D&D 5E Enhancing "Curse of Strahd" (and DDAL adventures)

MrHotter

First Post
How often do you reckon Borovia receives outside visitors? Are Borovians aware of a world beyond the mists? Should PCs know about the existence of Borovia, or Strahd at the start of the adventure?

The march of the dead from the Barovian graveyard to the castle consists of ghosts of adventurers who have failed to defeat Strahd. I don't have the book in front of me, but I thought there were about a hundred ghosts. That would mean that Strahd has played this game with many other adventuring parties in the past. Depending on how often you think that could have happened in the lifetimes of those currently living in Baraovia, it could be likely that the locals have seen foolhardy adventurers before.

The adventurers could be from any campaign world and the Vistani are known to travel freely between different worlds, so how much the adventurers would know about Barovia depends on what world you base the characters from.
 

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jayoungr

Legend
Supporter
I've looked over the first DDAL adventure, Suits of the Mist, and it seems to be just a collection of ways to get the PCs to Barovia. So far, dead easy to integrate with a regular CoS campaign.
 

Erik Westmarch

First Post
I don't see why Barovia needs to be a demiplane. It can just be a valley barony that you can't leave. The mists can explain why souls are trapped, you can't teleport out, etc.

I'm still reading through the book; up to chapter 8. I'll probably read through it twice before I try to run it.

My current take is that the weakest part are the hooks to get the PCs into Barovia. Either just plop them down there (the Mists kidnapped you! Figure it out!) or give them a real reason to go. My plan is to develop a strong hook for getting the PCs to head to go to the Death House in Barovia village, and once they escape from that they can start unraveling the mystery of just where they are.

Speaking of the Death House (spoilers!), I don't like the two endings offered. There are two choices (compliance with the spirits' demands, or defiance). Compliance doesn't have any real consequence other than to the player's conscience, and it should. I'm thinking that the Mists should reward the players somehow for feeding the spirits and making them stronger, and that would-be allies within Ravenloft should withdraw their support. Likewise, defiance allows you to escape - but why? How come you can escape after defeating the shambling mound, when before you couldn't?

My plan to enhance the Death House is to have an agent of the Order of the Feather intercept the PCs before they enter the house (without identifying himself) and ask them to "deliver a package to Master Durst", and hand them a small sealed box. Inside the box is a reliquary containing St Andral's finger-bone. If the PCs put the bones of the Durst family in their tombs, defeat the shambling mound, and place the reliquary on the alter, the death house will be defeated and the local priest will be able to enter the grounds and de-desecrate them. (Or a PC can, if one of them makes a cleric or paladin)
 

Daern

Explorer
I like the reliquary idea alot.
I had an idea to use the Death House as the Gateway. Like, the Death House travels the dimensions in order to deliver souls to Strahd (he consumes them when he sucks the blood).
Nobody notices when the Death House appears. It is as if it has always been, but nobody remembers who built it, though it is often of incongruous architecture. Those who die in the Death House are brought to the altar below, their remains added to the Pit (I'm replacing the Mound with a Gibbering Mouther), and their souls transported to Barovia. If they succeed, Strahd takes notice
It's a win win. A TPK has the whole part reborn in Ravenloft with "Dark Gifts". If they succeed, Strahd takes notice and invites them for a visit, first with the false letter, and if that doesn't work, then a formal invitation.
 

Erik Westmarch

First Post
Okay, this is my hook for Death House:

-----------------

DM Background:

Hilga Durst was an old matriarch of the Durst family that operated the Mill which is now Old Bonegrinder, and the Hags that live there now impersonate her on occasion. The Hags didn't start the cult, but once it imploded they started using the Durst House to cultivate the shambling mound, with the intention of using it to enhance their own power once it's mature. They periodically send letters like the below out into the world with the Vistani in order to attract sacrifices for the dark temple under the house. The storekeep in Barovia does not recognize the name and will not honor any letter of credit.

(If you are using the Three Fanes concept from previous Ravenloft adventures, use of the shambling mound will give the Hags control over the swamp Fane)

-----------------
(The following letter is delivered to the PCs, wherever they are, by a fellow in a brightly colored wagon. If the PCs ask him why he chose them, he just gruffly replies that they have "the look" of the sort of people he's looking for.)

Dear Sirs,

I am writing to request of you a service which I believe you are qualified to provide. I need several competent investigators to look into the whereabouts and condition of my nephew Edward Durst.

