One of the most metal things I've ever heard was how one group ended Strahd. In an iron coffin, welded shut & carved with Holy symbols. Lined with silver and three Acacia stakes through Strahd's heart. They put five sun stones in with him, one in his mouth Strigoi style. Suspended it in a waterfall (running water). Then, concicrated the ground at the top of the waterfall. So it was Holy water. They really didn't like that campaign. It took them three years.
The fact that he can't ever be killed permanently, but he CAN be defeated goes beyond being bleak and... Rounds back into being absolutely hilarious. Because what you have there is a group of adventurers who get to brag "yeah we defeated Strahd Von Zarovich". And one reaction to that is "yeah right buddy, the mists are still around- no you didn't. But the other equally probably reaction is "sure, I bet I could too." And generating a cycle of adventuring parties entering Barovia as a form of trendy achievement hunting- like a morbid hazing for a special little exclusive club of Strahdkillers.
One thing that helps tremendously when running Curse of Strahd is to look into the other material relating to the setting. I read the novel "I, Strahd" (which is also available here on UA-cam in Audiobook form!) and it offered a MASSIVELY improved iteration of his character, making him more believable than the somewhat 2 dimensional, single-minded Strahd depicted in the module. It also offered a lot more history and context about Barovia itself, in terms of characters like Alek Gwilym, Tatyana, Sergei, Leo Dilisnya, and the Wachter family as a whole. And that's without even mentioning the treasure trove that is Van Richten's Guide to Ravenloft.
Honestly one little tweak I know DM friend of mine did had both a mechanical difference as well as big RP moments (sorry if Long) The moment his party entered Barovia (had a fiend warlock and Cleric of some god), he described how once they entered the mist...they felt their connections to their patrons...shift. At first his players thought it was just the introduction to the fog itself being mysterious and powerful, but as soon as they exited the fog, they felt their connections return...but with subtle changes. Following this, the fiend warlock quickly learned that he was now a Pact of the Undead Warlock and that all his once fiendish abilities were now replaced with Undead ones. And all of the Clerics spells that dealt radiant damage or effects now were replaced with Necrotic damage/effects. This played big as they now felt more concerned that something was clearly wrong and they wanted to figure out what it was...but eventually during an encounter with Strahd himself after having leveled up some, he cheekily and sarcastically said "Shouldn't you be thanking your patron for your new powers?..." And it was revealed that Strahd himself became both the Warlock and Clerics patron by force...it was a major power play that essentially made the players realize just how strong Strahd was...and how sadistic he was. Anytime they ran an encounter with Strahd while he was their patron, he would simply "snap his fingers" and the warlocks and Clerics powers would temporarily go away (only for dialog, not in actual combat scenes) to play off the whole "You only have power, because I allow it..." And basically just a power play of Strahd playing and toying with the party. Eventually these got fixed as The Cleric came into possession of the Holy Symbol, which in turn returned her original radiant powers and holy nature. And the warlock took up a deal with one of the evil vestiges in the Amber Temple to receive their dark gift as well as to gain them as a new patron to replace Strahd.
Very nice addition, shows how powerful Strahd is and makes the encounter with him feel more meaningful too. Might use this when I run the campaign if some of my players use clerics or warlocks.
should do this for the other books too because tbh Curse of strahd is actually one of the good adventures wizards has made it runs comparatively at very well out of the box, but lot of the other adventures are just badly written and could really use some changes just to not suck lol. great video also!
Facts. Of course with any module I'm going to swap out some creatures or traps or add things that tie-in to player backgrounds... but some of the modules need more help than others... or at least we need more help with.
The ironic thing is that this story they have not a whole lot to do with. The setting and lore and whatnot was made by a married couple back in 1983, WOTC picked it up when they acquired D&D
I just ran session 0 and session 1 of Curse of Strahd. In session 1 my party simply walked from A to B on the map of Barovia. The walked for 12 hours through the woods and the session ended when they emerged from the woods to see the farmland. They could see Durst Manor in the distance, the first taste of civilization. (I took Lunch Break Heroes' advice and moved Death House) I think this set the tone for just how creepy and how large Barovia is.
In my campaign the way to permanently kill Strahd was by finding the third Martikov jewel. Without getting too deep into my version of the plot, Strahd stole the jewel, after a party almost succeeded in destroying him, and used it like a lich's phylactery. The jewel allows Strahd to resurrect, but also is what ties him to the land. That's why he has so much power over the land of Barovia itself, the jewel is acting as a sort of soul anchor for him. Add a second troika reading from Madam Eva and the players get a hint of the location of the "seed of evil". I put it in Strahd's coffin. If the players find it, they have to cast remove curse to break Strahd's attunement and prevent his return.
I love everything, it will make players that have played the module before feel new. I used your advice and made Irenea as a paladin the party meets at the very beginning that's hell bent on destroying Strahd and that she knew everything from her past life with gaps between. On long rest she would tell the party of dreams that would fill the gaps but only after the party messed with the dream pies from the hags. It opened a can of worms as DM and I couldn't be more thrilled.
