Sifting from the Stream of Knowledge

Using Hook and Chance's "Bones of Horror" to prep Written in Blood

I’m going to be starting a Curse of Strahd campaign with my brother and sister-in-law (who have been playing with me for a while) and my sister and brother-in-law (who will be playing D&D for the first time). Before we dive into Strahd, I want to do a one-shot as a teaching adventure, and to dip our toes into horror as a genre. I have settled on using Written in Blood from Journeys Through the Radiant Citadel - it has a structure that is well suited for a good teaching introduction of the key parts of D&D (roleplay, skill checks, combat, etc.), and has some nice horror themes culminating in a fight against a spooky monster called a “soul shaker” at the end.

Horror is not really my comfort zone - I don’t really like horror media, so don’t read or watch much of it. As I am working on getting ready for this campaign, I have been trying to soak in some advice about running horror games. I haven’t yet had a chance to read Van Ricthen’s Guide or Horrors Within, although I’ve heard good things about the advice in there so it’ll be something I do soon. For Curse of Strahd specifically, I’ve been enjoying the deep dive walk through that the Critical Lit podcast has been doing. Something I did find that was really helpful was a three episode run of the Hook and Chance podcast on the “Bones of Horror”, and I want to try to apply some of those ideas to Written in Blood.

Hook and Chance: The Bones of Horror

I’m going to briefly summarize some of the key ideas that I want to use from the first two episodes (the third episode is also great, but is more focused on players). The first episode (Episode link, Show Notes) is about the structure of horror stories, and draws on the ideas from Ash Law’s The Trajectory of Fear. There are two major ideas that I want to use.

The first idea is that there are three types of horror that you can combine: psychological terror (questioning reality, hallucinations, feelings of confinement), the unnatural (violations of your expectations of natural behavior), and gross out horror. Combining multiple types in layers can help create a more complex and rich feeling of horror.

The second idea is that you want to have a deliberate progression through the 5 Stages of Fear, and that you want to do this slowly enough that there is a buildup of tension. Once you see and confront the monster, the tension is released - so that should likely be towards the end of the adventure. Before then you want to create an atmosphere of horror that points towards the final confrontation through description and events. The 5 Stages are:

The hosts note that this doesn’t need to be a one-way ratchet: a lot of horror stories spend time alternating back and forth between unease and dread to build tension, and to create quieter moments as a contrast with the more intense scenes. Similarly, one can have an initial brief moment of horror, before dialing back to unease and dread to build tension before progressing to the climactic horror scene. Written in Blood seems well suited for this kind of ramp up - there is an initial fight at the festival that pushes into dread before things settle back to unease, and then the tension slowly ramps up again during the journey to the farmhouse where the soul shaker has its lair.

The second episode (Episode link, Show Notes) focuses more on the monster, and how you can incorporate elements of the Five Basic Fears (by Dr. Karl Albrecht, I found two writeups: 1 2). The five fears are:

The episode then describes how to add features and abilities to a monster that represent these fears - so that even a regular D&D monster like a bugbear could evoke feelings of horror. For Written in Blood I’m less concerned about adding extra monster abilities, but I want to use these forms of fear to give me some guidance about how the monster will interact with the PCs and NPCs - and to use it as a source of ideas for the three types of horror. Mutilation fits well into gross out horror, while the last three fit into unnatural and psychological horror. I don’t think I’ll do anything specific for extinction other than the usual dangers of combat.

Written in Blood Summary [Spoilers]

The adventure takes place in Godsbreath, a farming community that has a “southern gothic” vibe. The culture of Godsbreath emphasizes community and fellowship, as well as using story and song to remember their shared history. The community is based in the once-rich farmland of the Ribbon, but as the fertility of that land has faded they have pushed out into the more dangerous Rattle - there have also been a number of spooky and deadly incidents. This includes the precipitating incident a number of years ago, where a young man named Culley disappeared and drowned in a haunted lake in front of his friend Kianna. The lake has been spawning crawling claws from its victims, who have now gathered together into a kind of crawling claw rat king called a soul shaker. The soul shaker has a twisted version of Culley’s personality and memories. It is emotionally manipulating Kianna and mind controlling other farmers in order to have more victims to consume.