Edward lives in a town home of mine in the village of Barovia, Barony of Barovia. He, his wife, and three children are precious to me. Some time ago he wrote to me worried about some of his neighbors possibly bearing him ill will. That was several months ago and I have not heard from him since, and he does not respond to my letters.

Please look into his whereabouts and lend what aid you can to resolve any difficulty he is having. I have attached to this missive a letter of credit worth two-hundred gold pieces at the general store in Barovia. Present this letter with Edward's signature to the store manager for your payment.

Kindly yours,

Hilga Durst
Millkeeper
Vallaki, Barony of Barovia

-----------------

Letter of Credit
2oo GP to be presented upon receipt
Requires signature of Edward Durst

-----------------

Additional Actions:

While the PCs are walking on the road between the Gates of Barovia and the town of Barovia, they encounter what appears to be a Barovian peasant who is mending a fence besides the road. He gives his name as Ehrlich, and is of completely average appearance and dress. Ehrlich notes that the PCs are walking towards the town of Barovia, and asks them to deliver small package to Edward Durst. It's a small wooden box about 6' long, with a wax seal. "Please give it to Mr. Durst directly, mind, and do not pass it to another."

The peasant is actually a Were Raven. He is aware of the hag's deception, but the Order of the Feather has only recently become aware of the plot, and the Order seeks to disrupt it. Although he could warn the PCs, he's afraid they won't go into the house if they know what they're getting into. (Is that evil? Maybe a little, but the Order of the Feather is not above acting "for the greater good" when it thinks the rewards are worth it) Instead he provides them with this box.

Hopefully the PCs don't open the box until they are somewhere in the Durst House. (the wax seal should discourage them) Inside the box is a small reliquary containing a finger bone of St. Andral (it was stolen from St. Andral's Church in Vallaki by the Were Ravens before the rest of the skeleton went missing). It also contains a scrap of paper with the following phrase: "Family to rest, beast to death, alter be blessed".

If the PCs ask after the fact, no one in the town of Barovia knows any "Ehrlich" who lives along that road, as it is a fake name.

-----------------

Entering the House:

It's not clear why the PCs cannot leave the house earlier in the adventure, but I think it's important to trap them there. For this reason, once the PCs enter through the front door, the Mists immediately surround the house very closely and prevent the PCs from leaving its grounds.

-----------------

Outcomes:

The PCs (assuming they make it to the dark temple) can either appease the spirits by sacrificing one of their own on the alter, or defy them. Here's how it plays out:

APPEASEMENT

This is the "easy" way out for the survivors. Immediately upon killing one PC, the spirits disappear, all ghosts disappear, and the house appears as an empty, dusty old house they can just walk out of. Barovians sort of "understand" how the PCs could do this, and most don't hold it against them. Barovia has a way of making decent people do awful things. They'll tell the PCs that the Durst House has been empty for centuries, and if others have walked into it before, they didn't ask questions.

Strahd notices these events and because the PCs were corruptible he sees them as potential allies. His first encounter with the PCs will be one of "friendly conversation" as he feels them out. He may ask them to help him deal with some "local trouble" in the Barony, notably the Hags at Old Bonegrinder or the Mad Mage. He will spin them as local nuisances, and promises rewards if the PCs can deal with them. He doesn't ask them to do anything especially evil at this time, as he knows how to slowly reel in fresh meat.

However, the sacrifice leaves all PCs with their first taint of the Dark Powers.

DEFIANCE

The PCs defy the spirits. The upper floors are as described in the book - smoke filled, bricked windows, full of slashing blades, etc. The doors to the outside are bricked too though. There is only one way out now - defeat the spirits.

To defeat the spirits the bodies of the Durst family members need to be properly interred in their tombs, the shambling mound needs to be defeated, and the reliquary needs to be placed on the dark alter. When all three of these conditions is met the spell is immediately broken. The Durst House is revealed to be a wreck consisting solely of the catacombs level and the first floor, but the first floor has no roof. The local priest in town is now free to enter the grounds and start cleaning up the desecration left by the cult.

The PCs are minor heroes among the ensouled Barovian villagers, though the soulless still don't care. Strahd notices the PCs actions, but doesn't think they're important enough to deal with personally yet. Proceed with the Village of Barovia as presented in the book.
 

Jackdaw

First Post
After two weeks of prep and rewrites we began Curse of Strahd last weekend. Some of my players know the basic backstory, and have probably peeked at the adventure (the lowlifes), so I’ve taken a lot of liberties to keep them on their toes. Death House has been placed in Vallaki, a rumored way to escape Barovia later in the story.

