My suggestion would be to have them start as children of the Belmont bloodline, perhaps assigning them a customized bloodline that provides them with the Vampire Hunter feat from Libris Mortis. try and apply these in interesting ways and the adventure should write itself.Įeww 1st level huh? Don't know what the characters will play?Ĭan you at least define them as children of the Belmont line or something? Off the top of my head: Skeletons (these are a MUST), Blackguards, Giant Bats, Mud Men, Succubus, Ravens, Zombies, Medusa (and anything else from Greek mythology), Basilisks, Mummies. You really don't need anything beyond the core, and I think that where one of the most important components of an adventure like this is concerned, namely the monsters, the core material has plenty to offer. Inside the castle is up to you, dungeons are really a weak point for me. I think that's best for such a short campaign. Make everything super tough, and have it so that if the party dies, they reappear in the initial village, since they're forever trapped in the domain of evil, unless they do something about it. Give them some options, of course- after the forest, do they want to cut through the swamps or go under them, via some ancient cavers filled with mudmen and gargoyles? As for the castle itself, just give it all the gothic trimmings: a hedge maze complete with minotaur, a creepy chapel, a zombie infested graveyard with sad, cryptic messages on the tombstones, and of course a desolate willow grove, perhaps with a sad nymph or dryad that needs their help in getting free of the place. From there, they can either do stuff in town (I like Whatley's ideas, above), or head out into the wilderness. Go for a mini-Ravenloft feel- they wander into some impenetrable mist that seems to shepherd them into a rustic village where they are told they are now in the domain of (insert badguy's name here), and he lets none leave. Rope the PCs into this, by force if necessary. That is to say, a somewhat linear not quite gothic horror dark fantasy adventure that takes you from a relatively civilized area through some tenobrous natural areas (caves, dark forests, misty swamps, the overgrown ruins of an old town) and then get to the castle of the Bad Guy, who is waiting conveniently in the least accessible room. I think that for a Castlevania-esque adventure of this magnitude, it's best to just get stick to the source material.
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