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[Let's Read] DM's Guild Ravenloft Sourcebooks
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<blockquote data-quote="Libertad" data-source="post: 9174245" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/ko3jRqF.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Argynvostholt is actually a breath of fresh air in comparison to the prior chapters in that it adds to the place rather than restricts. Some of the revisions it makes include giving unique personalities, descriptions, and even weapons for the undead knights in the dungeon, along with personalized text for Vladimir Horngaard should he be holding one of the three Tarokka treasures. The Companion also smartly suggests to focus on only a few rooms and ignore the extraneous ones. It also adds a shadow of Argynvost’s soul to appear early on, telling the PCs that the knights can be redeemed should the beacon be lit by his heart held in Castle Ravenloft. Furthermore, it alters Ezmerelda’s entrance, having Arrigal tail her not because she stole horses from the Vistani camp, but because he realizes that she knows something about Rudolph Van Richten. He uses poisoned arrows to shoot at her and the party from outside should they be near any windows. Furthermore, Ezmerelda can show up as “the cavalry” should the PCs be engaged in combat with the nights. As for Sir Godfrey Gwilym, he can show up as a recurring villain, although in this case around half of the knights will fight against him, half join him during a battle. Additionally, should the PCs light the beacon, they will have to fight the corpse of the dragon to put all the undead in the castle to rest. Argynvost has unique stats as an undead, basically functioning like a dragon but with a breath weapon that deals both necrotic and cold damage.</p><p></p><p>Overall, I’m giving high marks for this chapter.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/nhIvA8O.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>We covered the Village of Barovia, we covered Vallaki, and now it’s time to cover the third major settlement/railroad segment in Curse of Strahd. And continuing the proud tradition of linearity, the Companion has its own particular story it wishes to tell, that it <em>must</em> tell for this chapter. When the PCs get here with Ireena in tow, the party is let in automatically due to her family and the burgomaster Dimitri Krezkov being on good terms, so no wine shipment is necessary to pass through the front gates. Additionally, exploration of the Abbey has more or less been de-emphasized, even though it and its inhabitants still exist in the Companion version of the campaign.</p><p></p><p>When the PCs first come into the village, they’re given a place to stay in exchange for helping out local villagers with labor. During their stay with the burgomaster, they infodump a bit about the Abbot and the Belviews, the former of whom they regard as a curse in disguise. They tell the party that he’s some kind of immortal being whose promises of curing the sick and the cursed have only brought madness and deformity. Basically, telling over showing.</p><p></p><p>The Special Events in the default adventure are still present, although the one involving the birth of a soulless baby is excised. The Abbot’s resurrection of the burgomaster’s son has a more sinister tone when Dmitri is seemingly magically enchanted after having a private conversation the next room over. He is thus compelled to dig up his son’s corpse, and when the Abbot resurrects him he wakes up screaming about a “black bottle” full of trapped souls. This is the Companion’s unique take on resurrection madness, where those who died are doomed to drift about in a prison of darkness not unlike fish in a bottle. Much like Vallaki, the autonomy of the PCs is discouraged. The Abbot’s visit to the burgomaster occurs while the PCs are staying at his house, but the book doesn’t give any information should the PCs try to eavesdrop, intervene, or figure out what’s up with Dmitir’s fugue state. As for Ireena finding Sergei in the pond, not only is this a mandatory encounter, a lightning strike sent from Strahd hits the pond just as she’s about to accept Sergei’s hand, which kills her. There is no save and no way for the PCs to prevent this from happening.</p><p></p><p>With Ireena’s corpse, the PCs have two choices: go to the Abbot to get her resurrected, or make peace with her death. In the latter case, Strahd will make the decision for them, going to get the body himself and even fighting the party for it should it come to that. Once secured, he will carry Ireena’s corpse into the Abbey, tearfully begging the Abbot to resurrect her, which he does. This last part feels quite out of character for Strahd, who doesn’t strike me as the type to beg. And it’s also out of character for the Abbot, who believes that Vasilka will be the perfect bride for him.