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Enhancing "Curse of Strahd" (and DDAL adventures)
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<blockquote data-quote="DEFCON 1" data-source="post: 7104212" data-attributes="member: 7006"><p>What is great about this adventure is that you can toss it and turn it any which way to give you that kind of story you want. And there's nothing wrong with that. So for instance, if you did want to come in from the west but still needed to get the PCs higher in level and have Ireena involved, there are many different ways you can do it.</p><p></p><p>First off, you can place Death House wherever you like.... up to and including being by itself on the road leading up to Barovia. Party starts "off map" wherever they are... they get the letter from Strahd XI inviting them to dinner, and as they travel the mists envelop them and they travel for many hours lost in the mist until the finally break through and come upon this lone house. They then hopefully naturally stop for the night (especially if you had them travelling for 8-10-15 hours lost in the mists), and they can then do Death House to get to level 3. Once that adventure is finished they continue on the road until the arrive to the sign that has Kresk pointing north up a small road. You then take it from there.</p><p></p><p>As far as Ireena is concerned... you can absolutely move her from the Village elsewhere if it would help. Heck, you could basically up-end the dead Burgomaster and his two kids and the house out of the Village and move that plot to Kresk whole-cloth if you wanted. After all, the actual Burgomaster Kreskov and his wife that live in Kresk are rather inconsequential to the story, so taking them out and replacing them with Ireena and Ismark and their dead dad doesn't matter a whole lot.</p><p></p><p>I'd recommend you read the whole book and see what different pieces and flavors are available to you, and then have fun mixing and matching them, moving plots and people around as necessary to cultivate the kind of story you want. And then once you've done that... prepare yourself for your players to basically not do a single thing you've set up and go off on weird tangents that you have to improv around. LOL! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Have fun!</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7104212, member: 7006"] What is great about this adventure is that you can toss it and turn it any which way to give you that kind of story you want. And there's nothing wrong with that. So for instance, if you did want to come in from the west but still needed to get the PCs higher in level and have Ireena involved, there are many different ways you can do it. First off, you can place Death House wherever you like.... up to and including being by itself on the road leading up to Barovia. Party starts "off map" wherever they are... they get the letter from Strahd XI inviting them to dinner, and as they travel the mists envelop them and they travel for many hours lost in the mist until the finally break through and come upon this lone house. They then hopefully naturally stop for the night (especially if you had them travelling for 8-10-15 hours lost in the mists), and they can then do Death House to get to level 3. Once that adventure is finished they continue on the road until the arrive to the sign that has Kresk pointing north up a small road. You then take it from there. As far as Ireena is concerned... you can absolutely move her from the Village elsewhere if it would help. Heck, you could basically up-end the dead Burgomaster and his two kids and the house out of the Village and move that plot to Kresk whole-cloth if you wanted. After all, the actual Burgomaster Kreskov and his wife that live in Kresk are rather inconsequential to the story, so taking them out and replacing them with Ireena and Ismark and their dead dad doesn't matter a whole lot. I'd recommend you read the whole book and see what different pieces and flavors are available to you, and then have fun mixing and matching them, moving plots and people around as necessary to cultivate the kind of story you want. And then once you've done that... prepare yourself for your players to basically not do a single thing you've set up and go off on weird tangents that you have to improv around. LOL! ;) Have fun! [/QUOTE]
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