D&D 5E Curse of Strahd - What am I missing? (Possible spoilers?)

G

Guest 6948803

Guest
I ran Strahd less than two years ago and we had fabulous time with it. However:
I had 4 PCs, first time into 5e and trust me, it wasn't optimised party - and yet, after getting Sunblade, most fights felt on easy side. I can imagine optimised or bigger party owning the place, and I think DM should make amends for it.
Strahd is definitely too easy, you can make him almost unbeatable however, if you cheese some mechanics (like flying through walls). But vampire playing partisan war in his own castle isn't very classy, so, again DM should just buff him.
Barovia in CoS isn't real Ravenloft. We used Dark Powers checks from 2nd edition and I modified magic accordingly to 2nd edition modifications.
Finally, whole adventure is just nice gothic fantasy sandbox, not Call of Cthulhu type, PC-destroying horror. I gave it bizarre, TimBurtonish feel and it worked great, but again, it was more "Buffy Vampire Slayer" than "It".
 

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Nebulous

Legend
In my opinion, Curse of Strahd has very strong bones, but needs a good DM to flesh them out. I think that’s part of why it’s so popular with DMs - it gives you a really solid framework and leaves you the space to make the adventure your own. And that’s great for DMs who like to tinker. But if you’ve got a DM who’s trying to just run the adventure straight out of the book, it’s likely to be a struggle. I speak from experience, as the first time I DMed Curse of Strahd I was not yet confident enough to want to try putting my own touch on it. I tried to just run it “by-the-book”, and that campaign had a lot of the same issues you describe here. I’m currently on my second pass at the adventure and this time it’s working so much better because I’ve been treating the book as more of a setting guide for a sandbox instead of an on-rails adventure like most of the 5e modules have been.

Agreed. This is not a friendly adventure for starting DMs. To really make it shine you need some A) experience under your belt, and B) spend time on it above and beyond cracking the book open before the next session.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Agreed. This is not a friendly adventure for starting DMs. To really make it shine you need some A) experience under your belt, and B) spend time on it above and beyond cracking the book open before the next session.
I recommend to any DM considering running Curse of Strahd to watch Chris Perkins run it on Dice, Camera, Action. Not because I think he runs it particularly well (he does a fine job, but not an exemplary one in my opinion) but to see just how much the adventure’s own lead writer deviates from the book when running it.

Again, the book is an excellent framework; a starting point. But it doesn’t have enough meat and connective tissue to make for a really great experience on its own.
 

toucanbuzz

No rule is inviolate
Curse of Strahd seems to get universal acclaim. I was excited to play it. Yet, I found my experience lacking...

After I ran it, players I'd been gaming with for 15+ years said it was the best we'd ever played. To me, it was the best in 20+ years of DMing, and that's saying a LOT. BUT, I didn't run it as-is, straight from the module. If your DM did, I can see people being disappointed. It wasn't all just me scouring the net for what other DMs had done, getting a guide, adding material from the Ravenloft novels, and altering Strahd's story; it was also my players agreeing to immerse in a theme of despair, and to get into a medieval Romanian/Slavic setting by not playing dragonborn, orcs, tabaxi, (exotic high fantasy races) etc. The immersion helped quite a bit, a ton in fact.

Everyone seemed scared of Strahd but that was it. He was just this boogey man in a castle. There really wasn't any evidence of his influence and hold over the people other than their fear.
Strahd needed a complete overhaul. The adventure didn't do him justice. I read, back in the 90s, the "I, Strahd" novel as well as other Ravenloft novels that get into his head. The entire time the party was nothing but an afterthought. He's immortal. If he fails this time, he'll wait another generation and do it all over again. The only time the party comes onto his radar is when they interfere with Irena, who the DM must do everything in his power to make the PCs care about. She's a domestic violence victim, not past him yet. And that's complex. His only interaction with my PCs was to advise them not to interfere with the rules, and eventually an offer to convince Ireena to give herself to him.