</p><p></p><p>Should the PCs opt to approach the Abbot, he will be more than happy to resurrect Ireena, but on one condition: she will stay at the Abbey under his watch while the PCs look for a wedding dress. Should the PCs be unable to find one in seven days, the Abbot will threaten to kill Ireena before attempting to do the same to the party. Beyond just raising the dead, the Abbot can also reveal at a certain point his own angelic nature, as well as the nature of Barovia: it is located deep within the Shadowfell, and that Barovia’s current state exists as a prison for Strahd to torment him. Therefore, in order to end Strahd’s curse and save Barovia from the Shadowfell’s depths, the Abbot will present to Strahd the perfect bride, Vasilka.</p><p></p><p>There’s some good characterization of Ireena during all this. She is temporarily afflicted with the resurrection madness from coming back from the dead, and is horrified at hearing the cosmic reality of Barovia.</p><p></p><p>The Krezk chapter comes to a conclusion when Strahd visits to take Ireena out of the Abbey. He will attempt to force the PC’s hand by pretending that he can’t enter the holy ground, and has an NPC hostage of someone who is ideally not too important to the campaign but also someone the PCs will care enough about. Strahd will kill the hostage should nobody invite him inside, then reveal he can step onto the church grounds. He will fight the PCs, and during the combat Ireena will willingly offer herself to be taken by him to get him to spare the party’s lives. This is necessary to kick off the Wedding at Ravenloft, and is the primary way for Ireena getting kidnapped for the Companion. The Belviews and two summoned shadows will join Strahd in combat should the PCs prove quite the match for him.</p><p></p><p>Extreme railroading, telling over showing, de-emphasizing full exploration of the Abbey, and out of character behavior for the primary villains in this chapter; I’m not a fan. It does have some good parts, like some original artwork of stained glass windows hinting at lore elsewhere in the domain: a mural of the Roc of Mount Ghakis being used to transport the Holy Symbol of Ravenkind, a mural of Saint Markovia, and a mural of the Abbot in his true form. Or if an artifact is hidden in a scarecrow then the summoned wights fighting the party are reflavored as former adventurers who fell to Strahd. The Belviews will watch the fight with excitement from within the Abbey, and should the fight go on for too long then the Abbot will show up and turn them all to ash with special “not in a stat block but in a cutscene” powers. In spite of this last part, I do like how it shows that combat in a populated area doesn’t happen in a vacuum.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/PETHovT.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Originally little more than a combat encounter on the way to the Amber Temple, this chapter is turned into a more harrowing journey, as the Dark Powers prevent the PCs from having a long rest during the trip due to supernaturally cold and dangerous weather,. We get some infodumps about the monsters encountered, such as a fleeing mountain folk screaming in fear about Sangzor, or Kasimir mentioning that the roc is a legendary figure who delivered the Holy Symbol of Ravenkind to a long-dead paladin. Extra encounters are included, such as the PCs being forced to fight gricks and a grick alpha while taking shelter in a cave, or meeting a group of snow maidens guarding a tower. The snow maidens were once an all-female unit of elite soldiers stationed to hold vigil over Barovia’s mountainous borders, but are now undead in thrall to Strahd. Statwise they are new monsters who are easily dealt with at this level, being CR 1 monsters with an HP draining melee attack and spectral arrows. They are led by Minadora Von Zarovich, a long-dead cousin of Strahd who was stationed in this remote place because the Count saw her as a threat to his rule.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/oLJfDuQ.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Berez is turned into a literal ghost town, with its long-dead inhabitants appearing as harmless shadow visages still acting like they’re alive and not living in flooded ruins. Only the shade of Lazlo Ulrich, the former burgomaster, is aware that they’re no longer among the living. There’s even a shadowy clone of Strahd who, like clockwork, repeats the vampire’s same motions all those years ago. When the vampire takes revenge on Berez by summoning a flood, it instead summons a flood of Mist that washes over the area and “kills” the shades. Should this shadow of Strahd be destroyed or dispelled, Berez’s curse will end. But Baba Lysaga will be alerted, and the Dark Powers will curse the PC who dealt the killing blow by giving them the Sunlight Sensitivity trait and removing their shadow which hunts its owner.