
For the uninitiated, this is an optional mini-adventure designed to advance new characters to 3rd level. I used the Appendix B: adventure, Death House. It's a game after all, and everyone needs to be playing by the same rules - especially when dealing with the dark, potentially sensitive, themes that horror often covers.Last night the Curse of Strahd campaign was kicked off in the Game Tavern. Regardless of what path is chosen (whether that's only using Curse of Strahd, incorporating other Domains or even creating new worlds), the most important thing is for the DM and their players to be on the same page. Unlike other Domains, the Carnival can appear wherever the DM needs it to.
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Van Richten's Guide contains full details on 16 other Domains of Dread, as well as brief descriptions of many others.Īn easy first step for establishing this macabre multiverse is to insert the Carnival into Barovia. Dungeon Masters looking to flex their creative muscles can incorporate the mists as a portal between Domains, each more mysterious and deadly than the last. This makes Barovia smaller and potentially less important, so exercise this option with caution.Īdding more of Barovia is a lot of work, since the DM will have to flesh out other Domains just as Curse of Strahd does with Barovia. However, doing so can be hugely rewarding, especially if the players appreciate freedom of choice and the ability to forge their own path.
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It explains that Barovia is only one in a series of interconnected Domains of Dread, each enshrouded by Ravenloft's mysterious mists. Wizards of the Coast has also released Van Richten's Guide to Ravenloft, a campaign guide to the larger Ravenloft setting. RELATED: Dungeons & Dragons: Dark Gifts in Van Richten’s Guide to Ravenloft Consider Adding More of Ravenloft Early hints are useless if players have little to no chance of deciphering what they mean. The cards themselves are cryptic hints to important locations where players can find useful items and information, so don't make it to difficult to figure out what they mean. Make it clear to the players that these are their main objectives, which can serve as beacons when they're not sure what to do. All of these are randomly determined by the fortune-telling itself, which each drawn card having several different possibilities depending on which actual card is drawn. The fourth card leads players to a helpful NPC, and the fifth tells them where in Castle Ravenloft they can expect to fight Strahd. The first card leads to valuable information on Strahd's backstory, while the second and third point to powerful magic items. Convincing players to accept the reading isn't difficult, and once they do they'll be given five cards, each corresponding to a different objective they can undertake before confronting Strahd. The module swiftly leads the party to a Vistani encampment, where the players can have their fortunes read by Madame Eva, one of the group's elders. DMs and players can decide whether or not to start with it, but either way, players will enter Barovia proper at level three. RELATED: Van Richten's Guide to Ravenloft Brings the Zombie Apocalypse to D&D Make the Goals ClearĬurse of Strahd begins with an optional one-shot called Death House, a three-floor dungeon that lets players explore while advancing their characters from first to third level. However, the fact that things like maps, NPCs and history are included lifts much of the burden of running a campaign, which is great for those who don't want to rely too heavily on improvisation. Neither the destination nor the journey are controllable, and the role is more about facilitating those experiences. Both the possibilities and the choices are out of the DM's control, resulting in a process akin more to guiding a passenger boat down a stream. Playing a gothic horror module is a lot more like Bluebeard's Castle or Frankenstein it's a story for those who know there might not always be a happy ending for their characters.įor Dungeon Masters, Curse of Strahd is a wide-open expanse, full of possibilities and different stories to tell. However, part of running a module is accepting a loss of control. This adventure is dark, gritty and understated. As such, those looking for an experience reminiscent of Lord of the Rings or Skyrim shouldn't pick Curse of Strahd. This makes it far less bright and cheery than other Fifth Edition modules, many of which focus on the spirit of adventure and whimsy present in high fantasy. Curse of Strahd is a gothic horror story.
