Curse of strahd setting
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The Torraka reading, I had my players rolls dice for it so it would appear random then ignored the rolls and picks the card I wanted. Read the whole book before starting the campaign. As the party recovered the rest, days got brighter until true sunlight was back. Arganvostholt had the last gem, and was using it to keep some semblance of daylight in the valley. In my campaign, they were imbued with the power of the sun. I promoted the three gems to a larger role in the story, so that recovering them helped drive the narrative. Two Vampire Spawn hidden in the attic? Nope, surprise, there's five!Įdit: jaappleton makes a good point it's a very open module, and there's very little hint of which way to go once you hit Vallaki. That said, don't be afraid to up the difficulty of encounters if your party is coming in at a higher level. And it's a deadly-ass module at level 3-4 you can easily walk into a fight with three Night Hags, for instance. The party will be at level 4 by the end of Lost Mine, but since they are a group of 5 players (Half Orc Barbarian Berserker, Dragonborn War Wizard, Vhuman Tempest Cleric, Human Kensei Monk and Gnome Divine Soul Sorcerer) I'm a bit scared that they will just waltz through the first chapters instead of being genuinely scared of what's going to happen.Good news on that front- the first couple levels of CoS are mostly just nosing around the two main settlements level 4-5 is when you're ready to start touring the various adventure sites. The group is now playing Lost Mine of Phandelven, but they will finish it soon enough and I was thinking of running Curse of Strhad as their next adventure.
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CURSE OF STRAHD SETTING HOW TO
I'd love to have some suggestions on how to run this module as well. When they finally kill the old vampire(and they ought to, the gear they'll have by the end is ridiculous) they should want to burn the whole castle down just in case that was a dummy vampire, or a dummy corpse. Even if they know this is probably not true it generates that tension and distrust you need. Or, just have the colossal jerk walk up and loudly and proudly start thanking the NPC allies for bringing the party here, to Barovia, for his amusement. Have Strahd plant a journal in their allies pack, talking about how they're getting ready to betray them.
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More than any other adventure your job is to mess with the party. Watch them freak out and seek a cure disease spell before this curse gets worse. a half hour later, tell the player they start coughing and can't stop. If they push it tell them they'll find out later. When they ask shake your head sorrowfully and roll. Pass out sticky notes, only one of which has anything on it. Pull party members aside and describe nightmares. When you go to clear it out, nothing is there but a cold, damp patch. I enjoyed having Strahd responsible for most 1's rolled at the table- as you go to swing, a bat flys into your hair. If you do your job right, by the end they shouldn't trust anyone, or anything. The bread should be darker than normal, the chairs should creak ominously, roll for random encounters and describe rustling in bushes, followed by an undead turtle wandering across the path. Everything should be gothic, and unnecessarily creepy.