</p><p></p><p>Baba Lysaga has some changes: she will take a more active role upon learning that intruders are in the village and search for them. If Ireena is with the party,* Lysaga will do everything in her power to kidnap and deliver her to Strahd in hopes of gaining his respect and favor.</p><p></p><p>*Which the Companion points out is a <em>very bad idea</em> in taking her to Berez despite giving no forewarning in-game.</p><p></p><p>Lysaga’s flying skull is also removed, as Trull says that “it's frankly ridiculous and difficult to balance a battle with her riding around in it.” In further describing her, the Companion gets one major thing wrong:</p><p></p><p></p><p></p><p>Geas takes 1 minute to cast. This guide's version of Lysaga still uses the same stat block, she has no means in this module of casting it that fast. This is a big oversight considering that the Geas example is brought up again in the "running the chapter" section by mentioning its peculiarities:</p><p></p><p></p><p></p><p style="text-align: center"><img src="https://i.imgur.com/2y5t6D0.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>The core foundations of the tower in Curse of Strahd’s narrative are more or less unchanged in being the secret hideaway of Rudolph Van Richten. The major change it makes is having Khazan’s undead soul still persist here, trapped in an adjacent dimension. The PCs can inadvertently free him via a Wand of Secrets left in the Tower, which is immune to the building’s anti-magic field and can spend charges to clean up the dust and disrepair around the tower in addition to other functions such as changing the local weather, detecting secret traps and doors in the tower, erecting alarm spells, or a one-time creation of diamonds in a silk pouch which can be used for Revivify spells. Each use weakens the prison Khazan is in, expressed as a percentage-based roll that starts at 10% and increases by 10% per use. Should Khazan’s bonds be unleashed, he will break out via an extradimensional door. He has the stats of a boneclaw, which aren’t repeated in this book but to sum up for those who don’t have Mordenkainen’s Tome of Foes, they are failed liches. This CR 12 undead specializes in long-reach grappling claw attacks, and also has a rechargeable Shadow Jump where they can teleport and deal AoE necrotic damage while in dim light or darkness.</p><p></p><p>Khazan is fearful of being trapped by the Dark Powers again, but should he escape then ancient magics from his failed ascension to lichdom will bind him to Strahd against his will. This will compel him to go to Castle Ravenloft and become a future villain in the campaign. The Dark Powers can “save” dying PCs, but for their failure will ask the party to leave one of their own behind in Khazan’s former prison until the rest return him. If Ezmerelda or Van Richten are with the party, they will volunteer to be left behind.</p><p></p><p>There’s some smaller changes to the Tower, too, such as the fact that it was used by the mage Vilnius before he and his master ventured to the Amber Temple, and his journal can be found here hinting at that. The DM is encouraged to find annoying elevator music that will play in-game while the PCs make use of the slow elevator pulled by golems (who are made of amber, more foreshadowing) for ascension and descension, and the summonable blue dragon is replaced with waves of undead given that is more suitable to the gothic horror feel.</p><p></p><p><strong>Thoughts So Far:</strong> I’ll admit that these chapters contain various things I like. The foreshadowing of further plot points, the tying of otherwise unconnected creatures such as the roc to the greater history of Barovia, and the deeper characterization of Argynvostholt’s knights are all great ideas.</p><p></p><p>That being said, my positive impressions are once again pulled down again by the railroad tracks, with the events of Krezk being the worst parts. Not only does Ireena have to die, she has to die in a certain way in which the PCs can’t avoid. And not only does she have to be brought back to life, it must also coincide with a battle against Strahd where it’s all but assumed he gets what he wants. There’s no real suggestion on what to do if a sufficiently clever or powerful party manages to outwit or outmaneuver him. This, combined with the other stuff I mentioned earlier, actually weakens the Krezk chapter rather than strengthens or adds to it, like an overhaul guide is supposed to do.</p><p></p><p>I am also not feeling the addition of more ghosts to Berez or Khazan’s spirit in the Tower; they are more or less just padded content. In my opinion, Berez’s ruined nature gets across the forlorn feeling without putting in literal shades of the past, and the presence of Van Richten, Ezmerelda, and a possible werewolf attack tracking down the latter fleeing gives more than enough content for the tower. I can see the addition of Khazan being there to make it feel less of a pit stop should events in the campaign make it so that Ezmerelda and/or Van Richten wouldn’t be there. But in my opinion, not every location has to have an involved subplot.