Page 7 - Curse of Strahd_Neat
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The village of Barovia cowers in the shadow of Cas­  is assumed that the characters will gain levels over the
            tle Ravenloft, Strahd's home and fortress. The castle   course of the adventure, as well as acquire allies and
            stands atop a great spire of rock, invincible and ever   powerful magic items that can tip the scales in their
            watchful. Every night, thousands of bats fly out of the   favor. Characters who head directly to Castle Ravenloft
            castle to feed. It is said that Strahd sometimes flies with   without first increasing their power will likely die.
            them. Barovia will never be safe until the evil in his cas­  You can award experience points for the defeat of foes,
            tle is destroyed.                                 use milestone awards, or a mixture of both. Given the
              Once Strahd becomes aware of the adventurers, he   fact that much of the adventure involves social interac­
            and his spies watch them closely. When the time is right,   tion and exploration, rather than combat, your work will
            Strahd invites his "guests" to Castle Ravenloft. He aims   probably be easier if you use milestone awards. Appro­
            to turn them against one another, torment them, and   priate milestone awards include the following:
            kill them, as he has done with so many other visitors.   Finding Artifacts. The characters gain a level when
            Some will become undead thralls. Others will never   they obtain the Tome of Strahd, the Sunsword, or the
            rise again.                                        Holy Symbol of Ravenkind.
              The adventurers' best hope of defeating Strahd is to   Defeating Villains. The characters gain a level when
            learn his secrets, for he is no ordinary vampire. Guided   they defeat the featured antagonist(s) in a location,
            by Madam Eva's card reading, they must scour his do­  such as the hags in Old Bonegrinder (chapter 6).
            main and his castle for magic items that might weaken   Accomplishing Story Goals. The characters gain a
            or slay him, all the while trying to stay alive.    level when they accomplish something significant,
              Although the adventurers can escape by slaying   such lighting the beacon of Argynvostholt (chapter 7),
            Strahd, he can't be truly destroyed. Barovia is his   thwarting the druids' ritual atop Yester Hill (chapter
            prison, and not even death can free him from his curse.   14), or forging an alliance with Ezmerelda d'Avenir
              The adventure ends when either Strahd von Zarovich   (appendix D).
            or the characters are defeated. Your goal is to keep
            Strahd in play for as long as possible, using all the abili­  Appendix B, "Death House," uses milestone awards by
            ties and resources at his disposal.               way of example.
                                                                Be prepared for the fact that the adventure is exceed­
            ADVENTURE STRUCTURE                               ingly open-ended-one of the hallmarks of the original
            Much of the adventure's action is driven by the clash   Ravenloft. The card reading in chapter 1 and the adven­
            between the adventurers' decisions and Strahd's goals,   turers' choices can lead them all over the map, and a
            and the adventurers and the vampire are all caught in   party can easily wander into an area well beyond their
                                                              power. If you'd like to steer them toward places that
            strands of fate that are represented by a special card
            reading detailed in chapter 1, "Into the Mists." Before   correspond to their level, consult the Areas by Level
            you run the adventure, you need to conduct that reading   table, but beware of undermining the sense that the
            to determine the location of several items that are key to   characters' choices matter. Sometimes the adventurers
            the story, as well as one of the locations where Strahd   will simply need to flee or hide when they are out of
            can be found.                                     their depth.
              Chapter 1 also outlines Strahd's goals, and it suggests   If an area of the adventure ends up feeling free of
            adventure hooks to draw the player characters into the   mystery or danger, consider using tips from the "Marks
            cursed realm of Barovia. If the characters are 1st level,   of Horror" section to increase the ominousness. If a
            the character background in appendix A is available to   combat encounter feels too easy, either (a) guide it to its
            them, and consider starting their time in Barovia with   end as quickly as possible or (b) increase the threat by
            the mini-adventure "Death House" in appendix B.   raising a foe's hit point maximum to the upper end of its
                                                              hit point range, by adding monsters/traps, or both.
              Chapter 2, "The Lands of Barovia," provides an over­
            view of the realm and includes special rules for it and its
            people, including the mysterious Vistani. Chapters 3-15   AREAS  BY  LEVEL
            detail areas that correspond to places on the map of   Avg. Level   Area          Chapter
            Barovia in chapter 2.                                1st-3rd   Village of Barovia   3
              The epilogue offers ways for you to end the adventure.   4th   Town ofVallaki      5
            Appendix C details the special ite.ms -:- magical or oth­  4th   Old Bonegrinder    6
            erwise-introduced in the adventure� and appendix D     5th    Village ofKrezk       8
                              .
            provides stat blocks for Strahd.arnfvario�sNPCs and    5th    Wizard of Wines Winery   12
                                     '.
            monsters that can be met in Baro�ia.' Appendix E shows   6th   Van Richten's Tower   11
            the tarokka cards that  'the Vist'aoi us:e for their fortune
            telling, and appendix'F contains' handouts:for you to   6th   Vester Hill           14
            show the players.                                      7th    Argynvostholt:       ... 7  .
                                                                   7th    Werewolf Den   ..     15
            CHARACTER LEVELS                                       8th    Tsole�ka Pass         9
                                                                   8th    The Ruins of Berez    10
           · The adventure is meant for characters of levels 1-10
            and includes threats for those levels and beyond. Strahd  9th   Castle Ravenloft     4
            can be an especially deadly challenge at these levels. It  9th   The Amber Temple   13



     6      TNTRODUOTION
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