The party enters the situation by attending a festival in the main community. The PCs can enjoy the food and crafts of the festival and learn a bit about the community - however, the singing of the Awakening Song is interrupted by four mind-controlled farmers attacking the celebration. After pacifying the farmers, the PCs find one clutching a sketch of Culley made by Kianna; they are sent off to check on Kianna (who did not attend the celebration) at her farm in the Rattle - potentially with some accompanying NPCs. Along the way they have various encounters that reveal both the strangeness of the situation (like Kianna acting recently as if Culley is still alive) and the dangers of the Rattle - including being attacked by crawling claws. When they get to the cluster of farmhouses where Kianna lives, the PCs find further spooky signs, mind-controlled farmers and crawling claws. They eventually find a cavern below Kianna’s farmhouse with Kianna and the soul shaker - Kianna is not mind-controlled but has been emotionally manipulated by the soul shaker using her guilt about not being able to save Culley. If the party can defeat the soul shaker, they can free Kianna and the other farmers from its influence.

Applying the Bones of Horror framework

How can we use the horror frameworks from above to amplify the horror foundation that is already present? A natural place to start is considering the three types of horror:

As I mentioned above, the psychological fears of separation and ego death seem like existing themes in the adventure that we can dial up. For separation, the key elements would be feeling alone and abandoned, like Culley as he was dying. There is some of this in the adventure, where the soul shaker asks the PCs “are you lonely?” and says “be with us forever!” Themes of loneliness and abandonment also juxtapose with the beginning scene of community and fellowship. One scene where we could dial up the fear of separation is when a sinkhole opens up below the party as they are traveling in the Rattle. In the adventure this seems mostly to serve as a reason why an NPC with a wagon who is accompanying the party would need to stop and get her wagon unstuck, and to have some resonance with the events that first created the haunted lake. But we could have this be a moment to hit the feeling of being alone and abandoned. We could tweak the mechanics so that the single PC with the worst DEX save falls into the sinkhole alone, and have some subjective stretching of time so we can stick with the lone PC as they deal with the pool of water in the sinkhole (maybe being pulled down by the crawling claws) where it seems like the other PCs aren’t noticing or coming to help. I think the key thing is to balance hitting the tone of being abandoned enough, while keeping the agency and ability to act for the PC (so it isn’t just a passive cut scene).

The main element of the ego death fear would be humiliation and shame from failing at something important. This is what the soul shaker is using to manipulate Kianna - that she failed to save Culley (and then offering her the comforting delusion that she actually saved him). The adventure has the party find a number of paintings that Kianna made processing Culley’s death - as written it is focused on just creepy vibes, but we could dial up the guilt and shame. Maybe what seems like the brushstrokes for the boy's hair in one of the paintings is “I failed” written in tiny letters over and over. But we could also turn this on the PCs. Perhaps when someone fails at an important roll, they get a feeling like everyone else was watching them fail and seems to react with an expression of “of course failed at this”. If the party is close enough to the farm maybe the PC also hears the soul shaker’s voice in their head: “they were counting on you, they needed you - and you failed them. But they aren’t even surprised - they knew you would.” I think for this one I’d want to do it just for a few really important rolls, not to over do it.

Focusing on a few motifs that recur and develop

When I shared an early draft of this post on the SF Discord, I got some very helpful feedback about the value of focusing in on a smaller set of horror elements that can recur and potentially develop throughout the adventure. Here are the elements I really want to hit on - some from the adventure and some I am adding (but feel resonant with it):

Using the Stages of Fear

The last thing to think through is how to apply the progression through the 5 Stages of Fear to the structure of the adventure.

After the final fight, the adventure provides some good elements of a satisfying wrap up. The PCs can tell that Kianna is no longer being affected supernaturally by the soul shaker, but the DM is encouraged to emphasize that this was a harrowing experience that will likely have a lasting impact on her. The mind-controlled farmers are less psychologically affected, having little memory of their ordeal. Even if all the farmers that the PCs encounter have been killed, the adventure has some additional farmers be found in the field, so that there can be a scene of some of the other NPCs in the community welcoming the farmers back and ensuring they are supported - thematically shifting from the soul shaker’s feelings of loneliness and abandonment back to connection and mutual aid.

Final Thoughts

I found this exercise very helpful. As I said above, horror isn’t a genre I normally like or consume much of - so as a DM it feels outside my comfort zone. Having a clear framework both helped me better understand what the adventure was already doing, and see clear places where I can add more to reinforce that. Of course, I’ve got to actually put it in practice at the table, but now I’m feeling more ready to do that!

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