D&D General Question on map/ begining of Curse of Strahd

Planning on running this adventure in the near future. Looking at the map and marked regions. Party arrives at first village and can see the castle through the mist however it appears its actually a mile+ away? Whats unclear to me is whats preventing the party from leaving the road and going North through the woods or south . Am I missing anything or it just a DM choice
 

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DND_Reborn

The High Aldwin
Planning on running this adventure in the near future. Looking at the map and marked regions. Party arrives at first village and can see the castle through the mist however it appears its actually a mile+ away? Whats unclear to me is whats preventing the party from leaving the road and going North through the woods or south . Am I missing anything or it just a DM choice
Yeah, the can wander about wherever they want. But IME the first goal is to get information, usually from people you meet in towns, villages, etc. The "mist" simply stops them from taking the roads out of Barovia. To the north and south are supposed to be impassible mountains IIRC.

Also, in case you want a more "artistic" version of the map, here is one I found online:
Barovia.png
 

cmad1977

Hero
If I recall...
in the wilds and on the road there are random encounter checks every half hour. The list of random encounter runs the gamut from “bag in road” to “Strahd arrives”. The first thing that happened to the party I ran the game for when they left the village of barovia(where they basically started) was a werewolf attack that infected party members.
That was while they were on the “main road”. That was enough to keep them from wandering randomly into the forest... and I didn’t even try.
 


Hawk Diesel

Adventurer
I guess the first question I have is where would they be trying to go and what would be there goal with traveling north or south? Are you thinking that they may try to immediately go to Castle Ravenloft? Because that would actually be an interesting choice and could work really well to set the tone for the adventure.

One of the problems with Curse of Strahd is that they portray Strahd as a cartoon villain doing evil for the sake of evil, and somehow every villager knows that Strahd is an evil vampire. But that's not how Strahd has traditionally been portrayed, particularly in the novel I, Strahd (required reading I think if you want to really get a picture of who Strahd is and his relationship to Barovia). In fact, few villagers see Strahd as anything but a distant ruler of Barovia. Few people interact with Strahd, and those that do aren't usually aware of it because he uses his alter ego, Vasili von Holtz. There are rumors that Strahd is not wholly natural, since he has ruled over the land for hundreds of years. Strahd rules with an iron fist and often personally doles out punishment for those that break his laws. But he is also a kind of protector of the land. He has been known to defend Barovia from outside threats, and he does have a kind of twisted sense of honor.

Anyways, I say all of this because if your players decide to just go right to Castle Ravenloft, Strahd may be willing to give them audience and even offer to become their patron. He may request the PCs to bring him Ireena Kolyana, who he believes to be the most recent reincarnation of his love, Tatyana. He may also charge the PCs with seeking out relics that could lead to his destruction, dealing with the rebellious were-ravens, or hunting down Rudolph van Richten. Over the course of these missions, the players may come to learn that their patron is actually a creature of evil intent and that they have been tricked into furthering his dark agenda.

A final thing to consider. The map of Barovia does not really extend beyond the border of the map. The entire region is surrounded by a barrier of fog. If the players do decide to go off road to, say escape Barovia by way of Mount Ghakis, they will encounter the mists that keep everyone trapped in Barovia. Also, as others have said, Barovia is a very dangerous place. And it gets exponentially more dangerous as you get out og the towns and off the roads.

This is a lot of info, and I'm not sure all of it is relevant to your question. But I hope it is helpful. Happy gaming!
 

TwiceBorn2

Adventurer
It might also be worth emphasizing that approaching the castle from the south and west would entail scaling sheer 1,000 foot cliffs (if I recall the height correctly).
 

TheSword

Legend
The only way out of the valley at the base of castle Ravenloft is the road leading up to the bridge across the Tser Falls. That leads to the high pass forking towards Castle Ravenloft or towards the West Gates and Valaki.

In theory you can have the PCs wandering the forests to start with and there are a number of elements you can use to frighten/tempt/lead/re-direct the party to the village of Barovia.

  • The mists of ravenloft
  • The wolves
  • The corpse of the messenger
  • Lights of the village as night falls.