One of my favorite things to add is Dragnacarta's version of Exethanter and Neferon (the Lich and Arcanaloth from the amber temple) from the old version of curse of strahd reloaded. He made them former members of the wizards who made the amber temple who accepted dark gifts. They now hate each other, and it's great. The new version has not gotten to the amber temple yet, so it might get changed or expanded
I don't know why it should be controversial, but people are people I guess. In my opinion, letting the PCs break the eternal cycle by finally defeating Strahd once and for all is perfectly fine. How many more times where they going to come back to Ravenloft with these PCs before they rolled up new characters and started a new campaign at level 1? New groups of players get the same chance, to defeat Strahd for good and end the evil, cause the mists to fall and let Ravenloft / Barovia slip back into the material plane and be free of the Dark Powers. That is pretty satisfying and epic for the players to experience if they can achieve it. And they probably won't achieve the final defeat because it is hard to get all those artifacts and they may need to try again in another run through with new characters. I think it is cool to kill Strahd once and for all. Great video!
I used the Ilya story in my 1st campaign and oh man did it work out well. I played a very serious and dark campaign and this was a real stand out moment.
For the start of the campaign I have skipped the hooks and just had the characters all in a caravan travelling from Neverwinter to Baldurs Gate… they’re meant to stop overnight in Daggerford but are swallowed by the mists… they come out from the mists beneath a great tree and the caravan leader turns them around back into the mists and they leave… only to be pulled back to the tree but with bodies of some of the other travellers in the tree… they keep trying to leave only to keep coming back to find more of their fellows in the tree until it is only the party who are left
One thing I always add is, previous adventurers. Most turned into vampire thralls. I do add two unique characters that used to be adventurers. Ruby, a female drunkard ranger that hangs out the Blue Water Inn. She, was one of the first adventurers to fight Strahd, however, Strahd had cursed her to remember all of her past lives. Everytime she dies, she’s later reborn and trapped within this domain. She’s broken and drowning herself in her past. Then I have a Vampire that is not of Strahd’s thralls, but she hides in the attic in the orphanage. Selene is a sorceress and of noble birth. She feeds off of the old lady there, but she does protect the orphans from danger. She had taken one of the dark powers of Vampyr. She regrets it and does her best to redeem herself by helping the orphans when she can. She mostly operates during the night in the shadows, mostly. I find adding more people to add to the horror and adding a few to be Allie’s does help a bit when doing Strahd with a small group, but also adds more distrust and suspicion.
Love that addition! I put some previous adventurers in mine by making the vampire spawns in the coffin maker's shop the last party to venture into Barovia
My party got ripped off by Vistani and never wanted to see them again, so I tried to get them to see the fortune teller all game. Was not till the end that they finally talked to the teller and went after tools to kill/defeat Strahd.
Interesting ideas, it was your first CoS video that brought me to your channel. I feel CoS can be ran with homebrew rules, but you have to be careful not to do too much, as it takes away from the grimdark gothic horror of the setting.
I made Ireena interesting to my players because I have a NPC that has been with them for a while, a Dhampir. He is the son of Strahd looking to avenge his mother who was a human Barovian villager(Tatyana reincarnated in my game) that ended up having a child with Strahd and eventually killed when she kept refusing him after the birth of Marko(NPC.) The players then got to the Blood Vine Tavern where they were talking to Ismark and she walked in, surprising Marko because of course she looks the same, ending the session on a cliffhanger since they had some encounters I added before they got to Barovia. They loved having the mystery of Ireena because they kept asking ”Who is this woman and why does Marko know her?” and got them enveloped uncovering why Strahd was obsessed with her. Loved it as a DM
Really great vid! Thank you for posting and loved your suggestions, especially the Ireena memories. I think a fear of heights would really hint at her past life (and death)! As a DM who has run CoS multiple times and on my second time creating maps for every single location, the CoS community is by far on of the best! Cheers!
I would also change the name of some characters - Esmaralda, fx. That name is just a relic from when the Vistani were called "gypsies", a racial slur. Even then "Esmeralda" is kind of an uninspired Victor Hugo-reference.
Not a bad idea! I think they even changed her name in Van Richten's Guide. I think she goes by Ez in that book. Maybe that's an attempt at them distancing themselves from the negative stereotype
I wonder about having the party fight Strahd really early at a low level and no items. He can completely dominate them, but not kill them. Then they will develop a healthy fear and respect for his power.
I also made changes to Krezk, I made the town look as safe place, wich is not, the is the only place where the sun shines but is an ilusion created by the Abbot not the real Sun wich would disapear if he died, Strahd allows the ilusion as part of a deal with the Abbot, the economy of the town is self suficient the town guard is very well trained and the captain of the guard is a werewolf hunter, they rarely allow for outsiders, also they work as a comune and have direct democracy, but everyone votes always the same in order to avoid consequences, they hate all werewolves and either banish or kill anyone who is infected, what they don't know is that the Burgomaster was infected when he was young and has kept the secret he has also passed the curse to his kids, the Abbot gives them a potion every full moon so they don't transform, I had there be a full moon the day the players arrived one of the kids(he had two on this version) forgot to take the potion and transformed killing the brother before running away, no one outside of the family and the abbot knew what hapened, until the party found out, then the guard found out and nearly killed the burgomaster but the party help them scape.
These are great. I'm going to combine what you did with the Sun Sword in your previous video with Irena's memories. At night, Sergei will enter the parties dreams and show them visions of his past with Tatyana and his brother.
