Best game of 2019. Love this soudtrack and the game too. YouTube.
Wow that was tricky way to find right path to that door. I'm on level 4. i have my rooms arranged correctly, but for some reason i can't walk through the door. i get in the room, the door opens, but she just says ouch, i hit by a wall. i keep clicking inside the open doorway, but nothing happens. i have tried it over and over. any suggestions.
On today's episode of "Oh my god I write too much. we continue our delve into the minds of the Vallakian NPCs. This time around, we'll be looking at the Martikovs and Izek. I promise, I'll definitely get to actually running this town in game soon! I just have so much in my brain and I gotta get it all out! XP. Master Table of Contents. Click here for links to every post in the series Prepping the Adventure Death House The Village of Barovia Tser Pool, Vistani, and Tarroka Old Bonegrinder Vallaki NPCs: Vargas Vallakovich and Lady Wachter - Vallaki NPCs: The Church of St. Andral and Hallowed Ground as a Whole - Vallaki NPCs: Blue Water Inn and Izek - Vallaki I: The Overview and the Gates - Vallaki II: Town Square, The Inn, and St. Andrals - Vallaki III: Wachterhaus and the Mansion - Vallaki IV: Tyger, Tyger, and the Feast of St. Andral - Vallaki V: The Festival of the Blazing Sun - Vallaki VI: Arabelle and the Vistani Camp - Vallaki Extra Location: St. Andral's Orphanage - Vallaki Extra Location: The Reformation Center - Vallaki and Kresk: Additional Shops and Shopkeepers The Fanes of Barovia The Winery Yester Hill Van Richten's Tower (and Ezmerelda) Kresk The Abbey of St. Markovia Argynvostholt Berez Running Werewolves and Lycanthropes The Amber Temple The Martikovs at the Blue Water Inn Welcome to the only real allies your party have in Vallaki. Everybody else in this town is either trying to use or destroy the party in their own agenda. Thank goodness someone decent exists in Vallaki. I'll admit that I didn't really develop this family when my party first got to Vallaki. I knew what I was doing with most everyone else in town, but the wereravens sort of just got swept to the wayside unfortunately. They were helpers, not really characters, and I regret not putting more time into them prior to the play through. However, now that my party is returning to Vallaki, I've developed this family a bit more. The Spy Network The Keepers of the Feather are the only legit organization actively working against Strahd in Barovia, and the book makes it pretty clear that the Martikov family is at the core of the whole thing. Not only are they a large family, but they also run the only winery in a land that practically needs wine to survive. As a result, the Martikovs are welcome pretty much eveywhere they go. For a more extensive run down on the Keepers of the Feather and what they know, I'd recommend taking a look at yet another u/guildsbounty post. This post gives us an excellent view of how the Keepers of the Feather operate in Barovia, including how they use normal ravens to communicate messages and how they act in a fight. Don't Put all your Eggs in One Basket As a side note on the Keepers, you should know that this group isn't totally relying on the PCs to take down Strahd. They've seen challengers rise and fall against the vampire lord before, so they're not about to get their hopes up about your party. Yes, they're open to helping the party and will do what they can, but they're not about to sacrifice their order for the PCs. Urwin Martikov, the Kindhearted Urwin is Davian Martikov's second born son, the current Spymaster of the Keepers of the Feather, and the owner of the Blue Water Inn. He regulates the hub of the town and is in charge of organizing information for the Keepers. Spymaster The post that I mentioned before gives a pretty good explanation of Urwin's place in the Keepers as well as his general function in Vallaki. In summary, he's the town cook and likely one of the best cooks in Barovia. He tends to work wonders with what little the land has to give. Because of his skill and his place at the Inn, arguably the most popular place in town, Urwin has friends just about everywhere. He's able to gather and organize all sorts of gossip as a result. Personality As far as Urwin's personality is concerned, I made him one of those completely and utterly genuinely nice people. The kind that's so nice you almost don't trust them at all. Urwin is the living embodiment of the term, turn the other cheek. He's willing to forgive literally any sin and is the most nonviolent person in Barovia, seeing the best in even the worst people. Urwin often stands up for those that no one else would. He's one of the only good NPCs that would actively stand up for Vargas, Lady Wachter, and even Strahd himself and expect nothing in return. He also is quick to give aid to those in need, freely giving away food and wine at the Inn, as well as rooms to those who have no where else to go. The whole Inn would be outright broke if Danika wasn't the one running the register. Danika Martikov Actually, I think her name is Danika Dorakova because Romanian-esque surnames use different conventions. I just kept her as a Martikov in my notes to keep them organized. As a dm, it gets hard to keep track of everyone, ya know? p Bartender Extraordinaire Danika is the bartender at the Inn and she also runs the tavern's books. Because of this, she's the biggest gossip monger in probably all of Barovia. She collects information like a hobby and is very, very good at it. Personality Danika is much more of a realist than her kindhearted husband. She doesn't trust just about anyone, but she's always