Make it clear the party really don’t want to be in the valley at night... mass Walking Dead style zombie attacks!
 

Charlaquin

Goblin Queen (She/Her/Hers)
I guess the first question I have is where would they be trying to go and what would be there goal with traveling north or south? Are you thinking that they may try to immediately go to Castle Ravenloft? Because that would actually be an interesting choice and could work really well to set the tone for the adventure.

One of the problems with Curse of Strahd is that they portray Strahd as a cartoon villain doing evil for the sake of evil, and somehow every villager knows that Strahd is an evil vampire. But that's not how Strahd has traditionally been portrayed, particularly in the novel I, Strahd (required reading I think if you want to really get a picture of who Strahd is and his relationship to Barovia). In fact, few villagers see Strahd as anything but a distant ruler of Barovia. Few people interact with Strahd, and those that do aren't usually aware of it because he uses his alter ego, Vasili von Holtz. There are rumors that Strahd is not wholly natural, since he has ruled over the land for hundreds of years. Strahd rules with an iron fist and often personally doles out punishment for those that break his laws. But he is also a kind of protector of the land. He has been known to defend Barovia from outside threats, and he does have a kind of twisted sense of honor.

Anyways, I say all of this because if your players decide to just go right to Castle Ravenloft, Strahd may be willing to give them audience and even offer to become their patron. He may request the PCs to bring him Ireena Kolyana, who he believes to be the most recent reincarnation of his love, Tatyana. He may also charge the PCs with seeking out relics that could lead to his destruction, dealing with the rebellious were-ravens, or hunting down Rudolph van Richten. Over the course of these missions, the players may come to learn that their patron is actually a creature of evil intent and that they have been tricked into furthering his dark agenda.

A final thing to consider. The map of Barovia does not really extend beyond the border of the map. The entire region is surrounded by a barrier of fog. If the players do decide to go off road to, say escape Barovia by way of Mount Ghakis, they will encounter the mists that keep everyone trapped in Barovia. Also, as others have said, Barovia is a very dangerous place. And it gets exponentially more dangerous as you get out og the towns and off the roads.

This is a lot of info, and I'm not sure all of it is relevant to your question. But I hope it is helpful. Happy gaming!
Curse of Strahd is a bit of a remix of past Ravenloft lore. One of the changes is that it’s fairly common knowledge that Strahd is a vampire, or at least that he wields powerful dark magic and has ruled for an unnaturally long time. Frankly, I think that works better for an adventure where the PCs are strangers to Barovia. It puts them in a position like Johnathan Harker, visiting a foreign land and being warned by the superstitious locals about the nobleman who lives in the nearby castle. Either approach is valid though, and I think folks who say I Strahd is required reading, or who gripe about the changes to the lore are often not appreciating that Curse of Strahd is a different take on the ideas from Ravenloft, more than a straight update. A spiritual reboot rather than a direct remaster.
 

Hawk Diesel

Adventurer
Either approach is valid though, and I think folks who say I Strahd is required reading, or who gripe about the changes to the lore are often not appreciating that Curse of Strahd is a different take on the ideas from Ravenloft, more than a straight update. A spiritual reboot rather than a direct remaster.

As someone who started DM'ing the module before reading I, Strahd (at least 10 sessions worth before I read the book), I really appreciated the insight it provided and how it elucidated the relationship between Strahd, Barovia, and the citizens. I read through the module several times before running the game, and I kept coming back to the same question over and over again. Why is Strahd doing what he's doing? I didn't really understand the way the module set Strahd up. He seemed sooooo one-dimensional. To me at least, the module painted him as evil for evil's sake. Outside of wanting Ireena (and for as powerful a creature as he is, there's nothing stopping him from tearing through the PCs early on to get her at any time he wants) I couldn't understand why he was doing what he was doing. And I didn't feel satisfied with the idea that he just likes to toy with the PCs. So while I appreciate that the 5e Curse of Strahd may be a "spiritual reboot" or a different take on Strahd and Barovia, the way the module portrays Strahd and works him in as the antagonist is, I feel, the weakest aspect of Curse of Strahd. Of course, that is my take and how I read it. As you said, @Charlaquin, either take is valid.
 

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