Definitely things to bear in mind if I run strahd in the future - or any other campaign. I like the idea of working wild magic in as an area effect. Condolences for the loss of your tentacles, hopefully you can find a replacement display! Hope everything is going well with rehearsals too.
Always love the content and this is no different! Great ideas to incorporate and I'm absolutely going to use these in my current campaign! I really like making the Vistani sects more easily read. My group just escaped the Death House, so this is perfect timing! Keep up the amazing work and thank you!
i just finish playing through it it was fun and scary the way my friend was running it. he used our backstorys to be inculed in it that was fun seeing how he twisted them. we met some cool characters. i was also planning on making a comic based off our campaign but also starting with my character's backstory stuff that will get to the story of curse of strahd and what happens after with my character as a continuation and to see what next for my character. this campaign had me drawing alot of my character and some of the bad and good things that happen. at some points i was at the edge of my seat when i was playing not sure if my 2nd character was going to not make it.
I can understand the angle for number 5 and I think that can be an interesting angle. But the drama of the knowledge that Strahd will always come back because being the Lord of Dread in the domain of Barovia... it's his prison, his punishment. by the dark powers that be it ALSO happens to drag innocent people with it. I have a character that I ABSOLUTELY want to play in CoS. SIlas Almont of the Almont clan, a family of monster hunters. He's heard rumors of Barovia's location due to the fact one of his ancestors went there (Someone like a granduncle, of the main branch) and never came back. Honestly he'd stay to prepare for Strahd's return, training those he can, hiding the relics and items where the vampire lord cannot find them, leaving clues for the next batch of possible heroes along with any useful notes he has about Ravenloft or Strahd. If he was unable to leave Barovia, He'd ask a party member who can take a message to his family and to tell them where the mists of Barovia were found. Try to set a perimeter, keep unwitting fools out of it. I hate that it only gives Barovia a few weeks of reprieve, a few months at best. Maybe it's the Castlevania fan in me, but 100 years feels more appropriate.
I enjoyed your video on this topic, as I'm currently running CoS. Finding a way to make Strahd's death permanent is a change I am making in the campaign. I am using some things from Mandymod and the Dragna Carta, but also trying to keep to the original story as written. My reasoning as to how to kill strahd permanently is this. People have been trying to come here, or getting trapped here and tried to kill Strahd for hundreds of years, and all have failed including even Mordenkainen. So what is missing? Not only do the items of power mentioned in Madame Eva's reading need to be found and used against him, but he also needs to be weakened. I am doing this using personal quests for each character to reconsecrate the pillars of the Fanes in order to weaken him, while at the same time it gives the characters the opportunity to garner more support from the people in Barovia as they gain some possible hope,so they may assist the characters in some small way.
LOVE this. Used your last video on my first Curse of Strahd campaign and found this one in time for my second and those going forward. Thoughts on the Interactive Tome of Strahd? I've been using it in my first game and it has some pretty cool additions and really brought more of Strahd's characters into my player's eyes without it needing to result in a combat encounter with him
I've based my homebrew campaign off of CoS, there's fun witch covens (each themed of course), Arcane Bio Weapons and a plenty of big players seeking to usurp my BBEG i've modeled after Strahd.
I favor the replacement of Strahd, with somebody like the elf Banshee, becoming the new dark lady of the domain. The citizens of the region are able to escape after Strahd dies, But those who are determined to take the opportunity to try and seize Strahds domain now that he's gone have tied themselves to the realm and form the foundations of the population. the ghosts and monsters and villians persist there too. while the Dark Ruler of the domain is much like a unicorn/dragon in their effect on reshaping the land and manifesting citizens for the region that are made from memories and aspects of conscence and guilt of the one on the 'thrown'. and the vistani can travel in and out freely, while new adventurers can get pulled in to begin filling out the population again.
Curse of Strahd? Your first step is to run I6 Ravenloft by Tracy and Laura Hickman and modify it for 5e. It's for 4-6 characters 5th - 7th level. It's a tight story with a finite end and you can do it in two game sessions. In almost every respect, it's as close to a perfect module as I have ever run. It's a story that knows exactly what it wants to be If you decide not to do that and want to run Curse of Strahd as a level 1-10 campaign, then your second step is read two books first: Dracula and I-Strahd. Your third step--read Van Richten's guides to Ravenloft. Those are pretty amazing. Your fourth step--raise Strahd to 16th level where he's casting 8th level spells. You might want to add some levels as a fighter too, given his background from I-Strahd for when he was alive--maybe 11th level. He should be able to take out at least two characters in a 10th level party single handed. He should think and act like a 16th level mage and warrior. Make his top tier minions really serious--they should be able to go toe-to-toe / nose-to-nose with the party for at least two rounds without Strahd's help. Strahd is a genius. He will hit and run--hit and run, never letting the party get a short rest or long rest if he can at all prevent it. Meanwhile he regenerates 3 HP per round. The party shouldn't even dream of entering Castle Ravenloft until they are at least 8th level. And at 8th level they should have serious doubts about their chances of survival. So there's a lot of adventuring ahead of them before they should ever encounter Strahd.
I just throw more and more vampire spawn. Want to travel through the woods? Vampire spawn. Want to explore ravenloft? Vampire spawn. Oh you’re tired of vampire spawn because you’re fighting too many vampire spawns? Yeah… Vampire spawn. Always spawn more vampire spawn.