</p><p></p><p><strong>Join us next time as we finish up our tour of Barovia, plus an in-depth revision to Death House!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 9174245, member: 6750502"] [center][img]https://i.imgur.com/ko3jRqF.png[/img][/center] Argynvostholt is actually a breath of fresh air in comparison to the prior chapters in that it adds to the place rather than restricts. Some of the revisions it makes include giving unique personalities, descriptions, and even weapons for the undead knights in the dungeon, along with personalized text for Vladimir Horngaard should he be holding one of the three Tarokka treasures. The Companion also smartly suggests to focus on only a few rooms and ignore the extraneous ones. It also adds a shadow of Argynvost’s soul to appear early on, telling the PCs that the knights can be redeemed should the beacon be lit by his heart held in Castle Ravenloft. Furthermore, it alters Ezmerelda’s entrance, having Arrigal tail her not because she stole horses from the Vistani camp, but because he realizes that she knows something about Rudolph Van Richten. He uses poisoned arrows to shoot at her and the party from outside should they be near any windows. Furthermore, Ezmerelda can show up as “the cavalry” should the PCs be engaged in combat with the nights. As for Sir Godfrey Gwilym, he can show up as a recurring villain, although in this case around half of the knights will fight against him, half join him during a battle. Additionally, should the PCs light the beacon, they will have to fight the corpse of the dragon to put all the undead in the castle to rest. Argynvost has unique stats as an undead, basically functioning like a dragon but with a breath weapon that deals both necrotic and cold damage. Overall, I’m giving high marks for this chapter. [center][img]https://i.imgur.com/nhIvA8O.png[/img][/center] We covered the Village of Barovia, we covered Vallaki, and now it’s time to cover the third major settlement/railroad segment in Curse of Strahd. And continuing the proud tradition of linearity, the Companion has its own particular story it wishes to tell, that it [i]must[/i] tell for this chapter. When the PCs get here with Ireena in tow, the party is let in automatically due to her family and the burgomaster Dimitri Krezkov being on good terms, so no wine shipment is necessary to pass through the front gates. Additionally, exploration of the Abbey has more or less been de-emphasized, even though it and its inhabitants still exist in the Companion version of the campaign. When the PCs first come into the village, they’re given a place to stay in exchange for helping out local villagers with labor. During their stay with the burgomaster, they infodump a bit about the Abbot and the Belviews, the former of whom they regard as a curse in disguise. They tell the party that he’s some kind of immortal being whose promises of curing the sick and the cursed have only brought madness and deformity. Basically, telling over showing. The Special Events in the default adventure are still present, although the one involving the birth of a soulless baby is excised. The Abbot’s resurrection of the burgomaster’s son has a more sinister tone when Dmitri is seemingly magically enchanted after having a private conversation the next room over. He is thus compelled to dig up his son’s corpse, and when the Abbot resurrects him he wakes up screaming about a “black bottle” full of trapped souls. This is the Companion’s unique take on resurrection madness, where those who died are doomed to drift about in a prison of darkness not unlike fish in a bottle. Much like Vallaki, the autonomy of the PCs is discouraged. The Abbot’s visit to the burgomaster occurs while the PCs are staying at his house, but the book doesn’t give any information should the PCs try to eavesdrop, intervene, or figure out what’s up with Dmitir’s fugue state. As for Ireena finding Sergei in the pond, not only is this a mandatory encounter, a lightning strike sent from Strahd hits the pond just as she’s about to accept Sergei’s hand, which kills her. There is no save and no way for the PCs to prevent this from happening. With Ireena’s corpse, the PCs have two choices: go to the Abbot to get her resurrected, or make peace with her death. In the latter case, Strahd will make the decision for them, going to get the body himself and even fighting the party for it should it come to that. Once secured, he will carry Ireena’s corpse into the Abbey, tearfully begging the Abbot to resurrect her, which he does. This last part feels quite out of character for Strahd, who doesn’t strike me as the type to beg. And it’s also out of character for the Abbot, who believes that Vasilka will be