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Enhancing "Curse of Strahd" (and DDAL adventures)
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<blockquote data-quote="Aiden_Keller_" data-source="post: 7515951" data-attributes="member: 6974416"><p>Greetings, </p><p></p><p>I am just starting out as a DM and attempting to run Curse of Strahd </p><p></p><p>I personally planned a lot of changes including:</p><p></p><p>-Starting players in Beregost (You know...near the Forest of Sharp Teeth...to help explain the werewolves in area) instead of near Daggerford</p><p></p><p>-First area in Barovia is Death House. Characters will encounter a "normal" looking house and no encounters until they reach the attic room and study the doll house. At this point the house takes on its "true" form and all possible encounters are open. Once characters enter into the basement area they must sacrifice a character every so often (depending on how many people are in the party...potentially getting the party down to just 2 when they enter into the final room). This sacrifice isn't real and is simply an illusion and as soon as Death House is exited the "sacrificed" characters appear. Whomever survives will gain a flaw stating that they participated in the death of their entire party. </p><p></p><p>-Including an NPC Paladin that is joins you in Beregost and is killed after Death House by Strahd and whose body is later repossessed by a revenant.</p><p></p><p>-Automatically placing the artifacts and allowing a large group to potentially assist the party (compared to a single entity).</p><p></p><p>-Possible Allies include: The ghosts of Thorn and Rose, Stool (see below), Ezmerelda and Rictavio, Pidlewick II (Found in Vallaki, I have made it not so evil and more like a Pinoccio figure that wishes to be reunited with the remains of his maker), Wereravens, Emil and Zulekia (Werewolves), the possessed NPC Paladin I mentioned above and finally Mordikadian if he is cured. </p><p></p><p>-Strahd's possible allies: Rahadin will summon a shadow demon, Hell Hounds, Kiril and evil werewolves (if not dealt with earlier), 2 of the witches from inside the castle as well as the hags from the Bonegrinder if they were not dealt with, Baba Lysaga in her flying skull (if she was not dealt with...I actually made her retreat if she takes too much damage so she can protect her "son"), an invented leader of the evil druids from Yester Hill, Potential for Strahd to animate the shadows of party's allies to attack them, Strahd's Animated Armor is being worn by Strahd (giving him the resistance and AC from the armor as well as his normal attacks and the armors attacks [after all it is animated]) as well as the fact that Strahd is on his Nightmare.</p><p></p><p>-Due to the large amount of allies and Strahd's allies I have also written up a potential "Final Confrontation" where the party and allies storm the castle. If Strahd begins to lose he will cast Fireball to potentially destroy the bridge. </p><p></p><p>-Adding in "The Hidden Grove" from "Into the Abyss" as it happens to be my favorite to simply include as a side adventure. Also having mushrooms help you fight Strahd sounds AWESOME!</p><p></p><p>-Strahd will save Polymorph until he is almost defeated and then transform into a large bat monster (with stats of Giant Ape).</p><p></p><p>After reading </p><p></p><p><a href="http://www.enworld.org/forum/showthr...16#post7515516" target="_blank">http://www.enworld.org/forum/showthr...16#post7515516</a></p><p></p><p>-Added an alchemist shop in Village of Barovia where Dr. Ulbrek Jekzinkle works as an alchemist. When Strahd came to power the Doctor was working on several alchemical processes that Strahd became interested in. After winning the Doctor over, Strahd took him to the Amber Temple to learn of dark alchemical processes. One such potion backfired and allowed for an evil and massively powerful split personality, Mr. Kebrel Harkus to assume control of the Doctor. If the party is interested, Dr. Jekzinkle asks them to collect any alchemical items that they find and he will gladly pay them. He also offers to travel with the party.</p><p></p><p>(Names straight from Vistani Name List...except for Kebrel with is Ulbrek backwards minus a U)</p></blockquote><p></p>
[QUOTE="Aiden_Keller_, post: 7515951, member: 6974416"] Greetings, I am just starting out as a DM and attempting to run Curse of Strahd I personally planned a lot of changes including: -Starting players in Beregost (You know...near the Forest of Sharp Teeth...to help explain the werewolves in area) instead of near Daggerford -First area in Barovia is Death House. Characters will encounter a "normal" looking house and no encounters until they reach the attic room and study the doll house. At this point the house takes on its "true" form and all possible encounters are open. Once characters enter into the basement area they must sacrifice a character every so often (depending on how many people are in the party...potentially getting the party down to just 2 when they enter into the final room). This sacrifice isn't real and is simply an illusion and as soon as Death House is exited the "sacrificed" characters appear. Whomever survives will gain a flaw stating that they participated in the death of their entire party. -Including an NPC Paladin that is joins you in Beregost and is killed after Death House by Strahd and whose body is later repossessed by a revenant. -Automatically placing the artifacts and allowing a large group to potentially assist the party (compared to a single entity). -Possible Allies include: The ghosts of Thorn and Rose, Stool (see below), Ezmerelda and Rictavio, Pidlewick II (Found in Vallaki, I have made it not so evil and more like a Pinoccio figure that wishes to be reunited with the remains of his maker), Wereravens, Emil and Zulekia (Werewolves), the possessed NPC Paladin I mentioned above and finally Mordikadian if he is cured. -Strahd's possible allies: Rahadin will summon a shadow demon, Hell Hounds, Kiril and evil werewolves (if not dealt with earlier), 2 of the witches from inside the castle as well as the hags from the Bonegrinder if they were not dealt with, Baba Lysaga in her flying skull (if she was not dealt with...I actually made her retreat if she takes too much damage so she can protect her "son"), an invented leader of the evil druids from Yester Hill, Potential for Strahd to animate the shadows of party's allies to attack them, Strahd's Animated Armor is being worn by Strahd (giving him the resistance and AC from the armor as well as his normal attacks and the armors attacks [after all it is animated]) as well as the fact that Strahd is on his Nightmare. -Due to the large amount of allies and Strahd's allies I have also written up a potential "Final Confrontation" where the party and allies storm the castle. If Strahd begins to lose he will cast Fireball to potentially destroy the bridge. -Adding in "The Hidden Grove" from "Into the Abyss" as it happens to be my favorite to simply include as a side adventure. Also having mushrooms help you fight Strahd sounds AWESOME! -Strahd will save Polymorph until he is almost defeated and then transform into a large bat monster (with stats of Giant Ape). After reading [url]http://www.enworld.org/forum/showthr...16#post7515516[/url] -Added an alchemist shop in Village of Barovia where Dr. Ulbrek Jekzinkle works as an alchemist. When Strahd came to power the Doctor was working on several alchemical processes that Strahd became interested in. After winning the Doctor over, Strahd took him to the Amber Temple to learn of dark alchemical processes. One such potion backfired and allowed for an evil and massively powerful split personality, Mr. Kebrel Harkus to assume control of the Doctor. If the party is interested, Dr. Jekzinkle asks them to collect any alchemical items that they find and he will gladly pay them. He also offers to travel with the party. (Names straight from Vistani Name List...except for Kebrel with is Ulbrek backwards minus a U) [/QUOTE]
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