Hello, new-sub and lifetime DM here!!!! My players will be making their way into Barovia around the beginning of '24. Between you and Pyram King - I am certain they will have a most excellent time, especially since I have been hyping it for the last 2 years as the conclusion of this campaign arc (3 arcs to my main campaign, mist-hopping Ravenloft, My World - Valanar, then off to Sigil and the Planes). Out of curiosity, did you make any changes to the Amber Temple or use it as written? Thanks for what you do, keep being you and rock on!
I used the Amber temple as written, but I kept my players from going there until it was closer to the end of the campaign. That location can easily wreck a party if the players aren't careful or get to greedy
@@misfitadventurers Thank you for the response, your tips and general info has been incredibly useful! I'm going down your video rabbit hole, so you will most certainly see me around!
I've not played CoS but have been researching for a while to prep of DMing it. I thought Strand could be permanently killed if you defeated Vampyr in the amber temple; or is that someone's add-on content and not core to the game?
Just a thought but isn’t her seeing Sergei supposed to cause a rush of memories coming back to her and that’s why she runs off with him? Like whether or not she is starting to remember past lives, her seeing her lover and feeling her spirit causes a sudden flood of memory. Just curious. I’m new to running CoS so I’m just trying to make sure I prepare enough before each session.
I think it's up to the DM's interpretation. It isn't necessarily described that specifically in the book but I think that's by design. That way you can make it your own. Best of luck running the campaign!
Strahd needs to be unkillable because the original creators of the adventure would run it every year at Halloween (back when it was just the village of Barovia and dinner at the castle). So Strahd will always rise after exactly one year as a nod to the past.
Getting ready to run COS for the first time. I ran LMoP as my first campaign.. this will be my second. I'm feeling a bit overwhelmed to be honest. It's such a bigger adventure than Lost Mines..
Thanks! I guess just being properly prepared is the key. I just want to be ready for whatever they come up with without having to waste time with my nose in the book ya know.
A lot of that depends on how long you want the session to last. I normally play until I'm nearing the end of my usual play time, then see if I'm close to either a cool reveal or a nice close to whatever the party is currently working on
I planned to make a few changes to the module to *hopefully* reduce harmful stereotypes found even in the Revamped version, if I ever got the chance to run the adventure. For the most part, I’d probably end up making a good chunk of the designated villains far less evil and more like individuals who are more or less stuck in their positions, akin to how the Barovians are stuck in the unfortunate circumstance of being trapped in a demiplane ruled by a vile, bloodthirsty monster. The Abbot’s minions would probably be more akin to mistreated individuals whose poor treatment is a sign of how far the Abbot has fallen from grace. The Vistani would mostly be fearful of Strahd if anything, knowing what he did to others who crossed him. And I’ll probably change some of the madness stuff and use alternatives (magical effects, paranoia, etc) just cause I personally don’t trust the way it’s handled as written (I’m pretty cautious about the use of madness in fiction due to its history of being used to discriminate against mentally ill and neurodivergent people). Other than that, I’d probably take stuff from Van Richten’s Guide to Ravenloft to expand on this already complex adventure because I have an addiction to this sort of complexity to the point that I’m running a Lost Mine of Phandelver/Dragon of Icespire Peak adventure for my party. Edit: I also saved a few resources provided by Ginny Di, including a Google Doc about the portrayal of Vistani by a Romani person, that I can rely on to make my version of the adventure more inclusive
Strahd cannot be permanently killed because 1) He's a Vampire Lord and 2) The Dark Powers won't let him die. Barovia, and Ravenloft as a whole, is what is known as a "Dread Realm", and was created by The Dark Powers for two reasons: keeping Strahd imprisoned in his own personal hell, and for their own amusement . Sure, the people of Barovia suffer, but The Dark Powers don't care about that. They have imprisoned Strahd in Barovia not only for his heinous deeds of killing his own brother, but, primarily, for their own amusement. Seeing him trapped in a constant cycle of having the object of his affections, Tatyana, right in front of him, without ever being able to change her fate or be with her, brings them pleasure, and is the reason why Strahd always returns. The people of Barovia may suffer, but Barovia itself is a purgatory meant to torture Strahd and make him suffer. Which is why the module is called "Curse of Strahd". The title isn't referring to Strahd cursing the land of Barovia; it is referring to how he is cursed and trapped in an eternal cycle of emotional torture.
One of the most metal things I've ever heard was how one group ended Strahd.
In an iron coffin, welded shut & carved with Holy symbols. Lined with silver and three Acacia stakes through Strahd's heart. They put five sun stones in with him, one in his mouth Strigoi style. Suspended it in a waterfall (running water). Then, concicrated the ground at the top of the waterfall. So it was Holy water.
They really didn't like that campaign. It took them three years.
That's hilarious. Strahd is in for a nasty shock when he resurrects!
@superhunksickle then instantly dies, again and again and again.
They would have shirts that say "I went to Barovia and killed Strahd and all I got was this lousy Tshirt"
The fact that he can't ever be killed permanently, but he CAN be defeated goes beyond being bleak and... Rounds back into being absolutely hilarious. Because what you have there is a group of adventurers who get to brag "yeah we defeated Strahd Von Zarovich". And one reaction to that is "yeah right buddy, the mists are still around- no you didn't. But the other equally probably reaction is "sure, I bet I could too." And generating a cycle of adventuring parties entering Barovia as a form of trendy achievement hunting- like a morbid hazing for a special little exclusive club of Strahdkillers.