willing to give folks a chance before writing them off. Danika knows that this is a big bad world filled with even bigger, badder people and she wants desperately make things better for the sake of her children. Whether Danika likes someone or not doesn't mean she isn't nice to them. She loves chatting with people, even if she doesn't agree with them. She's actually a very relatable person who is very easy to talk to. That's what makes her a great bartender. She's also an incredibly smart individual who's a master at reading people. Danika's love for her family outweighs all else in her life. Yes, she a good bartender and a great information gatherer for the Keepers, but first and foremost, she's a mother and a wife. She loves Urwin with all her heart and his kindness has made her an overall more open and loving person. She often defers to his kindness because she admires it so. Brom and Bray I'll say it once, I'll say it twice, I'll say it a thousand times: KIDS ARE NOT USELESS. You have no idea how sneaky and devilish an eleven year old boy can be. Children are often written off as innocents in need of saving in d&d and if you do that, you're missing some prime opportunities. Sure, maybe if the child is like, three, they're not all that useful. But by eight-years-old, kids can be da bomb. Mini Spies Brom and Bray are eleven and seven years old respectively. They're known for hanging around the tavern, darting in between the legs of customers and generally being cute kids. But most of the time, they're helping their parents gather information for the order. Brom and Bray can easily sit under a table and listen in on conversations. Even if they're caught, most people won't think it anything more than kids being mischievous. Brom and Bray have turned their spying into a brotherly game and competition. They make constant efforts to push the limits of their sneakiness, trying to one up each other on places they can sneak into. At the end of each week, their parents declare one of the boys the winner of being the most useful informant, which entertains the two to no end. Sometimes the boys get into things they really shouldn't. Urwin and Danika have done their best to chide their children and train them appropriately. Information gathering can be great fun, but if there's ever sign of trouble they are to get out as quickly as possible or be grounded for a month. It may sound light, but Urwin and Danika know there's only so much they can do to keep their children pinned down. If they push too hard, it will likely cause cause the boys to get into even worse trouble as they test the limits of their parents' restrictions. Resourceful Little Buggers Brom and Bray are two of the most resourceful kids in the game, with Arabelle being the other. These three kids are well aware of their abilities as well as their weaknesses and are able to act accordingly. They know how to use the fact that they're kids to manipulate adults as well. The "Mister, I've lost my mommy and daddy" trick works wonders in more situations than you can imagine. As a Family Overall, the Martikovs are a well balanced, well adjusted family unit. Urwin and Danika are most obviously in love and often pick on each other to show their affection. Brom and Bray are bright and daring, but also respect their parents and the boundaries that have been set for them. Your players won't find this much cohesion anywhere else in the campaign and that's what makes the Martikovs truly special. Izek Strazni: Oh Brother Mine! As a warning, I'll tell you that I made Izek far less villainous in my game. It wasn't intentional, but somehow that's how it ended up. And now after playing Izek non-villainously for the last four months, I can't seem to think of him in any other way. This method of playing Izek certainly isn't for everyone and if you completely disagree with me, I totally understand. But, if you're open to changing his character from an enemy and into an ally, here's how I would recommend you do so: A Player Character's Brother I talked about this briefly in my post on the Village of Barovia, but I'll go into more detail now. Whether you intend to make Izek an ally or an enemy, I would definitely recommend that you shift Izek's relation from Ireena to a PC. When things happen to NPCs, your players can't help but feel a little more detached. If possible, always try to make story elements circle around your players. It makes your players feel important and makes their situations more dire. From the beginning of the campaign, try to use one of your PCs with a more ambiguous backstory. There's usually always one urchin rogue in the party, for instance. If you have a PC who doesn't know their parents or grew up alone, now they're actually from Barovia. They were carted out of this land as an infant and are now returning to it. Izek Strazni is this PC's true born, blood brother. It doesn't really matter whether the PC is male or female, but they'll have to be either human or tiefling to make this work. If possible, go for the tiefling though. Izek's Background I changed this a bit from the written campaign. Like I said, this won't be for everyone, but it's what I did. Mostly, I wasn't satisfied with the idea that Izek just grew a demon arm. So here's what I've come up with: Bad Blood Izek Strazni is one of the only remaining descendants of the Durst family cult. You know, the warped family from Death House? While the Dursts may have all died in their home, they had a few very close followers among the wealthier families of Barovia. The Durst Cult's primary goal was to find a way to evade death and hopefully achieve