Talmun said:-Spoilers-
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I also have a paladin in the party (and two clerics), but I’m not sure how that makes a conflict of interest with Ashlyn’s goal of finding the Sunsword…is your player intent on racing her to find it?
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Even if none of the above happens and Ashlyn is around when the PC’s find the Sunsword, I would most likely have her acquiesce to the party when it comes to the weapon’s use. No need for additional conflict.
My group has already convinced her not to accompany the party to the Church, playing on her concern for the villagers trapped in the town square.
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-End Spoilers-
WingOver said:After the PC paladin heard about the sunsword, it was clear he wanted it (and I agree he should get it). The adventure states that she's on a quest to find the sword. So if she accompanied the party to Eva, discovered its location, and helped the PCs recover it, it seems implausible to me that she'd willingly relinquish the object of her quest. It would be an interesting roleplaying challenge but I don't want to risk such an important treasure slipping through the player's hands. so, away she goes to bury her friends.(And in my game the PCs also had her stay behind to guard the village square.)
So how are you going to handle Ireena? Is she going to tag along with the PCs?
Treebore said:But then there are other "Ravenloft" fans who say they hate it, can't stand the halfling Vistani, what they did to the priest, etc...
All I can say is this is the ONLY 3E product by WOTC that I strongly like. My next favorite product is "good", and that is Libris Mortis.
I say get it guys, but others say its sacriledge/blasphemy/just plain sucks, so hopefully this thread will definitely give you a clear decision.
He definitely sounds like a DM I would like playing in a game of.
Joël of the FoS said:I like this adventure, it's well made and lively.
But it's a fantasy adventure, not a gothic one like the original aimed to. In fact, I think it's very far from the original I-6 in spirit. While the original relied on gothic fantasy monsters and encounters, there are numerous fantasy crawling / weird monsters in the Castle that removes the gothic atmosphere IMHO.
And I still hate the new encounter format
Joël
I think to fit into the idea that Strahd has planned it through, the Burgomaster should have died more recently. Given that he DID send out a letter, I think it's easy enough to insert some doubt as to whether the letter really was his. Having the real letter turn up later, or having Strahd reveal it was all his plan, fits the genre well enough I think.Talmun said:Cons:
I’m not sure the fake letter from the Burgomaster will always accomplish with it is intended to. The party quickly finds out it’s a fake upon reaching Barovia and is apt to disregard anything it says from that point on. Timing on this might need some tweaking so that the party doesn’t so quickly realize that it’s a forgery.
I cut out all but the first encounter and the town square. Zombie Night is fun, but not fun enough I wanted it to take a month to finish.The book has three zombie encounters before the party reaches the village square, where they stumble into a 4th. It also suggests that for every 40 feet they travel in town there is a 45% chance they encounter more zombies. Add to that the substantial chance that any building the PC’s might enter might also have a zombie encounter. I like zombies, but this is way over the top. I utterly dropped the 40 feet/45% encounters and had only one building encounter, taken with the larger brawl at the village square that was enough.
Mouseferatu said:(No one's a bigger fan of puns than I, but the old joke names on the tombs seriously shattered the mood.)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.