1:18 Wild Magic Effects
3:04 Ireena's memories
5:48 Changes to the Vistani
9:19 Additions to Krezk
12:50 Strahd can be killed
One thing that helps tremendously when running Curse of Strahd is to look into the other material relating to the setting. I read the novel "I, Strahd" (which is also available here on UA-cam in Audiobook form!) and it offered a MASSIVELY improved iteration of his character, making him more believable than the somewhat 2 dimensional, single-minded Strahd depicted in the module. It also offered a lot more history and context about Barovia itself, in terms of characters like Alek Gwilym, Tatyana, Sergei, Leo Dilisnya, and the Wachter family as a whole.
And that's without even mentioning the treasure trove that is Van Richten's Guide to Ravenloft.
Honestly one little tweak I know DM friend of mine did had both a mechanical difference as well as big RP moments (sorry if Long)
The moment his party entered Barovia (had a fiend warlock and Cleric of some god), he described how once they entered the mist...they felt their connections to their patrons...shift. At first his players thought it was just the introduction to the fog itself being mysterious and powerful, but as soon as they exited the fog, they felt their connections return...but with subtle changes.
Following this, the fiend warlock quickly learned that he was now a Pact of the Undead Warlock and that all his once fiendish abilities were now replaced with Undead ones. And all of the Clerics spells that dealt radiant damage or effects now were replaced with Necrotic damage/effects.
This played big as they now felt more concerned that something was clearly wrong and they wanted to figure out what it was...but eventually during an encounter with Strahd himself after having leveled up some, he cheekily and sarcastically said "Shouldn't you be thanking your patron for your new powers?..." And it was revealed that Strahd himself became both the Warlock and Clerics patron by force...it was a major power play that essentially made the players realize just how strong Strahd was...and how sadistic he was.
Anytime they ran an encounter with Strahd while he was their patron, he would simply "snap his fingers" and the warlocks and Clerics powers would temporarily go away (only for dialog, not in actual combat scenes) to play off the whole "You only have power, because I allow it..." And basically just a power play of Strahd playing and toying with the party.
Eventually these got fixed as The Cleric came into possession of the Holy Symbol, which in turn returned her original radiant powers and holy nature. And the warlock took up a deal with one of the evil vestiges in the Amber Temple to receive their dark gift as well as to gain them as a new patron to replace Strahd.
Very nice addition, shows how powerful Strahd is and makes the encounter with him feel more meaningful too. Might use this when I run the campaign if some of my players use clerics or warlocks.
should do this for the other books too because tbh Curse of strahd is actually one of the good adventures wizards has made it runs comparatively at very well out of the box, but lot of the other adventures are just badly written and could really use some changes just to not suck lol. great video also!
Facts.
Of course with any module I'm going to swap out some creatures or traps or add things that tie-in to player backgrounds... but some of the modules need more help than others... or at least we need more help with.
The ironic thing is that this story they have not a whole lot to do with. The setting and lore and whatnot was made by a married couple back in 1983, WOTC picked it up when they acquired D&D
I just ran session 0 and session 1 of Curse of Strahd. In session 1 my party simply walked from A to B on the map of Barovia.
The walked for 12 hours through the woods and the session ended when they emerged from the woods to see the farmland. They could see Durst Manor in the distance, the first taste of civilization.
(I took Lunch Break Heroes' advice and moved Death House)
I think this set the tone for just how creepy and how large Barovia is.
In my campaign the way to permanently kill Strahd was by finding the third Martikov jewel. Without getting too deep into my version of the plot, Strahd stole the jewel, after a party almost succeeded in destroying him, and used it like a lich's phylactery. The jewel allows Strahd to resurrect, but also is what ties him to the land. That's why he has so much power over the land of Barovia itself, the jewel is acting as a sort of soul anchor for him. Add a second troika reading from Madam Eva and the players get a hint of the location of the "seed of evil". I put it in Strahd's coffin. If the players find it, they have to cast remove curse to break Strahd's attunement and prevent his return.
I love everything, it will make players that have played the module before feel new. I used your advice and made Irenea as a paladin the party meets at the very beginning that's hell bent on destroying Strahd and that she knew everything from her past life with gaps between. On long rest she would tell the party of dreams that would fill the gaps but only after the party messed with the dream pies from the hags. It opened a can of worms as DM and I couldn't be more thrilled.
That sounds awesome! And yes, once you jump down that DMing rabbit hole, it's very hard to go back lol
One of my favorite things to add is Dragnacarta's version of Exethanter and Neferon (the Lich and Arcanaloth from the amber temple) from the old version of curse of strahd reloaded. He made them former members of the wizards who made the amber temple who accepted dark gifts. They now hate each other, and it's great.
The new version has not gotten to the amber temple yet, so it might get changed or expanded
I don't know why it should be controversial, but people are people I guess. In my opinion, letting the PCs break the eternal cycle by finally defeating Strahd once and for all is perfectly fine. How many more times where they going to come back to Ravenloft with these PCs before they rolled up new characters and started a new campaign at level 1? New groups of players get the same chance, to defeat Strahd for good and end the evil, cause the mists to fall and let Ravenloft / Barovia slip back into the material plane and be free of the Dark Powers. That is pretty satisfying and epic for the players to experience if they can achieve it. And they probably won't achieve the final defeat because it is hard to get all those artifacts and they may need to try again in another run through with new characters. I think it is cool to kill Strahd once and for all. Great video!
