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MIDWINTER NIGHT'S NIGHTMARE gets the FORGE treatment

27/12/2019

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Last week I posted up a festive one-shot scenario on the Blog. It was my first attempt at a 30-minute dungeon and it was a dismal failure because it took me an hour and a half! But it was a cute tale of a dysfunctional peasant family being assaulted by malevolent winter spirits and the PCs being on hand to save them - a sort of reverse-dungeon where the PCs are defending a site and the monsters are the raiders.
I took a bit of time to convert the scenario to Forge Out Of Chaos as part of my project to support this forgotten '90s heartbreaker. The finished scenario is on the Scenarios page.

It encouraged me to correct a few mistakes. The scenario features principle NPCs Vadim and Vasilisa who are ordinary peasants but have special ancestors. My first draft was a bit confused about whether heroic Dadushka and witchy Babushka were the parents or grandparents. The final edit clarifies: they were grandparents to the three children and therefore parents to the married couple.
This also clarifies a theme that was in my mind when composing the scenario but didn't get the sort of emphasis it needed. Vadim and Vasilisa have both turned their backs on the careers of their adventuresome parents: Vadim is no warrior fighting demons and Vasilisa is no witch safeguarding the home. They are the lesser children of greater parents; they live in a security their parents earned but which they themselves do not appreciate. Vadim doesn't even realise the awl and poker combine to make his father's magical spear Snowmaiden while Vasilisa uses her mother's wand as a distaff for spinning.
(There's a cultural allusion here. The witch's wand might originally have been a distaff, a symbol of feminine power, and spinning and weaving are activities associated with archetypal witch-goddesses like Circe.)
Article on Norse seeresses and their distaffs
If we pursue this theme, then the Krampus' depredations are a punishment on Vadim and Vasilisa for betraying their heritage - and a challenge to reclaim that heritage by showing the qualities of courage and wisdom during the long night of terror.
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The other theme that I muddled on the first draft was the role of Morozko the beggar. I intended him to be an otherworldly figure, with his lunatic-savant babblings and his magical bag of gifts. The tattered robe of red and ermine hints at his true identity: Father Christmas.
(His name is also a clue. Ded Moroz is the Russian Father Christmas, also known as Morozko or 'King Frost'. In one of the stories preserved by the Grimm Brothers, Morozko discovers a young girl abandoned by her peasant parents and, impressed by her courtesy, turns her into a princess.)
Read this article for more on Ded Moroz in Russia
The Russian Morozko is not an entirely kindly figure, as we shall see.
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The edit enabled me to clarify Morozko's role. Vasilisa turned him away when he came begging and this sin against the ancient code of hospitality is what triggers the family's harrowing. Morozko hides in the lumber shed, plotting revenge, but is discovered by little Nikita, who brings him food and drink. Morozko offers her a gift in return and takes her to the Kurgen - the old Howe where the winter spirits are imprisoned - and opens it. Nikita takes the snowglobe as her gift, but by doing so she unleashes Krampus and the Winterfiends.
This might seem a pretty equivocal 'gift': isn't Morozko punishing the child who helped him to spite the mother who rejected him? In a way, yes, but faerie wisdom runs deeper than that. Morozko's gift to Nikita is to return her parents to her: not the unimpressive trapper and his superstitious wife, but the heroic role models that Vadim and Vasilisa can be, if they rise to the challenge of the Krampus. The snowglobe is an apt metaphor here, because Morozko is shaking the little cottage and its occupants, disturbing their peace and security, to bring out a greater beauty when the tumult settles.
Of course, for this theme to come across clearly, the PCs' arrival should not be accidental. They meet Vasilisa while heading down a forest trail as night draws on, but how did they get to be there? Perhaps, earlier that day, at a fork in the road, they met an old man in blue and white who directs them down the left hand trail. This figure is Morozko, of course, and he has misdirected them - but only in order for them to pass by the stile where Vasilisa waits for heroes to come to her aid.
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The revised version includes some advice for the Referee in roleplaying Morozko. He won't be attacked by monsters if there are any other targets. He can navigate the blizzard and part the Holly Hedge to rescue prisoners. He understands everything going on. But he appears to be a gibbering fool. He functions as a 'Referee's Friend' since his crackpot utterances can direct PCs towards vital goals (reading the spellbook, assembling the spear, matching the wand and ring, returning the snowglobe). Ultimately, he could be used as a deus ex machina to bring about a successful resolution, but that requires some inspired roleplaying to get Vasilisa to repent her hard-heartedness and the two adults to demonstrate their heroism to the sceptical winter god.

How does it work with FORGE?

Forge has some advantages over straightforward D&D in a scenario like this. Most classic fantasy RPGs are games of attrition: your health, spells and weapons get used up and, once they're exhausted, you've failed. Old school D&D suffers from the fact that the PCs have so very little to lose. This can make it hard to tell one of those 'night from hell' storylines where waves of attackers come at the PCs, whittling them down. Most 1st level D&D characters struggle to survive the first whittle!
Forge offers characters armour to take the brunt of damage (at least, at first) and Spell Points (SPTS) to use and re-use spells. Then, after an encounter, Field Repair can be used to restore armour and Binding can restore Hit Points, so long as the repair kits hold out. This gives the PCs a bit more longevity in this sort of scenario, meaning the Referee can torment them more enthusiastically.
 This helps support a group of introductory Forge characters through a night with several bruising combat encounters. Converting the scenario means working with Forge's distinctive mechanics. There are materials in the cottage and the byre that can be used as armour repair kits and binding kits; there are extra healing roots among Vasilisa's stock. Mages can sleep to regain SPTS but, since they need to sleep for at least 2 hours, they will be lucky to get undisturbed rest. However, the spell book upstairs can recharge SPTS if it is opened to the right place.
Krampus himself is a ghastly threat. He's modeled on the build for a troll (two claws for 1d8+5 each!) with the added bonus of 1d6 regeneration every round. That's too tough for starting characters, even with a fully-activated Snowmaiden canceling the regeneration. But if you end up fighting Krampus, you've probably failed the scenario. The players need to talk to the NPCs, learn about Vadim and Vasilisa's parents, figure out what Nikita stole from the howe and return it, hopefully with the aid of the Wand and Ring or the Spear to get through the Holly Hedge, but Morozko could be roped in to open the way if the Referee is feeling kind.
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    Fen Orc

    I'm a teacher and a writer and I love board games and RPGs. I got into D&D back in the '70s with Eric Holmes' 'Blue Book' set and I've adopted Forge Out of Chaos​ to pursue my nostalgia for old school RPGs.

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