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General Tabletop Discussion
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Curse of Strahd Suggestions for a 2-Person Campaign
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<blockquote data-quote="DEFCON 1" data-source="post: 7299419" data-attributes="member: 7006"><p>If you do decide to use Death House, I would greatly recommend you at the very least remove the second basement level. That level is all about the Ritual Chamber, which asks for either someone to be sacrificed (not really useful for a single PC group), or a Shambling Mound appears to kick the ever-loving crap out of the group. And from all accounts it does that to even full-sized groups-- a single PC and DMPC would be no fight at all and a pointless slaughter.</p><p></p><p>My own personal opinion is to change the ending of Death House to be when the PC puts Rose and Thorn to rest by placing their bones in their respective coffins. Once that occurs, both children get sent to their rest and then all the doors to the House unlock, allowing the PC to leave. That makes the most sense for a single-PC group, and it avoids most of the unnecessary combats throughout the rest of the level-- the grick, the ghouls, the shadows and the wights. Those will also kick the crap out of a single PC and plot-wise aren't necessary. If she explores the basement she can discover the story of the adventure-- how there was this cult and the cult members slept down there in the basement and that there was a shrine dedicated to Von Zarovich, and perhaps she could even find the desicated bodies of the Durst parents themselves in the Cult Leaders' Quarters if you wanted to (not as ghasts obviously as those are too tough, but you could always make them a pair of zombies instead), but not have all of these people "come to life" as more and more undead as it were. A single pair of zombies at that point would pack just as much of a punch as anything else, so no need to follow the adventure that closely.</p><p></p><p>Best of luck with your game!</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7299419, member: 7006"] If you do decide to use Death House, I would greatly recommend you at the very least remove the second basement level. That level is all about the Ritual Chamber, which asks for either someone to be sacrificed (not really useful for a single PC group), or a Shambling Mound appears to kick the ever-loving crap out of the group. And from all accounts it does that to even full-sized groups-- a single PC and DMPC would be no fight at all and a pointless slaughter. My own personal opinion is to change the ending of Death House to be when the PC puts Rose and Thorn to rest by placing their bones in their respective coffins. Once that occurs, both children get sent to their rest and then all the doors to the House unlock, allowing the PC to leave. That makes the most sense for a single-PC group, and it avoids most of the unnecessary combats throughout the rest of the level-- the grick, the ghouls, the shadows and the wights. Those will also kick the crap out of a single PC and plot-wise aren't necessary. If she explores the basement she can discover the story of the adventure-- how there was this cult and the cult members slept down there in the basement and that there was a shrine dedicated to Von Zarovich, and perhaps she could even find the desicated bodies of the Durst parents themselves in the Cult Leaders' Quarters if you wanted to (not as ghasts obviously as those are too tough, but you could always make them a pair of zombies instead), but not have all of these people "come to life" as more and more undead as it were. A single pair of zombies at that point would pack just as much of a punch as anything else, so no need to follow the adventure that closely. Best of luck with your game! [/QUOTE]
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