eternal youth. They turned to demon worship and blood magic in an effort to achieve those goals. While they were never successful, their practices left a stain on all the families in the cult. While most of cultists' lines have died out over the centuries, one line survived. First they were the Petrovnas, and then their children married into another name, and so on and so forth until they landed on Strazni. They're not wealthy anymore or well known, but every so often the echo of their ancestors' actions shows itself in their line. This family line is one of the few in Barovia to have given birth to tieflings over the years, though only occasionally. And that is why Izek has a demon arm. He's sort of a deformed, unfinished tiefling, where something went wrong in the genetics during conception. So now, Izek is neither tiefling nor human, but is instead a sad creature caught somewhere in between. Izek's Early Childhood Izek's mother and father were middle class workers in Barovia who loved each very much. While his mother knew vaguely that her family had produced devil children in the past, she considered them only rumors. After all, who would want to believe that sort of thing, especially when there were no recent signs of devil children in current generations? And then she gave birth to Izek. Unlike most parents who would be horrified by having a child with such a demonic deformity, Izek's parents weren't frightened at all. They only worried what others might think, especially in a place like Vallaki where the devil and other unnatural things were usually contributed to Strahd. In an effort to protect their son, Izek's parents had him wrap his arm up to hide it's demonic nature. Unfortunately, they couldn't quite conceal the sheer unnatural bulk of the appendage. Izek was often bullied by other children and spent his early years friendless. The Birth of Izek's Sibling When Izek was a boy, his mother gave birth to another child. Hopefully, this is one of your PCs. And hopefully, that PC is a tiefling. It doesn't really matter whether Izek has a sister or a brother, though. Unlike Izek, who's demonic arm could be more or less hidden from the paranoid eyes of Vallaki's people, Izek's sibling was a full blown tiefling, complete with horns and a tail. Yet again, their parents were very understanding and felt nothing but love for their children. But they knew that others would not be so merciful and felt they couldn't let the race of their new child be made public. Fleeing Vallaki In an effort to save their new child from being murdered by Vallaki's laws, Izek's family fled town. They used what meager savings they had to pay off some guards in the night and sneak out of town. Unfortunately, they met their end in the woods. The family was attacked by a large pack of wolves and Izek's parents were both killed before his eyes. But Izek also learned that his deformity was a bit more useful than he previously imagined. He managed to survive the attack with the fire from his arm and scare away the wolves in a long, horrible fight. By the end of the fight, Izek was terribly lost in the woods and very injured. He saw that his parents were attacked and dead, but he wasn't sure what happened to his baby sibling. For the first time, Izek was truly alone. The Burgomaster's Helpful Hand After days of wandering the woods alone, Izek finally found a road and made his way back to Vallaki. The guards brought the boy to the Burgomaster, the young and newly appointed Vargas Vallakovich. Vargas was quite new to his post when he met Izek and when he heard Izek's terrible story, he felt bad for the boy. Vargas couldn't bring himself to give Izek up the orphanage or blame him for his demonic arm. In Vargas' eyes, Izek's arm was like a physical version of Vargas' anger: a sin of their parents that they had to bare. Vargas decided to take Izek into his household. In the Event that you Don't have a Tiefling PC You don't need a Tiefling PC to make this version of Izek work if you want to. Instead of his mother giving birth to a devil child, Izek's sibling was born normal and human. However, after being bullied pretty badly one day, the coverings on Izek's arm were accidentlly removed and the demonic nature of his deformity was revealed. Izek's family tried to flee Vallaki to protect him and ended up in the wolf attack. It's a little less poetic, but this version still holds nicely if you want a human PC to be Izek's sibling. Izek's Personality The book tells us that Izek is a pretty cruel individual and blatantly sociopathic. I made him a much more sympathetic. Eager to Please In my version of this campaign, Izek is terrified of being alone. He wants to make the people around him happy so that they won't abandon him. He's kind of like a pathetic pit bull. He's a big, bulky guy with lots of muscle and looks scary as hell, but underneath his looks he just wants some lovin in a safe, supporting home. He holds Vargas in the highest regard, sort of like a mix between an adoptive father figure and an elder brother. Izek doesn't actually believe what Vargas believes (that all signs of anger and badness are manifestations of Strahd) but he wants to make the man happy. So Izek does Vargas' dirty work and patrols the streets in an effort to do his father-figure proud. Non-Violent While Izek has a horrible reputation for violence and cruelty, most of that isn't actually true. He looks so scary that most Vallakians just think that Izek hurts people. His false reputation actually ends up keeping most people in line, so Izek doesn't actually have to do much. His appearance and the bad rumors about