Mechanics and Handouts

Sep 18, 2024 11:45 pm
This game uses some unique mechanics that I will explain here. There may be additional information that's GM only that will be revealed when relevant. I'll also keep an updated map here as you explore the castle.
Sep 19, 2024 12:08 am
Unique Mechanics

Stress Level (SL)
Stress Level functions as a variable DC for every roll the player makes. This includes enemy ACs and ability/skill challenge rolls. Your DC for all rolls will be the current Stress Level. I will keep a floating tracker in the game where you can always see the SL and know if you succeed or not. The SL is adjusted based on player actions and at set encounters. For example, rolling a Nat 1, seeing something disturbing, being in the presence of an enemy, or being in total darkness increases the SL. Several factors can decrease the SL: Rolling a Nat 20, enemies rolling a Nat 1, taking a rest and sharing a story from your past, giving in to your Vampirism, and finding a Trinket.

Progressive Vamprism
The PCs have been Cursed with a unique form of Vampirism. It manifests as an intrusive hunger at first, but can be suppressed in its early stage. Every time you feed you:
* Roll 1d6 for a Vampiric Trait and 1d6 for a Vampiric Weakness.
* Gain a d12 Vampiric Hit Die which you roll and immediately add to your current and max hp
* Reduce the SL by 1.

Trinkets
Somehow, items from the Player Character’s past have found their way into the Castle. When a Player Character finds such a Trinket, the Player who found it must describe how this relates to their Character’s past life. Each grants the following to that particular PC:
* Gives a little bit of resolve to that Player Character, healing that character to max hp and granting a 1d6 Trinket Hit Die that is rolled immediately and added to that PC’s maximum HP so long as they possess the Trinket.
* Gives a little bit of hope to the rest of the party, lowering SL by 1.
* Cannot be shared by other PCs, as that particular is tied to the PC who discovered it. When other Trinkets are found, the PCs can determine whose it belongs to before the GM asks that Player
to describe the Trinket. A Player can have as many as they can reasonably carry.

Treasure
Some items are powerful Treasures and are used to escape the Castle in several of the exits. These will be revealed when found, although how they can be used must be figured out by the players.
Oct 1, 2024 3:56 pm
Not sure if this is the right place to put this but it seems the closest to Quest Log 😅
nezzeraj says:
The caged man laughs a wheezy laugh.

"Oh, so many questions! Yes, I see you are not ordinary prey, no, no! I see a spark in your souls. I see in your fortune several means of escape from this Castle & the Count. But...your fortune is yet clouded... Perhaps I could read it for you? Then...maybe...I can answer your questions."

Without waiting for an answer he disappears for a moment back into his hanging cage and then comes back. He pokes his arms out of the cage and in one hand is holding a deck of water-stained and mismatched Tarot cards. "Hm, let us see..."

He pulls the first card.
[ +- ] The Beast
"The Beast. The most obvious route – the door in which you came in – but will you honor the doorman's request? His price may be too great on your conscience."

He places the card on the bottom of the deck and pulls another.
[ +- ] The Ghost
"The Ghost. A shell of the man whose love led towards his demise. Can you restore what he once lost?"

Insert. Draw.
[ +- ] The Priest
"The Priest. His life is in jeopardy as we speak. His prayers could restore an escape once forgotten."

Slide. Flip.
[ +- ] The Raven
"I see the Raven whose wingspan eclipses the moon. She offers a lofty escape in exchange for gold and silver."

He replaces the card and draws a final one.
[ +- ] The Enchanter
"The Enchanter who’s written a recipe for retreat. Find the ingredients, and you might find home."

He keeps this last card held out, close to the fire for all to see, but you feel drawn to his old and haggard face. His rheumy eyes seem to look into your souls.

"There is but one more path to freedom, one that has led to the deaths of many before you, but should you prevail, the power might cease forever! I see before me three Artifacts which may aid you.

I see a Tome infused with the Count's power, resting on a throne fit for a king.

I see an ancient Symbol of hope. Find the Mother—the last bastion of light.

I see a Sword, a great weapon of vengeance. Go to a place of great heights—where the stone itself beats with life.

These are your fortunes. Use them well, or perish like the rest of us. Midnight is coming. He will come for you… Prepare!"


With this final word, the outstretched Tarot card bursts into brilliant white blinding flames. You shield your dark-sensitive against the powerful light. When the light has died out your vision slowly returns. Looking up at the hanging cage you see naught but a moldy skeleton holding a black and smoldering Tarot card outstretched through the bars.
Oct 16, 2024 6:14 am
Enchanter Exit recipe:

If you wish to flee the Castle,
Perhaps my offer is worth the hassle.
To leave this game, first make a stew
with pinkish hue from my sister's brew.
The second of many of my requests,
add speckled egg from mother's nest.
Another ingredient for my brew's power,
The Queen who lives on icing tower.
The next component, if you dare,
the noose which hung the maiden fair,
Now add this in, if you can task it,
The signet ring from Dark Lord's casket.
One last thing, a piece of you,
but blood or hair won't simply do.
An eye, a tooth, a finger or two,
should be enough to bring you through

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