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Publisher’s blurb:
An adventure for a party of four to six adventurers levels 1 – 10.
Unravel the mysteries of Ravenloft in this dread adventure for the world’s greatest roleplaying game
Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.
Dungeon Masters purchasing this module can use it to run the adventure with very little prep, other than reading through the adventure in advance. Some additional time should be planned to understand the Tarokka deck mechanics and how they affect the story depending on what is drawn. The random table uses the new Roll to Story mechanic so that your results will be remembered from session to session and easily referenced later.
This Module Includes:
the entire contents of Curse of Strahd adventure
image handouts that can be shared with players collectively or individually
maps containing information for the Dungeon Master (DM) only and with all locations pre-linked to story entries which may contain additional DM notes, boxed text, encounters, images and treasure parcels
maps with all hidden information removed and resized for use as tactical combat maps. * The maps of the interior of Castle Ravenloft are presented in an isometric format that won’t align with a typical top-down map format.
tokens for many of the monsters in the module. When no token is available, a letter token is used to represent the NPC
XP for encounters that can be dragged to the party sheet and awarded to the players as they complete them
Searchable monster indexes by CR, type and in alphabetical order
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HavocIsHere
250 pages you have to read, lacking any structure. It's a semi-pleasant read, wonderfully illustrated, full of ideas for sure, but I'd rather read a novel especially if I must create the adventure myself. It's a sandbox full of useless banter. It's full of text, yet missing information that you must complete up for yourself. The magic items appendix for instance sports huge descriptions, but the stats are to be found in the DM book???? This is acceptable when the module is thin, not when the book page count is inflated by tons of litterature having no purpose at all because the character will never have the chance to discover that info. In the epilogue (around page 200), it is explained at last that if the characters don't explore, build up xp , gather artifacts and allies, they loose. Well that interesting advice should be right on page 1. What starting players or GM can do with such a module? It is supposed to be for characters lvls 1-10 for christ sake! If you want to spend time to build a ravenloft campaign and you are unable to do it unassisted, this book is for you; as a DM, I am perfectly able (and you should be, too) to build a campaign with the same amount of work needed to run Ravenloft, without such a book. If you lack the time or energy to build your own campaign and hope to run a ready-made adventure, or if you are inexperienced, or if your player are inexperienced, stay away from this book!
latindog
Very interesting gothic horror campaign. I played the original Ravenloft when it was released in the 80s. This is a fine successor to that tradition.
mindfire
looks pretty cool. An awesome map of the wilderness (large fold out) that unfortunately has all the encounters shown on it, so i'm not sure if i'll use it(ugh) better maps of the buildings/seems to have more focus on details than POTA has there's also a isometric map of the castle This adventure seems to lean more towards role playing and less towards hack and slash. The campaign recommends using milestone rewards for level advancement instead of defeating foes (or a mixture of both)