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CURSE OF STRAHD 5E PDF DOWNLOAD

After taking a slight detour for the Sword Coast Adventurer’s Guide, D&D Fifth
Edition (5E) is back with a new campaign/adventure book, Curse of Strahd, which
releases on March 15, 2016. Curse of Strahd is an extended campaign book, taking
PCs from around 1-10th levels as they seek a way to defeat Count Strahd von
Zarovich and escape the demi-plane of Barovia is his, and now the characters’,
prison. Welcome back to Ravenloft!

Warning: This review contains information on some of the plots of the Curse of
Strahd campaign. Those who want to play this campaign and know nothing going in
may wish to look away.

The Basics

Curse of Strahd is a 254-page, full-color hardcover that retails for about $50.
It also includes a double-sided poster map, with one side featuring a
large-scale map of the demi-plane of Barovia, and the other featuring page-sized
maps of certain localities. Curse of Strahd expands, updates, and re-imagines
the classic I6: Ravenloft adventure, which was originally released in 1983 (the
original designers of that module, Tracy and Laura Hickman, served as creative
consultants on Curse of Strahd). That module (which later got a sequel in AD&D
1E, an entire campaign setting in AD&D 2E, an OGL campaign setting, and then a
D&D 3.5 sequel), centered around Strahd, a vampire with a Dracula-like origin
story who now rules over the eponymous Castle Ravenloft and its nearby environs
(Barovia), where he is master, but also first among prisoners.

Da Archive Annex (^^) August 12 2016 New links will be placed here for a while
before adding them to Da Archive. PLEASE BUY A COPY OF THE BOOKS THAT YOU USE.

Overview and General Mood

There are a few things that make Curse of Strahd stand out from more standard
D&D fare, and also from the other D&D 5E adventure/campaign books. #1 is simply
that it is set in Ravenloft, which means the themes and mood are generally that
of gothic horror, not the more common sword & sorcery flavor of most D&D
campaign settings. On a basic level, this means lots of horror staple creatures,
eternal gloom, and visits to decrepit mansions instead of dungeons. On a more
subtle level, it means more social interaction, more plotting, and a lack of
easy “right” answers in some situations.

In addition to the mood, this is also the first real step outside of the
Forgotten Realms for D&D 5E. Sure, one of the several hooks for how the
characters get dragged into Barovia is specific to the Realms and includes
tie-ins to the factions, but once the characters are in Barovia they’re stuck
there until the campaign book is over.

Further, Curse of Strahd is more of a sandbox than any of the previous
campaigns, even Out of the Abyss, which was pretty free-form itself. The entire
campaign takes place in one fairly small region, making it easy for the
characters to travel to wherever tickles their fancy, and they will need to
visit some of the locations more than once to take full advantage. Adding to
this flexibility is the placement of certain plot elements (the locations of
three treasures, the identity of an NPC ally, and the site of the final
confrontation with Strahd), which do not have fixed locations, but rather are
dictated by a tarot reading that an NPC does for the characters (there are
dozens of options for the treasure locations, and about a dozen for the other
two).

The sandbox nature of the campaign has its usual ups and downs. Luckily, Curse
of Strahd does have a handy table giving a suggested appropriate level for each
section, making the DM’s life a little easier. There is still a fine line to be
walked, however, between ‘forcing’ the PCs to go to the level-appropriate places
and letting the party march to certain doom. There may be some situations where
the PCs have the opportunity to flee, but the DM will need to make sure that the
players understand that this is an option. While the book encourages the DM to
lean towards letting the players wander into things, it’s ultimately
counterproductive to let the characters walk into a new region and then trigger
some lightning trap that will kill the whole party (oh, and there are traps
everywhere, if you like that sort of thing). The rewards for this sort of
campaign can be high, but they can require the DM to put in a little more effort
to steer things without feeling like they’re steering things.

There’s also a smaller range of levels supported in Curse of Strahd than the
other large-size 5E campaign books (the two smaller individual books in the
double-book campaign Hoard of the Dragon Queen/Rise of Tiamat were more
compact), covering only levels 1-10 (and levels 1 and 2 are only supported by a
self-contained introductory adventure). This is one factor in Curse of Strahd
having an incredible level of detail in most of its locations (Castle Ravenloft
itself is especially loaded).

This is where I would usually sketch an outline of the plot, but because of the
nature of Curse of Strahd, that’s a little hard. The plot itself is extremely
simple – the characters are drawn into Barovia, and then must gather
information, allies, treasures small and large, and experience, until they are
capable of defeating Strahd and (at least temporarily) freeing Barovia from its
curse, thus permitting the PCs to leave again, should they choose. For a
campaign like this, however, it’s all about how the characters get from Point A
to Point B.

