D&D 5E Curse of Strahd spoiler-filled general discussion

Also, I plan on having the portrait of the mom and dad have some sort of distinctive jewelry - like a necklace or something - that makes it more obvious who they are in the dungeon. Otherwise there's not really any way you'd know.
That's a good idea. I've been considering making the portrait a guardian portrait, but I'm not sure if that's a good idea or not. Maybe it only activates at the end when the house starts trying to kill the PCs. I dunno.

Also, I'm thinking I'll make the tiger rug in the master bedroom a rug of smothering (instead of having it down in the dungeon in place of the grick). Then maybe I'll put some skeletons or giant rats or something down there.
 

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I'm curious how (or if) DMs are encouraging their players to establish Bonds for this AP. I imagine it's pretty difficult to work a loving family member or temple you're sworn to protect into a Closed Circle like Barovia. I haven't had a chance to run a 5e AP yet so I don't know if this is a typical problem with a standard answer or not, but I imagine CoS makes it even harder to work in unless players choose Bonds that are personal in nature.

Bonds seem a little less vital for this adventure. The goals of the PC's are pretty much set by the terms of the adventure itself (Fight Strahd, escape Barovia), and they're not exactly encouraged to pursue side-quests. I don't expect my PC's bonds to come up outside of background information and characterization.
 

That's a good idea. I've been considering making the portrait a guardian portrait, but I'm not sure if that's a good idea or not. Maybe it only activates at the end when the house starts trying to kill the PCs. I dunno.

If you do so, I'd emphasize some normal paintings here and there in descriptions, so that the next guardian portrait is more of a surprise.

Also, I'm thinking I'll make the tiger rug in the master bedroom a rug of smothering (instead of having it down in the dungeon in place of the grick). Then maybe I'll put some skeletons or giant rats or something down there.

I'm not sold on the grick either, and like the idea of adding more threats prior to the cellar, as well. instead of the upper floors being a huge exploration grind, and cellar being one hard fight after another. Giant rat zombies or skeletons (using giant rat stat blocks with vulnerabilities/resistances/immunities of the appropriate undead type) might be appropriate.
 

If you do so, I'd emphasize some normal paintings here and there in descriptions, so that the next guardian portrait is more of a surprise.
There are some other paintings around the place. I believe there are a bunch of portraits in the entry hall, for instance. Actually, maybe I'll make one (or more) of them be a guardian portrait, and have it be the last gauntlet you have to pass through to get out.

I'm not sold on the grick either, and like the idea of adding more threats prior to the cellar, as well. instead of the upper floors being a huge exploration grind, and cellar being one hard fight after another. Giant rat zombies or skeletons (using giant rat stat blocks with vulnerabilities/resistances/immunities of the appropriate undead type) might be appropriate.
I've got some rat skeleton minis. That could be fun.
 

I'm curious how (or if) DMs are encouraging their players to establish Bonds for this AP.
Easy. Just don't tie them to something like a family or a temple or whatever.

Here are the bonds from the free character background to get started:
1. I keep my thoughts and discoveries in a journal. My journal is my legacy.
2 I would sacrifice my life and my soul to protect the innocent.
3 My torment drove away the person I love. I strive to win back the love I've lost. (Maybe they find someone really similar in Barovia.)
4 A terrible guilt consumes me. I hope that I can find redemption through my actions.
5 There's evil in me, I can feel it. It must never be set free.
6 I have a child to protect. I must make the world a safer place for him (or her). (There are ton of endangered children in Barovia.)

One of our characters has the bond, "revenge is what matters most," and they want revenge against all vampires.

In short: make the bond an idea, or even an item on their person, instead of a person or place that cannot be accessed.
 

Oh, here's an idea: maybe the murals upstairs that have all the skeletons and other freaky stuff actually foreshadow the mound? Like, instead of apple trees you can see it's really terrible vines choking people, and others are running from the horrible creature - emphasis on the running. That at least makes the creature make more sense, too.
For anyone who manages to find this post and think it's a good idea, here are the changes I was thinking about, specifically:

In the main hall (2), the vines in the are actually vines of a giant vine monster strangling the figures; careful inspection shows the figures are trying to run from the monster (ignore the part about serpents). In the dining room (5), the trees are strangling the faces in the trunks. In the upper hall (6), the youths appear to be dancing around a maypole, but they are really fighting off a vine monster (ignore the bats).
 

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Isn't this the original cover art for module I6?

Who is the woman Strahd is carrying?
Hello again! So in doing some research for this adventure I discovered where that cover actually comes from.

It turns out, not long after the first Ravenloft adventure, a sequel was created - Ravenloft II - and it's so horribly awful that no one really speaks of it to this day. It's basically the "Highlander 2" of Ravenloft adventures - actually, it's pretty much exactly that, with some kind of soul-switching machine and all kinds of complex mechanics that makes no sense - in short, there's a reason it's not credited in the opening of CoS as one of their inspirations.

Anyway, that cheesecake image (complete with necklace that hangs up because you need more things drawing your eye to the boob) comes from that poor module, where it is indeed the cover.

Also, my best guess is that the woman is "the Lady Weathermay." She's bride of good Strahd but bad Strahd wants to kill and/or capture her. Like I said: Highlander 2.
 
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So, these aren't exactly "errors," but rather likely places for TPKs should the party attempt to fight in these locations. The odds are beyond overwhelming: it's nearly certain that unless the party runs - quickly - someone will die (likely all of them).

The bottom of Death House: This is well-covered in another thread, but basically a group of level 2 adventurers has no chance to defeat a level 5 brute. At least they have a very good chance to outrun the creature.

Windmill: 3 night hags in a coven is a "deadly" encounter for 4 adventurers up to level 11. If you don't count them as "in a coven," it's still deadly up to level 9. And that's ignoring the up-to-9 dretches that can jump in. Why did the game call this an appropriate challenge for 4th level adventurers? May want to change them to green hags (but keep their Change Shape ability instead of just Illusory Appearance), although technically as they are in a coven it's still "deadly" up to level 9. Alternately, or in addition to this change, you could also ditch the coven (nothing like a save-or-polymorph into a toad to open up a difficult battle... three times in a row). The worse part is that the hags have good motivation to hunt down any escaping PCs in order to protect their secret, should it be discovered.

The Church in Vallaki / the coffin shop: Six vampire spawn are a "deadly" encounter up to level 13. Hopefully they'll fight them beforehand during the day, but if the church event happens... There's little chance the party can have an impact. Even fighting them during the day is a pretty likely TPK, especially once again for the likely low-level the party will be at that point, in addition to the surprise and the cramped quarters. Might want to change it to three vampire spawn unless the party has some sort of secret weapon.

There are probably others but those sprang to mind quickly... I'll post more when I find them.
 

Except that "deadly" doesn't mean "the party is likely to die." It just means "there's a reasonable chance somebody might." The party in the game I run isn't optimized, and they routinely beat encounters that are several times the deadly XP budget.

For a horror game like RL? Those encounters are just fine.
 

Not to tell anyone how to run their games, but I felt that the writer didn't take into account the hag's coven spells when planning that site. It feels like something that would have been mentioned.
 

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