him do most of his work for him. That being said, Izek will act when he has to. He's not afraid of putting his foot down, but he garners no enjoyment from hurting others. Often, if someone ends up needing corporal punishment, he does the deed as quickly as possible and then leaves the lesson learned. However, his first responses to an unruly citizen are usually grappling and restraining motions. It just happens to look like full blown assault when someone big and scary like Izek holds down a 120 pound woman who's going off in a bar. What's a guy to do? Overall, I play Izek as a big, loud brute who's just doing his best not to wreck havoc. He's like a regretful bull in a china shop that just can't help but break things. Dreams of His Sister/Brother Izek has been having vague dreams of his lost sibling ever since the wolf incident that killed their parents. These dreams are pretty nondescript: A dark void with a blurry figure standing in the middle. When Izek approaches the figure, it becomes clearer, but when Izek gets close enough to touch them, the figure vanishes and Izek wakes up. As the years roll by, the figure actually ages accordingly, so that Izek is literally watching his lost sibling grow up a little at a time. While the baby was never found and everyone tells him otherwise, Izek adamantly believes that his dreams mean that his lost sibling is alive. In this version of the campaign, Izek most certainly knows that the figure he's dreaming of is his sibling, so he's definitely not having any untoward thoughts about them. In fact, that was one of the first things I changed upon deciding that Izek's sister would be my Warlock PC. I did NOT want to have some big freaky guy making moves on her only for them both to find out that they're related. That would be pushing the PC boundaries a bit too much in my opinion. Izek has been having the toymaker make dolls of his sibling over the years as well, to match the one he sees in his dreams. Believe me, it's SUPER fun to have a PC walk into a room filled with dolls of themselves. That was a memorable moment in my campaign if I do say so myself. :D Family Comes First, Sorry Vargas Izek's fear of being alone stems from his separation from his family. If presented with the choice, Izek will choose his sibling over anything and everything else in the world. In my campaign, he's been following my warlock around like a faithful puppy. Conclusion And that's it. That's how I see the Martikovs and how I turned Izek into a friendlier NPC. Even if you don't agree with my take on Izek's personality and want him to remain evil to the core, I would still recommend that he be a PC's brother. It adds a level of dynamism to Vallaki that your players are sure to remember. "You open the door to a rather Spartan bedroom. There's the bed a chest of drawers and some shelves. Or rather, it would be sparse if it weren't filled with hundreds of handmade dolls. And they all. look. just like. YOU. Cue dramatic lightning strike* Mandy.
Mister X has been busy. «ROOMS: The Toymaker's Mansion» is a unique puzzle game inspired by sliding puzzle and platformer games. In a twisted mansion made of rooms that slide like puzzle pieces, the player should find a way to the exit by moving rooms and using what's inside them. As the player explores the mansion, various gadgets are introduced and make the puzzles more tricky and challenging. Set in a fairy tale-like world full of magical objects and spooky stories, the player takes a role of an innocent little girl, Anne, who was accidentally trapped in the mansion. As the story unfolds itself, the player goes through the dark legend of the twisted mansion. The game has 144 levels which are divided into 4 themes (mansions. Each mansion has basement levels where Anne can use her special abilities like using a cellphone to teleport, placing a bomb, and moving all rooms at once. «ROOMS: The Toymaker's Mansion» is a long awaited, official and fully realized sequel to «ROOMS: The Main Building», critically acclaimed and an award winning IGF finalist game released globally on Nintendo DS, Wii, and Steam. -Unique puzzle mechanic proven in its predecessor -144 puzzle levels=96 main storyline levels + 48 special ability levels -4 beautifully crafted mansion themes and music -Complete storyline with two endings ※Got stuck? Check out the walkthrough below! ※Listen to the whole BGM here.
ROOMS: The Toymakers Mansion is a unique puzzle game inspired by sliding puzzle and platformer games. In a twisted mansion made of rooms that slide like puzzle pieces, player should find a way to the exit by moving rooms and using whats inside them. As the player explores the mansion, various gadgets are introduced and make the puzzles more tricky and challenging. Set in a fairy tale-like world full of magical objects and spooky stories, player takes a role of an innocent little girl, Anne, who was accidentally trapped in the mansion. As the story unfolds itself, player goes through the dark legend of the twisted mansion. The game has 144 levels which are divided into 4 themes (mansions. Each mansion has basement levels where Anne can use her special abilities like using a cellphone to teleport, placing a bomb, and moving all rooms at once. The Game Includes: Unique puzzle mechanic proven in its predecessor 144 puzzle levels=96 main storyline levels + 48 special ability levels 4 beautifully crafted mansion themes and music Complete storyline with two endings Full controller support Multi-language support Minimum System Requirements: OS: Windows XP/Vista/Win7/Win8/Win10 CPU: 1. 6 GHz RAM: 1024 MB DirectX: 9. 0 Hard Drive: 173 MB.