In the process, the DM will probably want to use milestones to leveling up, as
the actual number of monsters defeated may not be that great for some sections,
and the book generally does not give specific experience awards for non-combat
problem-solving. Here, Curse of Strahd could use a few more suggestions, as it
is not always obvious which actions are intended to be milestones (I must
presume that, since the book runs from levels 1-10, the designers did not intend
each of the 13 locations to provide a milestone, and yet one of the shortest
chapters is specifically noted as being a possible milestone). Added to this is
the suggestion that discovering the three plot point treasures should be
milestones, which (depending on whether these treasures are randomly seeded in
the ‘easy’ parts of the campaign or the harder ones) could mean the characters
getting lots of levels very quickly, or not getting enough until quite late;
either way this could make the campaign unsatisfyingly difficult or simple for
the characters. At the end of the day, I suspect that each DM will need to sit
down and come up with their own expected progression in advance, and then change
things on the fly if the characters get too far off the expected path. I have
arranged the contents discussion below to follow something like what I judge
would be a common pathing.

Contents

Introduction and Chapter 1: Into the Mists (~20 pages) – An introduction to the
book, Strahd, and the themes and mood of the campaign. The page count reaches
what it does because this also includes the discussion on how to conduct the
tarot card reading for the characters to seed some of the plot points.

Chapter 2: The Lands of Barovia (~20 pages) – This chapter covers the general
lay of the land, including effects on magic, how the mists prevent anyone from
leaving Barovia, the sometimes soulless and emotionless nature of the
demi-plane, travel and random encounters, and what the general groups of
citizens of Barovia actually know about their situation. Chapter 2 also provides
a guide to the map of Barovia (which is reproduced here in smaller form, in
addition to the pull-out map).


DND 5E CURSE OF STRAHD PDF

Chapter 3: The Village of Barovia (~10 pages) – This village is the likely
starting point for new visitors to Barovia (and effectively the required
starting point if the characters aren’t third level yet). Barovia primarily
exists to introduce the characters to the demi-plane and lay out a variety of
plot hooks, including Strahd’s current ‘romantic’ obsession with one of the
town’s residents.

Appendix B: Death House (~10 pages) – Death House is the introductory adventure
for characters who aren’t yet level 3 (it grants two levels through milestones,
although it can likely be completed in one session). It takes place entirely in
one mansion in Barovia. The characters are drawn to the mansion by an
apparition, and must discover the house’s secrets. It should serve well to set
the thematic table for this gothic horror campaign, including an introduction to
the concept that doing the ‘right’ thing in Barovia does not make one’s life
easy.

Chapter 6: Old Bonegrinder (~5 pages) – As this windmill lies on the road
between the village of Barovia and anywhere else (the characters will likely
have the chance to meet their first group of Vistani on the way and have their
fortunes read, and also the option of heading directly to Castle Ravenloft, a
decision that would probably not bode terribly well for them unless the DM has a
solid plan to make sure they can get back out), windmills come up in the Death
House, and there’s a plot hook in the village related to the residents of this
windmill, I think it’s likely that the PCs will end up hitting the Old
Bonegrinder while on the road to Vallaki, which is covered in Chapter 5. This
location is a fairly straightforward ‘kill the bad things’ encounter, if the PCs
are up to taking on the inhabitants.

Chapter 5: The Town of Vallaki (~30 pages) – The town of Vallaki is suffused
with evil, both mundane and supernatural. The mayor is a tyrant, but the
characters will not get far on his bad side (or, if they are powerful enough,
without overthrowing him – which may, it turns out, only make matters worse).
There is much more to do in Vallaki than in Barovia; it is a destination in its
own right, not just a leaping off point. The party will be with mystery and
politics, as well as an introduction to some of the more noteworthy NPCs in the
campaign (including Ravenloft’s Van Helsing stand in). There is also a second
Vistani camp here.

Chapter 8: The Village of Krezk (~15 pages) – Initially, Krezk will likely serve
mostly as a place that the PCs cannot get into, with the quest they have to
complete to get in driving them to the Winery of Wizards, which will then drive
the PCs to other locations. Once the PCs access Krezk itself, they will mainly
interact with the Abbey of Saint Markovia, where they must contend with a
somewhat insane abbot and his freak show. As with much of the campaign, Krezk
features on both side of adventure hooks, with the characters needing to go here
to accomplish some goals, but also needing to go elsewhere to accomplish some of
the goals found here.

Chapter 12: The Wizard of Wines (~10 pages) – Wine is, sadly, one of the few
joys left to the people of Barovia, and the Wizard of Wines winery is where they
get it. Unfortunately, the magic that permits the grapes to grow has been stolen
– one magical gem taken by each of two hostile groups/entities. This is a fairly
straightforward part of the campaign – the vintners are fairly clear good guys,
their enemies are clearly bad guys, and the characters will need to restore the
wine to score political points in other locations.