-----

The campaign began with a prelude wherein the players assumed the roles of peasant girls (Commoner stats, MM) who were being escorted by a geriatric Flaming Fist mercenary to a wedding in The Western Heartlands of Faerun. My players knew these NPC/PCs were sacrificial lambs to the genre, so they had some slasher movie fun with it. They met sketchy Vistani brothers who warned they’d never make it to the wedding “down that road”, got caught in a thunderstorm, and fell into a sinkhole which destroyed their cart and lamed one of the horses. A badass girl slit the horse’s neck as a mercy – and then the mist rolled in like crashing waves. I wasn’t subtle.

Instead of a muddy plain they found themselves in a dark forest with no cart and a single horse. After a brief existential crisis – and some screaming - they decided to continue down the road since both directions were hedged by the forest and the wedding was potentially close. They ran afoul of skittering blights, who paralyzed one of the girls with a falling branch. Things escalated fast: they lost their light source, half of them started running into the tree line, panicked, as the others were slaughtered on the road.

The three survivors (the old mercenary carrying the paralyzed girl and a remaining scrappy girl) ran towards a light in the woods where they came upon a small collapsed tower hung with dry herbs. The cloaked occupant came to their aid and revealed herself as the yet-to-be-introduced druid of the PC party, but emaciated and weary (the player of said druid had no idea what I was up to). She called the girls “the ones who never made it to the wedding” which put the mercenary on alert. The druid killed him in bloody fashion with a Blight spell and let the scrappy girl flee into the night. She turned her attention to the paralyzed girl and said she was the druid’s only chance to “make things right, to begin again and defeat Strahd”. Then she produced a scroll made of human skin and cast a spell that knocked the girl out. End of prelude.

-----

Meanwhile the five PCs found themselves for various reasons at a raucous farmstead wedding a mile outside of the palisade village of Greenest (yup, same wedding the girls never made it to). They are:

A male tiefling warlock, Pact of the Arch Fey
A male human wizard, School of Abjuration
A female dwarven cleric of Ilmater
A female human “barbarian” who expresses the class abilities as a bloodline curse.
A female elven druid, Circle of the Moon

The druid is a friend of the bride’s mother and was invited to officiate the wedding and bless their farm. The barbarian is a ward of the druid’s father (also a druid) who is helping her manage her strange “curse of rage”. She escorted the druid as favor to her father since the druid is rather naïve.

The warlock and wizard are both servants (and apprentice in the case of the wizard) of a wealthy Corymrian arcanist who set them on a mission to find a book peddler who is secretly a collector for Candle Keep. They found him and his warded cart at the wedding, a crasher made welcome for the extra wine he brought.

The cleric is a penitent beggar who lives in the nearby town. She and her fellow priest, a drunkard, live off the kindness of the townsfolk even though the cleric is openly the sister of mayor. It’s awkward. They attended the wedding for the free food.

I ran a long, upbeat social scene in contrast to the prelude, and as the last sunny memory most of the characters will probably have (the pathos!). They caroused, boxed, danced, tossed axes and fleshed out their personalities. The book peddler challenged the wizard to a game of riddles for a chance to peek inside his cart, which the wizard almost won. The barbarian, small and scrappy, intimidated the farmhands with her effortless takedown skills. The warlock tried and failed to flirt with the druid. The cleric grew annoyed with the drunkenness and secretly purified a keg of ale.

This partying took place in and around an elaborate scarlet tent erected in the field. When dusk fell and half the guests said their goodbyes the bride’s mother revealed she had bought the tent from colorful travelers and they had also given her daughter a deck of curious cards to “find love for your unwed friends”. She brought them to use as a parlor game but the illustrations were more disturbing than she first thought, and most of the remaining guests (12 or so) were too drunk to play anyway.

A gentle fog rolled in around midnight. The barbarian helped build a bonfire and the wizard and warlock cajoled the book peddler for another round of riddles. Couples began to stumble out in the fog to find a patch of privacy. It was in that sloppy, serene after-hours vibe that no one noticed the quality of the fog changing, thickening. The peddler toyed with the warlock and the wizard, trading lame riddles – but he was cut off by a bloody scream from somewhere in the field. A few farmhands, followed by the druid and warlock, ran into the fog as the scream intensified and cut short. Everyone heard the bestial growls next. A woman near the tent yelled “gnolls!” and panic set in.

