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Why "Curse of Strahd" Is Great [Spoilers]
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<blockquote data-quote="Helldritch" data-source="post: 7969037" data-attributes="member: 6855114"><p>I tend to agree with you. CoS is the best adventure that 5ed has to offer so far. But...</p><p>Acererak, though he appears only at the end of the adventure can be a hinderance to the party if you want it. A group that gets too quick too far can be hindered by Acererak with demons and many other threats. When the group starts to wonder who is sending them these demons, a divination or a revelation to Acererak's plot can be given (cryptic or not) that something is aware of them. Not knowing whom or what is working against them can be a great motivator for the PCs.</p><p></p><p>Halaster Blackcloack is not a static villain. He knows the PCs are in his abode. He knows and though he might not care at first, he will, eventually. It is when he does notice the PC that he will start pestering them with summoned minions and threats. Just like Strahd will attack the PC with a few spells then retreat, so will Halaster. He will want to know their tactics, their strength and weaknesses. At least that how I played him in the 2nd edition and how I will play him when I get to this campaign. </p><p></p><p>With Sandbox adventures it is always a bit hard on the DM to motivate their players into doing the right thing or just to keep them on the adventure's track. CoS is great in that it alleviate this problem right from the beginning. </p><p></p><p>In OoA, my players stayed on course for most of the adventure. They did escape the drows but they quickly found that the Demon lords were on the prowl in the underdark and it was only a matter of time before they found their way out. The first village they met when they got out was under demonic attack. They helped save the day but they quickly understood that they had to do something. Demons were attacking everywhere at random and it made them the obvious agents of the surface to help solve the problem as powerhouses were focused on stopping the demons on the surface. The players were enlisted to help forays in the underdark as they had the required experience. For me this adventure went smoothly. </p><p></p><p>ToD, PoTA SKT, on the other hand, I agree completely. The amount of travelling is staggering and missing a clue can leave the players in total darkness on how to continue on. And in SKT, the main ally is a Cloud Giant. Most group will simply attack him on sight as the report they have is that cloud giants were the attackers... These adventures requires a lot of work for the DM. As for ToYP. It is simply a collection of Dungeon crawl. GoSM is a great adventure, comparable to CoS in playability.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7969037, member: 6855114"] I tend to agree with you. CoS is the best adventure that 5ed has to offer so far. But... Acererak, though he appears only at the end of the adventure can be a hinderance to the party if you want it. A group that gets too quick too far can be hindered by Acererak with demons and many other threats. When the group starts to wonder who is sending them these demons, a divination or a revelation to Acererak's plot can be given (cryptic or not) that something is aware of them. Not knowing whom or what is working against them can be a great motivator for the PCs. Halaster Blackcloack is not a static villain. He knows the PCs are in his abode. He knows and though he might not care at first, he will, eventually. It is when he does notice the PC that he will start pestering them with summoned minions and threats. Just like Strahd will attack the PC with a few spells then retreat, so will Halaster. He will want to know their tactics, their strength and weaknesses. At least that how I played him in the 2nd edition and how I will play him when I get to this campaign. With Sandbox adventures it is always a bit hard on the DM to motivate their players into doing the right thing or just to keep them on the adventure's track. CoS is great in that it alleviate this problem right from the beginning. In OoA, my players stayed on course for most of the adventure. They did escape the drows but they quickly found that the Demon lords were on the prowl in the underdark and it was only a matter of time before they found their way out. The first village they met when they got out was under demonic attack. They helped save the day but they quickly understood that they had to do something. Demons were attacking everywhere at random and it made them the obvious agents of the surface to help solve the problem as powerhouses were focused on stopping the demons on the surface. The players were enlisted to help forays in the underdark as they had the required experience. For me this adventure went smoothly. ToD, PoTA SKT, on the other hand, I agree completely. The amount of travelling is staggering and missing a clue can leave the players in total darkness on how to continue on. And in SKT, the main ally is a Cloud Giant. Most group will simply attack him on sight as the report they have is that cloud giants were the attackers... These adventures requires a lot of work for the DM. As for ToYP. It is simply a collection of Dungeon crawl. GoSM is a great adventure, comparable to CoS in playability. [/QUOTE]
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