If your experience was Strahd just popped in like an ass, threw a fireball and taunted the PCs then ran, then he was being run from the module only, and the module totally missed the mark on a very complex bad guy. I put probably dozens of extra hours into improving this part of the game.

None of us really cared about Barovia. We just wanted to leave....
Some work needs to be done with the story on this one, and again that's on the DM. It should've been clear Strahd closes borders, so you can't leave. He closes borders because he wants Ireena, but not by physical force. Drawing upon the novels, he wanted to recreate in my campaign the scenario of the past, when he first (nearly) seduced her and she instead threw herself off a cliff. I created a countdown to when this would match the calendar. He's beating her down emotionally, and this should piss people off. If it doesn't, then the Vistani give a 2nd reason: Strahd is cursed and needs to be fixed. Here's how, and then you can go home. You can't go home unless Strahd is fixed. But, he's an immortal god, and only relics from his past can undo him.

Because 90% of the souls in Barovia are simply shades (not sure this ever came into play) and not real souls, no one would care about taking on this task. The shades wouldn't care at all because they're puppets created by the Dark Powers to populate Barovia. Otherwise, I also played up the Ravens. They're trying to combat despair. Why give away free wine? Because it brings a slight bit of happy to this land, which wants to beat you down, make you dig your own grave and crawl into it, then feed off that hopelessness.

Ireena's story also has to be strong. It's easy to abandon her in Vallaki, so she needs to be tortured by Strahd. He wants to isolate her, beat her down. If you can stand by and watch someone do this to another, then maybe you're in the wrong game. And, it's not all Strahd. In my game, the party had met the Abbott who wanted them to kill Ireena (no competition for his bride). After the party convinced him this was wrong, they went adventuring. When they returned to Vallaki, they found the Abbott had taken their advice. He sent his minions and took Ireena's face, then healed her. He stitched the face onto his bride so Strahd would have the face he loves and the obedience of a home-made wife to cure him. This is the type of horror that caused jaws to drop. Then, he sent the party a wedding invitation, fully believing in his insanity they'd appreciate his moral solution.

From there, the party was on suicide watch for Ireena, who wanted nothing more than to die, for this to be over, and at her lowest, she gave herself to Strahd.

I feel like the end game of the module was weak, too. Strahd showed up when we restored Argonvost and through a combination of crazy tactics and dumb luck we managed to trounce him....
As above, the party means nothing. Why would he leave his castle? He could simply outlive them. He IS the Land. It won't let its favorite plaything die. His suffering is delicious to the Land. In his castle, Strahd is pretty much invincible. He can run through walls. In my game, he did "hit and run," accepting any attack of opportunity, regenerating, then doing it again. Because he needs no rest, he could do this forever until the party depleted itself. He was a genius general and he doesn't fight stupid...

And that was the key to defeating him. How can you get Strahd to abandon his genius tactics? What from his journal, or exploring his castle history, and from understanding him could tell you? I added a lot (some from the novels) to ghostly scenes that became more common the closer the party got to the conjunction of now with Strahd's original anniversary of the dark wedding. I let the PCs take roles, like a play, and get into the head of Strahd and what happened.

The Sunblade. Now, the impression I got from all the NPCs was that this was the key to getting an edge in fighting Strahd.... It was hardly the grand showdown with a Dark Lord that I was expecting.
If Strahd stands straight up and faces a party equipped with all artifacts, then yeah, he'll be easy peasy. It strips away much of his awesomeness, as it's supposed to. Hence, the "hit and run" my Strahd did.

So, did my players win? You bet. Ireena was taken in our story, turned and her face restored by Strahd. As a fledgling vampire, she needed rest. The party put up a Leomund's Hut, rested up, and made a plan to find her crypt in the maze of crypts (I had assigned her one). It was a footrace as they busted out, taking out posted sentinels while surviving his hit and run, then staking Ireena. Strahd loses. And this drives him to an insane fury. He forgets all strategy. He wants his fingers around the neck of these fool mortals. And his arrogance, his rage, it costs him. My PCs dropped him in 2 rounds.