The barbarian gathered the weapons she left in the tent and entered the mists looking for the druid. The warlock stayed close to the only farmhand he could see and together they found the severed leg of the bride. The cleric grabbed a hammer used to drive in tent stakes and pulled her drunk friend along. The book peddler grabbed the wizard’s arm and identified the mists as “a crossroads into the Shadowfell…or somewhere worse”. The wizard followed the peddler, circling to find peddler’s cart while yelling for his friend the warlock to come back to the tent.

The “gnolls” were of course dire wolves, who played death tag with the PCs and NPCs, darting through the mists. The PCs ran into trees and hopped over roots that shouldn’t have been there: the combat was done without a grid to reinforce the disorientation. The cleric and her useless friend tussled with one wolf before it leapt away to harass the warlock and farmhand. The druid (in black bear form) and barbarian were trying to pinpoint the direction of battle when the wizard suddenly rushed into view, a wolf on his heels (The beast had found the peddler’s cart and juicy oxen first. The peddler cast a spell and vanished, leaving the wizard to fight alone or flee). Together the wizard, druid and barbarian slayed their wolf, found the warlock, and the farmhand he was bravely protecting, and drove the other wolf off.

They joined the cleric, badly bit, scooped up her unconscious friend and marched back to the tent. A strong wind barreled through the mists, howling and resonant, bowling half of them over to dramatically reveal the dark alpine road they now stood on. The tent was still there, along with the handful of NPCs that had huddled on the far side of it. But the wind ripped it from its stakes and wrapped it around the NPCs. The character saw their outlines for a moment in the red fabric, halting the tent, but they vanished as the tent collapsed.

Remaining on the roach were the druid, the warlock, the wizard, the barbarian, the cleric, the cleric’s friend and the farmhand.

End of the first session!
 
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MerricB

Eternal Optimist
Supporter
I don't see why Barovia needs to be a demiplane. It can just be a valley barony that you can't leave. The mists can explain why souls are trapped, you can't teleport out, etc.

You're right: it doesn't have to be. (And it's entirely possible that in Curse of Strahd, it isn't).

It's my preferred way of running all Ravenloft adventures in any case.

Cheers!
 

jayoungr

Legend
Supporter
There were quite a few Curse of Strahd threads started right after the book came out, many of which have valuable discussion. I'm parking links to them below:

Spoiler-Filled General Discussion
Gothic Trinkets
Curse of Strahd Milestones
Mike Schley's Strahd Cartography (about maps of everything but the actual castle)
2D Maps Needed for Roll20 (about maps of the actual castle)
Travel Time in Barovia
Tarot to Tarokka Deck Conversion
What to do with all the NPCs that want to come with you
When Strahd Attacks
Sunlight in Barovia vs Sunlight Sensitivity
Rewrite Death House (to avoid mention of dead children, for those who find that too disturbing)
"Beefed Up" CR 17 Strahd
Can Barovia Be Situated in Forgotten Realms? (seems relevant to recent discussions here!)
What if Vistani Were Tieflings?

And a few useful map links:
if you google ravenloft maps there are at least three sets of top down 2d maps about which are pretty easy to get into fantasy grounds

these are probably the best https://www.google.co.uk/url?sa=t&r...61031a&usg=AFQjCNHd4x_Q7iMuXS1iDpPVk6b3Ggabhw

http://www.cartographersguild.com/showthread.php?t=13943

http://www.fraternityofshadows.com/GryphonHill/barovia/castleravenloft.html
 

Jackdaw

First Post
Thank you for the helpful list Jay. And evilbob...stop creating so many Curse of Strahd threads. I'm interested in it - hell, I'm currently running it - but it's hard to decide which of your threads to post to! :-S
 

I'm A Banana

Potassium-Rich
How often do you reckon Borovia receives outside visitors? Are Borovians aware of a world beyond the mists? Should PCs know about the existence of Borovia, or Strahd at the start of the adventure?

IMC:
* Barovia gets outsiders once every few months. Barovian natives (of which I have a few in the party) know that outsiders come to town, and disappear soon after.

* Outsider PC's don't know about Barovia or Strahd. They're going in blank.

For Death House:
* Native Barovian PC's are given the scooby-doo set-up of "come to my house and spend the night to PROVE it's safe!" Of course, it's not, and the person who invited them is an illusion.

* Outsiders pretty much arrive as in the book.

* Instead of mists, I have Death House use an entrance it can open at will and it can close when it's not feeding or hunting.

* Walter Durst = Death House.

* The hags in Old Bonegrinder are using Death House to breed fey creatures - such as the Shambling Mound. That's why Morgantha is in town, checking up on it.
 

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