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Enhancing "Curse of Strahd" (and DDAL adventures)
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<blockquote data-quote="Erik Westmarch" data-source="post: 6860075" data-attributes="member: 6815948"><p>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. </p><p></p><p>I'm still reading through the book; up to chapter 8. I'll probably read through it twice before I try to run it.</p><p></p><p>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.</p><p></p><p>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? </p><p></p><p>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)</p></blockquote><p></p>
[QUOTE="Erik Westmarch, post: 6860075, member: 6815948"] 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) [/QUOTE]
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Enhancing "Curse of Strahd" (and DDAL adventures)
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