 22 Large Spinel Gems, 750 GP each = 16,500 XP

  • 26 Jewelry Pieces 400 GP each = 10,400 XP

  • Total XP = 27,330 XP

  • Tim and Fecus each receive 9110 XP

  • Gugula and Shelby each receive 4555 XP







Monday, July 20, 2026

Ox --->Tiger --->Rabbit --->Dragon --->Snake --->Horse Campaign Session #229

 

Ritter Estate Hunting Cabin


Session 229- A Return to Barovia Part 79; Borca 6

7/19/2026

  • A scream is heard from Victor’s room in the middle of the night.  

    Tim and Fecus respond to the attack on Victor.

  • Victor’s room is filled with poison gas and a pale, dark-veined 

    woman is trying to escape through the window.

  • Tim casts Telekinesis on the figure and pulls her into melee 

    range of himself and Fecus.  A quick skirmish ends with Tim 

    casting Sleep on her.

  • The Abbot responds during the conflict to remove Victor by 

    flying him out the window of the bedroom.

  • Dmitri arrives at the conflict as the assassin is subdued by 

    Tim’s magic.  Tim and Fecus want to interrogate her; Dmitri 

    suggests the oubliette under the wine cellar in the basement 

    of the house.

  • Dmitri leads Tim and Fecus and their prisoner downstairs 

    through the wine cellar and shows them the hidden trapdoor 

    in the floor and the key to it that hangs on a peg nearby.

  • Dmitri emphasizes the importance of staying quiet and 

    keeping the area clean to minimize the possibility of 

    upsetting Vera, who is focused on preparing the household 

    for its upcoming Summer Garden Party Series event.  He 

    then returns upstairs.

  • Tim and Fecus wait for the assassin to wake up.  When she 

    does, she tries to poison them from her position in the 

    oubliette, but Tim and Fecus were expecting her to do 

    something like that and they are able to step away from the 

    locked grate in the floor and avoid her poison gas cloud.

  • They have a strange conversation with her, trying to ascertain 

    her motives to injure Victor.  She tells them that she was 

    following their group and picked Victor to target, because she 

    saw him as the weakest link in the party.  Tim casts ESP on 

    her while Fecus continues questioning her.  They learn she is 

    not motivated by gold, but a different currency that is not 

    available to them.  Tim is able to get a visual of immense 

    gardens and a veiled figure who appears to control the 

    gardens and adjacent perfumery.  From what they have 

    learned about the Darklords of Borca in their brief time in 

    the domain, they suspect that the figure and gardens are 

    related to Vana Boritsi.  Tim Wizard Locks the oubliette and 

    he and Fecus return to the main floor of the house.

  • When they return to the main floor, they realize that it is 

    breakfast time.  A servant approaches them with letters on a 

    silver platter.  They have received 2 letters, one of them is an 

    invitation to Darklord Ivan Dilisniya’s estate and the other is 

    from Franco Ritter, inviting them to come investigate something 

    at his estate before the Summer Garden Party Series event he 

    is hosting within the week.

  • Anya, the youngest sister, tells Team Rams that Vera, Aurek, 

    and Natalia have left the estate to complete administrative tasks 

    in the city of Sturben.  She gives them a warning that 

    Lord Ivan Dilisniya is so very boring.  Dmitri offers to accompany 

    Team Rams to either the Ritter Estate or the Dilisniya Estate; 

    he's eager to get out of the party planning and social stress of his 

    own household.

  • Team Rams and Dmitri have breakfast and then pack up and 

    leave Esecklae.  Their trip is uneventful as they travel through 

    the Founder’s Forest.

  • They cross the bridge over the Vasha River and begin 

    approaching the hunting cabin they were instructed to meet an 

    employee at as per the letter’s instructions.  Dmitri is familiar with 

    its location; he used to hunt with his brother-in-law Charlie Ritter 

    when Charlie was still alive.

  • Arriving at the hunting cabin, Dmitri knocks and calls out for Mario, 

    the Ritter Estate employee they are supposed to contact.

  • No response at first, then the door quickly opens and Dmitri is 

    pulled inside and the door is slammed shut in the rest of the 

    Team’s faces.

  • Team Rams immediately break into a weird scene going on in 

    the cabin.  There is a summoning circle with a demonic ooze 

    (Adult Oblex) sitting in it.  It is wearing the face of a skeleton and 

    it says “You shouldn’t be here”.  The other weird part is there is a tall, 

    gaunt man standing in the corner over the limp figure of Dmitri, 

    who was chloroformed or otherwise made unconscious.

  • The ooze begins to move outside the circle, inching towards Tim.  

    Tim casts Faerie Fire on the creature and Team Rams quickly kill it.  

    The man in the corner seems sad that the creature is deceased, 

    saying that it was helping him remove painful memories from his mind.  

    He allows Team Rams to collect Dmitri and revive him from his 

    unconscious state.

  • Dmitri suggests that they go talk to Franco Ritter directly, to find 

    out what is really going on here.

  • They leave the hunting cabin, and arrive at the golden arch marking 

    the entrance to the garden of Vetistiqua, the Ritter Estate proper.  

    Waiting at the arch is Franco Ritter who explains that his daughter, 

    Mimsy, has gone missing and he needs her found before the 

    Summer Garden Party Series event in less than a week.  This is 

    the year of her debut.  He is also concerned that the estate needs 

    some slimes and oozes cleaned up before the party.  Team Rams 

    agree to help Franco Ritter find Mimsy and if they have time after that, 

    they will help eradicate the menaces corrupting the estate.

  • Ermordenung (Nostalia Romaine) imprisoned and interrogated = 

    1800 XP

  • Adult Oblex killed = 1800 XP

  • Total XP = 3600 XP

  • Tim and Fecus each receive 1200 XP

  • Gugula and Shelby each receive 600 XP