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Running Expedition to Castle Ravenloft
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<blockquote data-quote="Talmun" data-source="post: 3605613" data-attributes="member: 17751"><p>*Spoilers*</p><p></p><p>Two reasons why I gave him SR:</p><p></p><p>Story internal - Strahd is not a normal vampire. He became one after making a pact with some type of power or deity that seems tied to blood. His vampirism is undiluted and direct from the source....hence he has power that other vampires do not.</p><p></p><p>Story External - As the main villain, not having SR is a glaring weakness that any party worth their salt would exploit to the fullest (I know I would). IMO, this weakness removes a significant portion of the challenge from any encounter with him, and I feel it would ruin the game at higher levels, especially if the party has a dedicated wizard (which one of mine does). Notice I did not make him immune, 11+CR is pretty standard for 'boss'-type creatures. Yes, I know that the adventure is designed for 6-10, but both parties that I am running through ECR have encountered him on more than one occasion; SR seems to fit perfectly well with both the story and the feel/challenge of the game.</p><p></p><p>*End Spoilers*</p><p></p><p>My group make-up:</p><p></p><p>Group 1 was the initial group that started on this adventure back when I started this thread; they are about 2 sessions from finishing the adventure. All are now level 10.</p><p></p><p>Fighter/Exotic Weapons Master (Bastard Sword)</p><p>Warlock/Rogue</p><p>Spirit Shaman/Cleric</p><p>Paladin</p><p>Cleric of Pelor</p><p></p><p>Group 2 started playing through ECR about three months ago, but we only play once every two weeks, so it's slower going. They are almost 8th level.</p><p></p><p>Wizard (Transmuter)</p><p>Ranger (Bow path)</p><p>Wizard/Cleric</p><p>Cleric of Heironeous</p><p>Fighter/Rogue/Soon to be Shadowdancer</p><p>Fighter</p><p>Barbarian</p></blockquote><p></p>
[QUOTE="Talmun, post: 3605613, member: 17751"] *Spoilers* Two reasons why I gave him SR: Story internal - Strahd is not a normal vampire. He became one after making a pact with some type of power or deity that seems tied to blood. His vampirism is undiluted and direct from the source....hence he has power that other vampires do not. Story External - As the main villain, not having SR is a glaring weakness that any party worth their salt would exploit to the fullest (I know I would). IMO, this weakness removes a significant portion of the challenge from any encounter with him, and I feel it would ruin the game at higher levels, especially if the party has a dedicated wizard (which one of mine does). Notice I did not make him immune, 11+CR is pretty standard for 'boss'-type creatures. Yes, I know that the adventure is designed for 6-10, but both parties that I am running through ECR have encountered him on more than one occasion; SR seems to fit perfectly well with both the story and the feel/challenge of the game. *End Spoilers* My group make-up: Group 1 was the initial group that started on this adventure back when I started this thread; they are about 2 sessions from finishing the adventure. All are now level 10. Fighter/Exotic Weapons Master (Bastard Sword) Warlock/Rogue Spirit Shaman/Cleric Paladin Cleric of Pelor Group 2 started playing through ECR about three months ago, but we only play once every two weeks, so it's slower going. They are almost 8th level. Wizard (Transmuter) Ranger (Bow path) Wizard/Cleric Cleric of Heironeous Fighter/Rogue/Soon to be Shadowdancer Fighter Barbarian [/QUOTE]
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