I used the Ilya story in my 1st campaign and oh man did it work out well. I played a very serious and dark campaign and this was a real stand out moment.
Crazy, I just watched the first CoS video yesterday, valuable info here.
Glad to hear it!
For the start of the campaign I have skipped the hooks and just had the characters all in a caravan travelling from Neverwinter to Baldurs Gate… they’re meant to stop overnight in Daggerford but are swallowed by the mists… they come out from the mists beneath a great tree and the caravan leader turns them around back into the mists and they leave… only to be pulled back to the tree but with bodies of some of the other travellers in the tree… they keep trying to leave only to keep coming back to find more of their fellows in the tree until it is only the party who are left
One thing I always add is, previous adventurers. Most turned into vampire thralls. I do add two unique characters that used to be adventurers. Ruby, a female drunkard ranger that hangs out the Blue Water Inn. She, was one of the first adventurers to fight Strahd, however, Strahd had cursed her to remember all of her past lives. Everytime she dies, she’s later reborn and trapped within this domain. She’s broken and drowning herself in her past. Then I have a Vampire that is not of Strahd’s thralls, but she hides in the attic in the orphanage. Selene is a sorceress and of noble birth. She feeds off of the old lady there, but she does protect the orphans from danger. She had taken one of the dark powers of Vampyr. She regrets it and does her best to redeem herself by helping the orphans when she can. She mostly operates during the night in the shadows, mostly. I find adding more people to add to the horror and adding a few to be Allie’s does help a bit when doing Strahd with a small group, but also adds more distrust and suspicion.
Love that addition! I put some previous adventurers in mine by making the vampire spawns in the coffin maker's shop the last party to venture into Barovia
My party got ripped off by Vistani and never wanted to see them again, so I tried to get them to see the fortune teller all game. Was not till the end that they finally talked to the teller and went after tools to kill/defeat Strahd.
I’m just running this myself thanks for the advice!
I'm running Curse of Stahd now... This Krezk change is amazing, will definitely be adding that to mine. Thank you!
Interesting ideas, it was your first CoS video that brought me to your channel. I feel CoS can be ran with homebrew rules, but you have to be careful not to do too much, as it takes away from the grimdark gothic horror of the setting.
For sure. It's a definitely a fine line to walk
Just getting together info for my first run. Great info!
I made Ireena interesting to my players because I have a NPC that has been with them for a while, a Dhampir. He is the son of Strahd looking to avenge his mother who was a human Barovian villager(Tatyana reincarnated in my game) that ended up having a child with Strahd and eventually killed when she kept refusing him after the birth of Marko(NPC.) The players then got to the Blood Vine Tavern where they were talking to Ismark and she walked in, surprising Marko because of course she looks the same, ending the session on a cliffhanger since they had some encounters I added before they got to Barovia. They loved having the mystery of Ireena because they kept asking ”Who is this woman and why does Marko know her?” and got them enveloped uncovering why Strahd was obsessed with her. Loved it as a DM
Really great vid! Thank you for posting and loved your suggestions, especially the Ireena memories. I think a fear of heights would really hint at her past life (and death)! As a DM who has run CoS multiple times and on my second time creating maps for every single location, the CoS community is by far on of the best!
Cheers!
I would also change the name of some characters - Esmaralda, fx. That name is just a relic from when the Vistani were called "gypsies", a racial slur. Even then "Esmeralda" is kind of an uninspired Victor Hugo-reference.
Not a bad idea! I think they even changed her name in Van Richten's Guide. I think she goes by Ez in that book. Maybe that's an attempt at them distancing themselves from the negative stereotype
I wonder about having the party fight Strahd really early at a low level and no items. He can completely dominate them, but not kill them. Then they will develop a healthy fear and respect for his power.
Excellent video thank you 😊
Haven’t run CoS, but your input and tips are very much appreciated.
Thank you!
I also made changes to Krezk, I made the town look as safe place, wich is not, the is the only place where the sun shines but is an ilusion created by the Abbot not the real Sun wich would disapear if he died, Strahd allows the ilusion as part of a deal with the Abbot, the economy of the town is self suficient the town guard is very well trained and the captain of the guard is a werewolf hunter, they rarely allow for outsiders, also they work as a comune and have direct democracy, but everyone votes always the same in order to avoid consequences, they hate all werewolves and either banish or kill anyone who is infected, what they don't know is that the Burgomaster was infected when he was young and has kept the secret he has also passed the curse to his kids, the Abbot gives them a potion every full moon so they don't transform, I had there be a full moon the day the players arrived one of the kids(he had two on this version) forgot to take the potion and transformed killing the brother before running away, no one outside of the family and the abbot knew what hapened, until the party found out, then the guard found out and nearly killed the burgomaster but the party help them scape.
I'm getting ready to run CoS, thanks!
These are great. I'm going to combine what you did with the Sun Sword in your previous video with Irena's memories. At night, Sergei will enter the parties dreams and show them visions of his past with Tatyana and his brother.
Love it! Sounds like you're going to have an awesome campaign!
Definitely things to bear in mind if I run strahd in the future - or any other campaign. I like the idea of working wild magic in as an area effect.
