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INTRODUCTION

                  NDER RAGING STORM CLOUDS, A LONE        This book is meant for you, the Dungeon Master,
               l figure stands silhouetted against the an­  alone. We recommend you read the entire adventure
                  cient walls of Castle Ravenloft. The vam­  before attempting to run it. It assumes that you have
                  pire Count Strahd von Zarovich stares   the fifth edition Player's Handbook, Dungeon Master's
                  down a sheer cliff at the village below. A   Guide, and Monster Manual.
                  cold, bitter wind spins dead leaves about   The Monster Manual contains stat blocks for most of
                  him, billowing his cape in the darkness.   the monsters and nonplayer characters (NPCs) found
        Lightning splits the clouds overhead, casting stark   in this adventure. Descriptions and stat blocks for new
      white light across him. Strahd turns to the sky, re­  monsters and NPCs are provided in appendix D. When
      vealing the angular muscles of his face and hands. He   a creature's name appears in bold type, that's a visual
      has a look of power-and of madness. His once hand­  cue pointing you to the creature's stat block in the Mon­
      some face is contorted by a tragedy darker than the   ster Manual. If the stat block is in appendix D, the adven­
      night itself.                                     ture's text tells you so.
        Rumbling thunder pounds the castle spires. The    Spells and nonmagical equipment mentioned in the
      wind's howling increases as Strahd turns his gaze back   adventure are described in the Player's Handbook.
      to the village. Far below, yet not beyond his ken, a party   Magic items are described in the Dungeon Master's
      of adventurers has just entered his domain. Strahd's   Guide, unless the adventure's text directs you to an
      face forms a twisted smile as his dark plan unfolds.   item's description in appendix C.
      He knew they were coming, and he knows why they
      have come-all according to his plan. He, the master of
      Ravenloft, will attend to them.                    Text that appears in a box like this is meant to be read
        Another lightning flash rips through the darkness, its   aloud or paraphrased for players when their characters
      thunder echoing through the castle's towers. But Strahd   first arrive at a location or under a specific circumstance,
      is gone. Only the howling of the wind-or perhaps a lone   as described in the text. Indoor and nighttime descrip­
      wolf-fills the midnight air. The master of Raven loft is   tions are written with the assumption that the adventur­
      having guests for dinner. And you are invited.
                                                          ers are using a torch or other light source to see by.
      RUNNING THE ADVENTURE
      Curse of Strahd is a story of gothic horror, presented   STORY  OVERVIEW
      here as a DUNGEONS & DRAGONS roleplaying game     Adventurers from a foreign land find themselves in
      adventure for a party of four to six adventurers of levels   Barovia, a mysterious realm surrounded by deadly fog
       1-10. A balance of character classes is helpful, since the  and ruled by Strahd von Zarovich, a vampire and wiz­
      adventurers will face a variety of challenges. Each char­  ard. Using a deck of tarokka cards to predict their fu­
      acter class will certainly have its moment to shine.  ture, a fortune-teller named Madam Eva sets them on a
                                                        dark course that takes them to many corners of Barovia,
        A CLASSIC  RETOLD                               culminating with a vampire hunt in Castle Ravenloft.
        This adventure is a retelling of the original Raven/oft ad­  Madam Eva's people are called the Vistani. They
        venture, which was published in 1983 byTSR, Inc. In the   travel in covered wagons from world to world, luring
        years since, the original has gained a reputation as one   strangers into Strahd's domain.
        of the greatest Du NG EONS & DRAGONS adventures ever, and   Barovia is a land of ghosts, werewolves, and other fell
        it went on to inspire the creation of a campaign setting   creatures. The wilderness hides many secrets, includ­
        of the same name in 1990: Raven loft, home of the Do­  ing forgotten ruins and battlefields that tell the story of
        mains of Dread.                                 Strahd's life as a conqueror. Adventurers who explore
          Module 16: Raven/oft, written by Tracy and Laura Hick­
        man, broke new ground by presenting a D&D adventure   the wilderness find the remnants of Strahd's ancient en­
        that was as much story-driven as location-based, featuring   emies, not all of them as dead as one might expect.
        a villain who was complex and terrifying. Castle Raven­  For the people of Barovia, there is no escape from this
        loft, with its amazing three-dimensional maps, remains   harsh. land. The town of Vallaki stands ready to defend
        to this day one of the most iconic and memorable of all   itself against the servants of Strahd, but it's far from the
        D&D dungeons.                                   sanctuary it purports to be. The village of Krezk lies
         This book includes the original adventure, as well as ex­  near the edge of Strahd's domain, its abbey now in the
        panded material developed in consultation with Tracy and   clutches of evil, misguided creatures.
        Laura Hickman. It expands what we know about the lands   Of all the settlements in Strahd's domain, the village
        around Castle Ravenloft and sheds new light on the dark   �f Barovia is by far the most oppressed. M�ny of its
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        past of the castle's lord. The lands of Barovia are from a   shops a:e dosed, and_the loqals)1a:ye silccumqe_d to  .. , .
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        forgotten world in the D&D multiverse, and this adventure
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        gives glimpses into that world. In time, cursed Barovia was   despair. ��·is weU known. that_ Stral:ia desires the burgo�_
        torn from its home world by the Dark Powers and bound   · m;:ister:s'�dopted ctaugliter,·Ireena Koly,ma. The villag-·_
        in mist as one of the Domains of Dread in the Shadowfell.   : ers· ; n�ither-prote�trior h;:itm her, lest t.h,�y incur the'vam�
                                                        pire's wrath. Few know that Ireeria bears aq .µncanny
                                                       · resemblance to Taty�na, Stiahd's dead· belove·d:
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                                                                                         JNTRODUCTION
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