the perfect bride for him. Should the PCs opt to approach the Abbot, he will be more than happy to resurrect Ireena, but on one condition: she will stay at the Abbey under his watch while the PCs look for a wedding dress. Should the PCs be unable to find one in seven days, the Abbot will threaten to kill Ireena before attempting to do the same to the party. Beyond just raising the dead, the Abbot can also reveal at a certain point his own angelic nature, as well as the nature of Barovia: it is located deep within the Shadowfell, and that Barovia’s current state exists as a prison for Strahd to torment him. Therefore, in order to end Strahd’s curse and save Barovia from the Shadowfell’s depths, the Abbot will present to Strahd the perfect bride, Vasilka. There’s some good characterization of Ireena during all this. She is temporarily afflicted with the resurrection madness from coming back from the dead, and is horrified at hearing the cosmic reality of Barovia. The Krezk chapter comes to a conclusion when Strahd visits to take Ireena out of the Abbey. He will attempt to force the PC’s hand by pretending that he can’t enter the holy ground, and has an NPC hostage of someone who is ideally not too important to the campaign but also someone the PCs will care enough about. Strahd will kill the hostage should nobody invite him inside, then reveal he can step onto the church grounds. He will fight the PCs, and during the combat Ireena will willingly offer herself to be taken by him to get him to spare the party’s lives. This is necessary to kick off the Wedding at Ravenloft, and is the primary way for Ireena getting kidnapped for the Companion. The Belviews and two summoned shadows will join Strahd in combat should the PCs prove quite the match for him. Extreme railroading, telling over showing, de-emphasizing full exploration of the Abbey, and out of character behavior for the primary villains in this chapter; I’m not a fan. It does have some good parts, like some original artwork of stained glass windows hinting at lore elsewhere in the domain: a mural of the Roc of Mount Ghakis being used to transport the Holy Symbol of Ravenkind, a mural of Saint Markovia, and a mural of the Abbot in his true form. Or if an artifact is hidden in a scarecrow then the summoned wights fighting the party are reflavored as former adventurers who fell to Strahd. The Belviews will watch the fight with excitement from within the Abbey, and should the fight go on for too long then the Abbot will show up and turn them all to ash with special “not in a stat block but in a cutscene” powers. In spite of this last part, I do like how it shows that combat in a populated area doesn’t happen in a vacuum. [center][img]https://i.imgur.com/PETHovT.png[/img][/center] Originally little more than a combat encounter on the way to the Amber Temple, this chapter is turned into a more harrowing journey, as the Dark Powers prevent the PCs from having a long rest during the trip due to supernaturally cold and dangerous weather,. We get some infodumps about the monsters encountered, such as a fleeing mountain folk screaming in fear about Sangzor, or Kasimir mentioning that the roc is a legendary figure who delivered the Holy Symbol of Ravenkind to a long-dead paladin. Extra encounters are included, such as the PCs being forced to fight gricks and a grick alpha while taking shelter in a cave, or meeting a group of snow maidens guarding a tower. The snow maidens were once an all-female unit of elite soldiers stationed to hold vigil over Barovia’s mountainous borders, but are now undead in thrall to Strahd. Statwise they are new monsters who are easily dealt with at this level, being CR 1 monsters with an HP draining melee attack and spectral arrows. They are led by Minadora Von Zarovich, a long-dead cousin of Strahd who was stationed in this remote place because the Count saw her as a threat to his rule. [center][img]https://i.imgur.com/oLJfDuQ.png[/img][/center] Berez is turned into a literal ghost town, with its long-dead inhabitants appearing as harmless shadow visages still acting like they’re alive and not living in flooded ruins. Only the shade of Lazlo Ulrich, the former burgomaster, is aware that they’re no longer among the living. There’s even a shadowy clone of Strahd who, like clockwork, repeats the vampire’s same motions all those years ago. When the vampire takes revenge on Berez by summoning a flood, it instead summons a flood of Mist that washes over the area and “kills” the shades. Should this shadow of Strahd be destroyed or dispelled, Berez’s curse will end. But Baba Lysaga will be alerted, and the Dark Powers will curse the PC who dealt the killing blow by giving them the Sunlight Sensitivity trait and removing their shadow which hunts its owner. Baba Lysaga has some changes: she will take a more active role upon learning that intruders are in the village and search for them. If Ireena is