Condolences for the loss of your tentacles, hopefully you can find a replacement display!
Hope everything is going well with rehearsals too.
So far so good! We've almost finished blocking the full show
Loved your videos on this as really helpful and thanks for linking in Mandymod's notes as they are incredible as well
Always love the content and this is no different!
Great ideas to incorporate and I'm absolutely going to use these in my current campaign!
I really like making the Vistani sects more easily read. My group just escaped the Death House, so this is perfect timing!
Keep up the amazing work and thank you!
Your Straahd videos really helped me. Ty. I plan on running this.
i just finish playing through it it was fun and scary the way my friend was running it. he used our backstorys to be inculed in it that was fun seeing how he twisted them. we met some cool characters. i was also planning on making a comic based off our campaign but also starting with my character's backstory stuff that will get to the story of curse of strahd and what happens after with my character as a continuation and to see what next for my character. this campaign had me drawing alot of my character and some of the bad and good things that happen. at some points i was at the edge of my seat when i was playing not sure if my 2nd character was going to not make it.
I can understand the angle for number 5 and I think that can be an interesting angle. But the drama of the knowledge that Strahd will always come back because being the Lord of Dread in the domain of Barovia... it's his prison, his punishment. by the dark powers that be it ALSO happens to drag innocent people with it.
I have a character that I ABSOLUTELY want to play in CoS. SIlas Almont of the Almont clan, a family of monster hunters. He's heard rumors of Barovia's location due to the fact one of his ancestors went there (Someone like a granduncle, of the main branch) and never came back. Honestly he'd stay to prepare for Strahd's return, training those he can, hiding the relics and items where the vampire lord cannot find them, leaving clues for the next batch of possible heroes along with any useful notes he has about Ravenloft or Strahd.
If he was unable to leave Barovia, He'd ask a party member who can take a message to his family and to tell them where the mists of Barovia were found. Try to set a perimeter, keep unwitting fools out of it. I hate that it only gives Barovia a few weeks of reprieve, a few months at best. Maybe it's the Castlevania fan in me, but 100 years feels more appropriate.
I enjoyed your video on this topic, as I'm currently running CoS. Finding a way to make Strahd's death permanent is a change I am making in the campaign. I am using some things from Mandymod and the Dragna Carta, but also trying to keep to the original story as written. My reasoning as to how to kill strahd permanently is this. People have been trying to come here, or getting trapped here and tried to kill Strahd for hundreds of years, and all have failed including even Mordenkainen. So what is missing? Not only do the items of power mentioned in Madame Eva's reading need to be found and used against him, but he also needs to be weakened. I am doing this using personal quests for each character to reconsecrate the pillars of the Fanes in order to weaken him, while at the same time it gives the characters the opportunity to garner more support from the people in Barovia as they gain some possible hope,so they may assist the characters in some small way.
I tried baiting my players into the soul bag solution too so agreed great idea :3
LOVE this. Used your last video on my first Curse of Strahd campaign and found this one in time for my second and those going forward. Thoughts on the Interactive Tome of Strahd? I've been using it in my first game and it has some pretty cool additions and really brought more of Strahd's characters into my player's eyes without it needing to result in a combat encounter with him
I've based my homebrew campaign off of CoS, there's fun witch covens (each themed of course), Arcane Bio Weapons and a plenty of big players seeking to usurp my BBEG i've modeled after Strahd.
when she's talking about soul bags was anyone else thinking Ghost busters?
I favor the replacement of Strahd, with somebody like the elf Banshee, becoming the new dark lady of the domain. The citizens of the region are able to escape after Strahd dies, But those who are determined to take the opportunity to try and seize Strahds domain now that he's gone have tied themselves to the realm and form the foundations of the population. the ghosts and monsters and villians persist there too. while the Dark Ruler of the domain is much like a unicorn/dragon in their effect on reshaping the land and manifesting citizens for the region that are made from memories and aspects of conscence and guilt of the one on the 'thrown'. and the vistani can travel in and out freely, while new adventurers can get pulled in to begin filling out the population again.
Thanks for the gift
Curse of Strahd?
Your first step is to run I6 Ravenloft by Tracy and Laura Hickman and modify it for 5e. It's for 4-6 characters 5th - 7th level. It's a tight story with a finite end and you can do it in two game sessions. In almost every respect, it's as close to a perfect module as I have ever run. It's a story that knows exactly what it wants to be
If you decide not to do that and want to run Curse of Strahd as a level 1-10 campaign, then your second step is read two books first: Dracula and I-Strahd.
Your third step--read Van Richten's guides to Ravenloft. Those are pretty amazing.
Your fourth step--raise Strahd to 16th level where he's casting 8th level spells. You might want to add some levels as a fighter too, given his background from I-Strahd for when he was alive--maybe 11th level. He should be able to take out at least two characters in a 10th level party single handed. He should think and act like a 16th level mage and warrior.
Make his top tier minions really serious--they should be able to go toe-to-toe / nose-to-nose with the party for at least two rounds without Strahd's help.
Strahd is a genius. He will hit and run--hit and run, never letting the party get a short rest or long rest if he can at all prevent it. Meanwhile he regenerates 3 HP per round.
