A group of vistani visitors try convince the party to follow them and help their Lord. The adventure is harsher on the lower end of the levels. Which introductory adventure you choose, however, will depend on your group and your own goals. Or it should be, but more on that later. This is the most important part of the module. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. And the reason I’m writing this and you’re reading this, is 2016 Curse of Strahd, an adaptation to the original module released by WotC for 5th edition. There are six players, and the other five are making: Paladin, Monk, Barbarian, Cleric, and the fifth is either a Wizard or Sorcerer. You also need to decide how much role playing vs combat. - Wizard of Wines/Yesterhill - the battle at Yesterhill can be much easier if they recover the Gulthias staff from the battle at the winery, - Village of Berez  or Argynvostholt (but make the dragon skull accessible), - Amber Temple - key part of Strahds back story, - Castle Ravenloft (this is huge but depending on timing they can either run into Strahd sooner or later). I think you have to drop most of the lower level stuff - Old Bonegrinder/Barovia/Vallaki/Krezk and a lot of the sub plots and minor quests to try to keep it on track. My number one piece of advice for playing curse of Strahd: Warn your players ahead of time that this is a sandbox setting and some enemies may be way too strong for them when encountered, so they should consider fleeing or using social skills in those cases. - Level 3 Mini Adventure, The Way of the Force Monastic Tradition for Monks [D and D 5e (2020)], Arctic Survival House Rules for Icewind Dale, Icewind Dale: Rime of the Frostmaiden Complete DM's Bundle (maps, guides, cheatsheets and more), Doom of Ythryn – an Icewind Dale: Rime of the Frostmaiden DM's resource (maps, cheatsheets, advice), Level 6 Find the Holy Symbol of Ravenkind, Level 7 Defeating the hags at the windmill, Level 8 Lighting the beacon of Argynvostholt (very important), Level 9 Stopping the druid’s ritual and destroying the tree blight, Level 10 Exploring and surviving the Amber Temple (maybe optional). You can definitely do Barovia and Tser Encampment in four hours. Factors like fear, creepiness, insurmountable odds and horror are the staples of the Ravenloft setting. Here you see the assassin Arrigal delivering a forged letter to the party. It works in any tavern in any place or setting. The problem is that I am 15 x 4 hour sessions into running CoS and still have the Amber Temple and Ravenloft to go which I expect will probably take 3-6 sessions depending on what is encountered, role playing and "random" encounters so I am not sure how to cut it down to play in 5 sessions unless you focus on the end game. Depending on your party and how it develops the story around them. He will be deeply missed. It is to be run in five 4 hour sessions. I have been asked to DM a COS games for a streaming channel. Your email address will not be published. Please enable JavaScript to get the best experience from this site. If it comes to that, you might consider overthrowing Baron Vargas Vallakovich a story goal and award a level. Do Tarokka reading ahead of time or just select what you want and on session have these cards prepared on top of the deck to fake the reading. So here’s my take and suggestion on how to handle leveling in Curse of Strahd. But this is the art business. They're not helpful, though, and only serve to make the world more confusing and scarier.We're not going to have that here. However there are more goals than there are levels since the campaign is supposed to get the party to level 10 only. Compared to previous modules like OoTA or PotA the book is a better resource in helping DMs do their job correctly in setting the scene and finding information when needed. I think the list I have above would be too much in practice and might have to come down to intro + one locaton + amber temple + ravenloft ... and that doesn't include any of the flavorful random encounters or map exploration encounters. Not even the “finding artifact” part of my list (4-6) is set in stone. Decide before hand which are the locations that more ring true to you for a great story. 2020 Elven Tower Cartography. One being that Barovia is a closed environment that people only rarely enter (and almost never leave), and the other is that its very dangerous and lots of encounters can kill PCs fairly easily. People dream up conspiracy theories to help make sense of things. Also the editing and layout of the book is far superior to previous published adventures. to WotC. The fact that they consulted Tracy and Laura Hickman for the making of this book can be seen in the modules general vibe and assumptions. That only leaves us with 4 options for the remaining levels. For a better experience, please enable JavaScript in your browser before proceeding. - Intro to Barovia - pass through the village of Barovia - get a tarot reading at the Vistani camp - give them information they will need. I realize there's sort of two semi-contradictory aspects to this adventure. I wish this group had one extra session because I hate leaving out the Abbey. It sadly is not. Level 1 Start of the campaign; Level 2 Death House; Level 3 Finish Death House; Level 4 Find the Sunsword; Level 5 Find the Tome of Strahd; Level 6 Find the Holy Symbol of Ravenkind; So the campaign starts at level 3, plus three levels from the three artifacts equals 6. Either you can run your own mini adventure prior to CoS, or you can drop the party into Barovia anyway and run the Death House; a mini adventure designed to level up the party to level 3, set the tone of the setting and introducing the bleak Village of Barovia. Since Barovia is in different plane, it doesn’t matter where the adventurers are coming from. As