with the party,* Lysaga will do everything in her power to kidnap and deliver her to Strahd in hopes of gaining his respect and favor. *Which the Companion points out is a [i]very bad idea[/i] in taking her to Berez despite giving no forewarning in-game. Lysaga’s flying skull is also removed, as Trull says that “it's frankly ridiculous and difficult to balance a battle with her riding around in it.” In further describing her, the Companion gets one major thing wrong: Geas takes 1 minute to cast. This guide's version of Lysaga still uses the same stat block, she has no means in this module of casting it that fast. This is a big oversight considering that the Geas example is brought up again in the "running the chapter" section by mentioning its peculiarities: [center][img]https://i.imgur.com/2y5t6D0.png[/img][/center] The core foundations of the tower in Curse of Strahd’s narrative are more or less unchanged in being the secret hideaway of Rudolph Van Richten. The major change it makes is having Khazan’s undead soul still persist here, trapped in an adjacent dimension. The PCs can inadvertently free him via a Wand of Secrets left in the Tower, which is immune to the building’s anti-magic field and can spend charges to clean up the dust and disrepair around the tower in addition to other functions such as changing the local weather, detecting secret traps and doors in the tower, erecting alarm spells, or a one-time creation of diamonds in a silk pouch which can be used for Revivify spells. Each use weakens the prison Khazan is in, expressed as a percentage-based roll that starts at 10% and increases by 10% per use. Should Khazan’s bonds be unleashed, he will break out via an extradimensional door. He has the stats of a boneclaw, which aren’t repeated in this book but to sum up for those who don’t have Mordenkainen’s Tome of Foes, they are failed liches. This CR 12 undead specializes in long-reach grappling claw attacks, and also has a rechargeable Shadow Jump where they can teleport and deal AoE necrotic damage while in dim light or darkness. Khazan is fearful of being trapped by the Dark Powers again, but should he escape then ancient magics from his failed ascension to lichdom will bind him to Strahd against his will. This will compel him to go to Castle Ravenloft and become a future villain in the campaign. The Dark Powers can “save” dying PCs, but for their failure will ask the party to leave one of their own behind in Khazan’s former prison until the rest return him. If Ezmerelda or Van Richten are with the party, they will volunteer to be left behind. There’s some smaller changes to the Tower, too, such as the fact that it was used by the mage Vilnius before he and his master ventured to the Amber Temple, and his journal can be found here hinting at that. The DM is encouraged to find annoying elevator music that will play in-game while the PCs make use of the slow elevator pulled by golems (who are made of amber, more foreshadowing) for ascension and descension, and the summonable blue dragon is replaced with waves of undead given that is more suitable to the gothic horror feel. [b]Thoughts So Far:[/b] I’ll admit that these chapters contain various things I like. The foreshadowing of further plot points, the tying of otherwise unconnected creatures such as the roc to the greater history of Barovia, and the deeper characterization of Argynvostholt’s knights are all great ideas. That being said, my positive impressions are once again pulled down again by the railroad tracks, with the events of Krezk being the worst parts. Not only does Ireena have to die, she has to die in a certain way in which the PCs can’t avoid. And not only does she have to be brought back to life, it must also coincide with a battle against Strahd where it’s all but assumed he gets what he wants. There’s no real suggestion on what to do if a sufficiently clever or powerful party manages to outwit or outmaneuver him. This, combined with the other stuff I mentioned earlier, actually weakens the Krezk chapter rather than strengthens or adds to it, like an overhaul guide is supposed to do. I am also not feeling the addition of more ghosts to Berez or Khazan’s spirit in the Tower; they are more or less just padded content. In my opinion, Berez’s ruined nature gets across the forlorn feeling without putting in literal shades of the past, and the presence of Van Richten, Ezmerelda, and a possible werewolf attack tracking down the latter fleeing gives more than enough content for the tower. I can see the addition of Khazan being there to make it feel less of a pit stop should events in the campaign make it so that Ezmerelda and/or Van Richten wouldn’t be there. But in my opinion, not every location has to have an involved subplot. [b]Join us next time as we finish up our tour of Barovia, plus an in-depth revision to Death House![/b] [/QUOTE]
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