The party shouldn't even dream of entering Castle Ravenloft until they are at least 8th level. And at 8th level they should have serious doubts about their chances of survival. So there's a lot of adventuring ahead of them before they should ever encounter Strahd.
I watched some of your vids and always love your bg music. What music are you using in your vids? :)
I just throw more and more vampire spawn. Want to travel through the woods? Vampire spawn. Want to explore ravenloft? Vampire spawn. Oh you’re tired of vampire spawn because you’re fighting too many vampire spawns?
Yeah…
Vampire spawn. Always spawn more vampire spawn.
Hello, new-sub and lifetime DM here!!!! My players will be making their way into Barovia around the beginning of '24. Between you and Pyram King - I am certain they will have a most excellent time, especially since I have been hyping it for the last 2 years as the conclusion of this campaign arc (3 arcs to my main campaign, mist-hopping Ravenloft, My World - Valanar, then off to Sigil and the Planes). Out of curiosity, did you make any changes to the Amber Temple or use it as written? Thanks for what you do, keep being you and rock on!
I used the Amber temple as written, but I kept my players from going there until it was closer to the end of the campaign. That location can easily wreck a party if the players aren't careful or get to greedy
@@misfitadventurers Thank you for the response, your tips and general info has been incredibly useful! I'm going down your video rabbit hole, so you will most certainly see me around!
I've not played CoS but have been researching for a while to prep of DMing it. I thought Strand could be permanently killed if you defeated Vampyr in the amber temple; or is that someone's add-on content and not core to the game?
I'm pretty sure that's an add-on, but it sounds cool!
Just a thought but isn’t her seeing Sergei supposed to cause a rush of memories coming back to her and that’s why she runs off with him? Like whether or not she is starting to remember past lives, her seeing her lover and feeling her spirit causes a sudden flood of memory. Just curious. I’m new to running CoS so I’m just trying to make sure I prepare enough before each session.
I think it's up to the DM's interpretation. It isn't necessarily described that specifically in the book but I think that's by design. That way you can make it your own. Best of luck running the campaign!
Strahd needs to be unkillable because the original creators of the adventure would run it every year at Halloween (back when it was just the village of Barovia and dinner at the castle). So Strahd will always rise after exactly one year as a nod to the past.
Getting ready to run COS for the first time. I ran LMoP as my first campaign.. this will be my second. I'm feeling a bit overwhelmed to be honest. It's such a bigger adventure than Lost Mines..
Best of luck! It definitely is bigger than LMoP, but it's not too bad if you break it up by location. You got this!
Thanks! I guess just being properly prepared is the key. I just want to be ready for whatever they come up with without having to waste time with my nose in the book ya know.
@@misfitadventurers how do I know when a good stopping point is?
A lot of that depends on how long you want the session to last. I normally play until I'm nearing the end of my usual play time, then see if I'm close to either a cool reveal or a nice close to whatever the party is currently working on
@misfitadventurers right on! Thanks. I'm thinking as the party leaves Barovia with Ireena in tow.
I planned to make a few changes to the module to *hopefully* reduce harmful stereotypes found even in the Revamped version, if I ever got the chance to run the adventure. For the most part, I’d probably end up making a good chunk of the designated villains far less evil and more like individuals who are more or less stuck in their positions, akin to how the Barovians are stuck in the unfortunate circumstance of being trapped in a demiplane ruled by a vile, bloodthirsty monster. The Abbot’s minions would probably be more akin to mistreated individuals whose poor treatment is a sign of how far the Abbot has fallen from grace. The Vistani would mostly be fearful of Strahd if anything, knowing what he did to others who crossed him. And I’ll probably change some of the madness stuff and use alternatives (magical effects, paranoia, etc) just cause I personally don’t trust the way it’s handled as written (I’m pretty cautious about the use of madness in fiction due to its history of being used to discriminate against mentally ill and neurodivergent people).
Other than that, I’d probably take stuff from Van Richten’s Guide to Ravenloft to expand on this already complex adventure because I have an addiction to this sort of complexity to the point that I’m running a Lost Mine of Phandelver/Dragon of Icespire Peak adventure for my party.
Edit: I also saved a few resources provided by Ginny Di, including a Google Doc about the portrayal of Vistani by a Romani person, that I can rely on to make my version of the adventure more inclusive
Strahd cannot be permanently killed because 1) He's a Vampire Lord and 2) The Dark Powers won't let him die. Barovia, and Ravenloft as a whole, is what is known as a "Dread Realm", and was created by The Dark Powers for two reasons: keeping Strahd imprisoned in his own personal hell, and for their own amusement . Sure, the people of Barovia suffer, but The Dark Powers don't care about that.
They have imprisoned Strahd in Barovia not only for his heinous deeds of killing his own brother, but, primarily, for their own amusement. Seeing him trapped in a constant cycle of having the object of his affections, Tatyana, right in front of him, without ever being able to change her fate or be with her, brings them pleasure, and is the reason why Strahd always returns.
The people of Barovia may suffer, but Barovia itself is a purgatory meant to torture Strahd and make him suffer. Which is why the module is called "Curse of Strahd". The title isn't referring to Strahd cursing the land of Barovia; it is referring to how he is cursed and trapped in an eternal cycle of emotional torture.
More like Dork Powers. Lmao gottem
always viewed vistani as neutral. how I want to play it out at least
I do like the Ireena flashbacks. Disagree on the last one. Nice video.