someone who's been a player in the 3.5 version of this adventure, and most of "Out of the Abys", I'd say that Curse of Strahd (5e) is far superior to both, a really good sandbox for players and DM alike. I'd probably trim it down to nothing but the Village of Barovia, the fortune telling scene, and Castle Ravenloft itself. Did you like this guide? Or making inappropriate remarks directly to Strahd only to make everyone in the table laugh. This section is meant to determine the location of the three important artifacts, the location of Strahd inside his castle and the identity of a powerful ally versus Strahd. The PCs are sent on a goose hunt to kill some werewolves who recently did their werewolvish things around Daggerford, or anywhere else really. Copyright © Don’t take my words as if to say humor is not a thing, the book suggests humorous breaks from time to time are good (page 7). Consider liking our Facebook page. They have to be able to go anywhere, confront whatever they find and then decide to run to live another day. This hook is as good as your persuasive abilities when role playing Stanimir, however it says that the vistani lead the party all the way to the Tser Pool Encampment (page 36) bypassing all the stuff that comes before. We see the familiar names of Tracy and Laura Hickman. Using one of the possible adventure hooks (page 18) the PCs arrive to Barovia and can start investigating and role playing with the different NPCs. Ah, the fortunes of Ravenloft are insidious and veiled in mystery. (no endorsement btw). One of the most important and almost occult details is hidden in page 2, in the credits section, right where it says Creative Consultants. In no particular order, I believe these are the important actions that can lead to leveling up. Or you could try a little sleight of hand and arrange the reading to “predict” what you had intended in the first place. Here are some notes or recommendations about them: This one is easy to implement. Save my name, email, and website in this browser for the next time I comment. Ravenloft was originally published by TSR in 1983. It and a success back then. You can either do the reading and re-shuffle everything. He pretends to be obeying orders from Kolyan Indirovich, who is Ismark Kolyanovich’s father and Ireena’s adoptive father. Some might not even be relevant to the game as it develops. The first part of this chapter deals with Strahd’s history, goals and motivations and how to roleplay him. Yeah, first edition Ravenloft is more appropriate scale, though it was originally designed to be powered through in one (long) session I believe. The GUIDE index for Curse of Strahd and other related articles can be found here ! Or maybe Argynvostholt with an additional werewolf attack. If this happens, and there is no feeling of dread. If you already have level 3 players you can jump right into the action of Barovia’s encounters. https://www.dmsguild.com/product/17527/I6-Ravenloft-1e. There’s more freedom. This information is not to be shared to players, even if they decide to go inside a place they shouldn’t. Bravo ! You might deem convenient to place the Tome of Strahd in Van Richten’s Tower (page 167) since he’s been in Barovia for a longer time investigating the Count. Do the reading when the time comes, not even you will know where the objects are placed. Required fields are marked *. Keep in mind that I started the PCs at 3rd level, and they gained 4th level after completing Death House (the book suggests starting PCs at 1st level and they gain level 3 at the end of Death House). Level up once/session ... start at level 5 ... play one location each day (not sure if you can keep to this). If beginning at a higher level then maybe make the party a group coming to Barovia to defeat a great evil. Excellent for games in the Forgotten Realms or any game featuring members of these factions. And finally, credit must be given to me (Derek Ruiz) as the author, and a link to this web page must be included if it is shared or redistributed. If the party reaches old bonegrinder around level 3, they better not fight the Hags (even though they have good reason to do so given the Hags are killing kids) or they'll be up against a CR 11 fight. - Alternatively consider giving one of PCs an option to start in Barovia and allow them to take Ireena's role as person Strahd is stalking. I would warn against use of Dark Powers as they are - it is a much better idea to make custom Dark Powers that appear benelovent to the PCs, each getting a dark power trying to corrupt them tailored to their character. My inclination would be to save the Castle for episode five. It’s awesome to see the party’s confidence grow like that. Since there’s info, goals and gifts for party members who belong to one of the five Adventurer’s League factions. And you have to remember that not every place has to be visited, that’s what’s good about sandbox campaigns. Make sure you follow the rest of this Curse of Strahd DM Guide. You need to figure out where you want to start. Death House is designed to jump characters up quickly from level 1 to level 3, so that they can begin Curse of Strahd proper, which itself is designed to begin at level 3. But there are moments of dread that should be respected for the integrity of the table’s experience. The book provides three ways to introduce the adventure, they work equally well for level 1 or level 3 adventurers. The new product pretends to be better than the original or they give it enough spin while retaining the original’s most important qualities but the result is not what everybody expects.

Senegal Bushbaby For Sale Malaysia, Hysterical Strength Side Effects, Buy Rowntree's Cocoa Powder, Aradhana Srivastav Now, Dormowa Sherman Daughter, David Senak Brighton Mi, Nominal Allegiance Meaning, Indian Tobacco Rdr2,