Chapter 14: Yester Hill (~5 pages) – A straightforward smash-and-grab by
Ravenloft standards, the PCs can head straight from the Wizard of Wines to
Yester Hill to recover the first missing gem. Yester Hill is populated by a
circle of evil druids, who are up to some pretty creepy stuff.

Chapter 11: Van Richten’s Tower (~5 pages) – Van Richten’s Tower is a brief
waystation, allowing the characters to discover an ally and gather more
information on Barovia/Strahd. It is, to some extent, a giant puzzle. It is also
one of those places where low-level PCs might get themselves killed if they
aren’t cautious enough. Since it is not far off the road between Vallaki and
Krezk, a DM warning may be in order.

Chapter 7: Argynvostholt (~10 pages) – This fortress is the home to the fallen
remnants of a once noble knightly order. But it is one that the PCs can help
restore the honor of. Success at this mission will have significant benefits for
the characters, but also requires venturing into Castle Ravenloft itself.
Argynvosholt, with its ties to other locations and much of the action taking
place elsewhere, exemplifies the interconnected nature of many of the subplots
in Curse of Strahd. Like Van Richten’s Tower, the characters may discovery
Argynvosholt on the way to Krezk, but will be unlikely to be able to fully face
it at that time.

Chapter 15 – Werewolf Den (~5 pages) – If Argynvosholt symbolizes
interconnection, then the Werewolf Den is on the opposite end of that spectrum.
It does not seem to have much of a tie to the rest of Barovia, and is even
physically off in one corner of the map. It is, however, directly tied to the
Forgotten Realms-specific hook for pulling characters into Barovia.

Chapter 10: The Ruins of Berez (~5 pages) – The second obvious destination for
the characters in order to help the Wizard of Wines, the Ruins of Berez presents
a notably tougher challenge than the druids of Yester Hill. The location itself
is more extensive than some of the brief chapters, but is ultimately focused
around retrieving the magical stone from Baba Lysaga and her animated hut.

Chapter 9: Tsolenka Pass (~5 pages) – This chapter is essentially a lengthy
encounter on the way to the Amber Temple.

Chapter 13: The Amber Temple (~15 pages) – The Amber Temple may be the
characters penultimate stop before their final foray into Castle Ravenloft, and
it is also the part of Curse of Strahd that most resembles standard D&D fair –
there is a dungeon-like temple filled with evil, and there is a reasonable
amount of monster-killing to be had. The Amber Temple is also a prison for
ancient evils, which will be happy to help the characters out. For absolutely
free, no strings attached, nothing could possibly go wrong, of course. This
presents the somewhat odd situation where there are write-ups of these beings,
their gifts, and the costs of them … which the PCs are mostly best off not
touching with a 10 foot pole (at least, I wouldn’t want my character taking
them).


CURSE OF STRAHD FULL PDF

Chapter 4: Castle Ravenloft (~45 pages) – Although Castle Ravenloft is the most
difficult part of the campaign to fully complete (including the final showdown
with Strahd), it is unlikely to be the location the characters go last. Indeed,
it seems likely that the characters will visit it multiple times before their
final confrontation with Strahd, as various quests require some object to be
retrieved from here or some action to be taken here (for example, restoring the
beacon of hope at Argynvostholt requires venturing into Castle Ravenloft). And
that’s setting aside the likelihood of Strahd extending a formal invitation to
the characters to pay him a visit. Indeed, even if the party is experienced,
running through the Castle in one go would be a challenge, as it is an extensive
structure (there’s a reason why this chapter takes up almost a fifth of the
book). Castle Ravenloft has 88 numbered rooms to cover, and that’s not counting
things like the 40 different crypts and their contents that are individually
detailed, but all contained within one numbered room.


CURSE OF STRAHD 5E PDF DOWNLOAD MAC

Other: In addition to the main presentation above, several appendices present a
new background, some unique magic items found in Barovia, and about 20 pages of
new monsters and NPCs. There are also a variety of letters and pages then can be
photocopied and presented to the players at appropriate times.

Conclusion

Curse of Strahd goes for a significantly different feel from a standard D&D
campaign, and it’s right on the money – creepiness abounds, with locations and
characters who just drip gothic horror. Groups that hate being “railroaded” will
love the sandbox nature of Barovia, which is even more open-ended and
interconnected than Out of the Abyss – it’s not just the freedom to pick which
large dungeon to tackle first, but a freedom (and probably requirement, really)
to wander to and then later revisit various locations. I wouldn’t pick Curse of
Strahd as the one 5E campaign I would recommend, because if someone was going to
do one thing D&D I’d probably go with something more standard sword & sorcery.
But setting that consideration aside, Curse of Strahd is the best 5E campaign
book yet.


D D 5E CURSE OF STRAHD PDF DOWNLOAD






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