SUMMARY: I had a love of the setting, so I put in a ton of hours customizing it. I, like others, get the impression your DM ran it as-is. I view all adventures as a coloring book, waiting for me to fill it in. So, sorry to hear it wasn't what it could've been, but don't give your DM too hard of a time. We all learn as we go. But in this day and age, where we have hundreds of forums and gamer sites with some amazing DM stories of what works and doesn't work, I hope all DMs are taking that extra time and effort to make their stuff a bit better.
 
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neogod22

Explorer
I was pretty disappointed running it too. I too was expecting the same type of setting 2e had. The beginning was pretty hard fir the players, but they found the Holy Symbol in the gypsy camp, which made undead encounters laughable early on. When the book came out, WotC didn't know that the monster Nerf and player buffs that 5e created would destroy the CR for everything once the players hit level 5 back then, so while they thought a vampire at CR 15 would be too hard for the players, and gave them the tools that should've made the fight fair, they just made it too easy. There are ways to make this more challenging when they get to the castle. Here are some ideas.

1. No rests in the castle. I would suggest the DM create 1 or 2 safe areas where the players can stay long enough for a short rest only. Once they use it, they can't use it again.

2. Buff Strahd. Double his HP, give him magic armor and a weapon. If you really want to be nasty, have him wear the the Strahd animated armor, and have all damage go to that before it's destroyed. If the players didn't destroy the heart, have that amulet mitigate 50hp per round instead of it just failing once it absorbs that much damage. Also make Strahd resistant to all damage besides radiant, and allow him to regenerate any damage that's not radiant damage even if he take radiant damage that round also.

3. Use Strahd's abilities. One of Strahd's lair actions is the ability to move through the walls, ceiling and floor. When he takes say 25% damage, have him have him leave the room and make the players have to move through the castle and find him, allowing him to regenerate, and throw more monsters at them to use up resources. Don't forget, Strahd is also a wizard, use spells to his advantage. I.e. he may pop in while the players are fighting trash mobs, and say cast hold person on the warrior or wizard, judt to make the fight that much harder, then retreat when the players get the upper hand.

3. Wherever the final battle is suppoed to be, make sure you lead the players there for the fight. Feel free to manipulate the results of the tarot reading to have the final battle where you think it should be fought.

4. If things go bad, remember, the players are suppoed to win. They should have an ally, and feel free to kill that NPC before killing a player. Maybe that could be a dramatic scene that allows the opening for the players to finish off Strahd.
 

Charlaquin

Goblin Queen (She/Her/Hers)
As above, the party means nothing. Why would he leave his castle? He could simply outlive them. He IS the Land. It won't let its favorite plaything die.
I agree wholeheartedly with basically everything in this post, but this particular bit I wanted to challenge a bit. In my opinion, the question is not why would Strahd leave his castle, but why would he stay? He’s the land, yes, but he’s also the lord of the land. He can go wherever he pleases without the slightest of threat or challenge, because it’s his land, and who’s going to stop him? On top of that he’s so interminably bored. For centuries he’s been trapped in this tiny snow globe of a domain, with the same souls being recycled over and over again, history repeating itself with only minor variations generation after generation. I can’t imagine him being content to just sit in his castle looking menacingly out a window like some gothic Cercei Lannister. I see him going out among his subjects, feeding on who he pleases, manipulating the populace just to make something happen. That’s why he messed with Donnovich and the Abbot and all the others; he hasn’t been surprised in centuries, so he passes his time just screwing with people in the hopes of getting a mildly amusing result.
 




Nebulous

Legend
I do agree that 5e is too easy. It really doesn't want PCs to die. Now, I do make my personal campaigns much harder, but yeah, you have to adopt a certain playstyle. I don't allow hardly anything to influence death saves, it's usually a straight up 10+.
 

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