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Sample file Curse of Strahd DM’s Kit & Screen An expansion & supplement for CURSE OF STRAHD Credits Table of Contents Design: Tim Bannock (neuronphaser.com) Using the DM’s Kit & Screen 1 Layout/Graphic Elements: Elena Naylor The DM’s Kit 1 (elenanaylor.deviantart.com) The DM’s Screen 1 Curse of Strahd DM’s Kit 2 This product uses content and artwork from a variety Adventure Options 2 Factions 10 of community resources and stock art sources. Please Sergei & Ireena 14 consider supporting these amazing publishers and Tsolenka Pass 15 artists! The Lost Gem 16 Matthew Richmond Balance 17 Patrick E. Pullen Curse of Strahd DM’s Screen 19 David Revoy NPC Index 20 Aaron Lee Catacombs Area Index 21 Wizards of the Coast Vestiges Index 21 Barovia Areas by Level Index 21 Special Thanks DM Screen Panels – Portrait Layout 22 The creators of all versions of Ravenloft. DM Screen Panels – Landscape Layout 28 The folks who have purchased previous versions of Change Log this supplement. You deserve the best, and I hope I 4/11/2016 +Balance, Table of Contents keep making it better! 5/3/2016 +Portrait layout DM Screen, Movement rules on DM screen updated 7/28/2016 Major layout change; +Modified spell effects to DM screen 8/5/2016 Layout update, new cover 1/25/2018 Layout update DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such Samplematerial is used with permission under the Community Content Agreementfile for Dungeon Masters Guild. All other original material in this work is ©Tim Bannock and published under the Community Content Agreement for Dungeon Masters Guild. Not for resale. Permission granted to print or photocopy this document for personal use only. Using the DM’s Kit & Screen The Curse of Strahd DM’s Kit & Screen includes several material gathered for that section purposely and pages of expanded material to increase the scope of specifically draws from elements that already exist the story, thematically strengthen certain encounter within the adventure, it’s up to you to determine the locations, an provide additional focus on certain plot roster of important NPC members of each faction, as elements that can easily get lost amid the many well as coming up with suitable sidequests for the encounters and locales that the players may explore characters to improve their faction standing. Refer to in Barovia. All of this assumes you have read the the NPC Index within this DM’s Kit to help get a list of adventure Curse of Strahd. faction members started, and refer to the Developments sections of many encounter locations in Curse of Strahd to find ideas for quests (and The DM’s Kit appropriate rewards). The Dungeon Master’s Kit provides several story expansions for Curse of Strahd, giving you the tools Pare it Down and examples to do the following: The NPC Index in this kit and the table of Areas by 1. Add Player Character-friendly Factions, Level found in Curse of Strahd are incredibly useful similar to the Harpers, Zhentarim, etc. tools that you can use to pare things down and 2. Expand the role of Sergei’s lingering spirit. streamline the adventure. There are about 40 bajillion 3. Add and define supernatural protections for named NPCs in this adventure, and there are 24 noted Ireena Kolyana to explain why Strahd hasn’t locations, many with huge maps or side areas that can already turned her into a consort. become complicated very quickly. When planning 4. Expand or change the Tsolenka Pass your campaign, consider the realistic length of encounter area (Area T on the Barovia map). sessions and how long the campaign will run, and put 5. Alter or delete encounter areas and at least a little thought into which areas are sidequests in order to play Curse of Strahd in unimportant or less interesting than others. If smaller doses, such as a single session, a few something jumps out at you, that’s a good thing, but if short sessions, a long adventure, or a mini- something seems a bit too ho-hum for your tastes, it’s campaign. okay to drop that area entirely. Just remember that 6. Provide a complete NPC Index for ease of there are consequences of doing so, especially with reference. regard to the placement of important magic items through the Fortunes of Ravenloft Tarokka drawing Considerations featured in the adventure. The material in this DM’s Kit requires some consideration before putting it into use. At the very The DM’s Screen least, read all the way through Curse of Strahd before reading this document, as none of it will make the The Dungeon Master’s Screen included at the end of least bit of sense if you don’t! Beyond that, keep the this product includes both the “generic” D&D tables following points in mind. and information a DM regularly references during a game, as well as several tables of useful information specific to Curse of Strahd, such as random encounter You Got Work to Do! tables for Barovia’s wilderness and Castle Ravenloft, Specifically with regard to the faction material – but an index of useful subject matter, alterations to magic also pertinent to rearranging or expanding some story in Barovia, and the Madness tables from the Dungeon elements – there’s some amount of work that you, the Master’s Guide (which are pretty regularly referenced Dungeon Master, must do in order to incorporate the in this adventure). ideas you’ll find in the DM’s Kit. Curse of Strahd does Samplenot take into account factions at all, and while the file 1 Curse of Strahd DM’s Kit Included here are several expansions to various Keep in mind that the following material is a starting encounter locations and storylines. point: guidelines and big-picture ideas for condensing the campaign. There may be some hidden "gotcha!" moments or some details about Strahd or various Adventure Options NPCs that gets lost when certain encounter areas are Expedition to Castle Ravenloft (2006) featured a section removed. Refer to the NPC Index liberally during your about manipulating the adventure to run it in smaller preparation phase of the campaign, and listen to the doses, due to the realities of gaming groups meeting questions that the players have (whether they voice infrequently, dealing with player turnover, or simply them through their characters or bring them up in imploding after a few weeks or months of play. The post-game session discussion) in order to ensure you material below is in some ways a rehash of the aren't keeping them in the dark unnecessarily, which similarly named section in Expedition, but has been robs them of a satisfying roleplaying experience (or updated and reframed to be appropriate to Curse of diminishes the truly dark and epic scope of Strahd's Strahd. tragic background). From Expedition to Castle Ravenloft: Mini-campaign One of the amazing things about the The minicampaign is designed to use much of the original Ravenloft module is that its fans material in Curse of Strahd, only excising large sidequests or areas that don’t directly relate never grew tired of running or playing in it. information about Strahd’s machinations. The idea is Thanks to the random element of the to be able to play this over a relatively shorter Fortunes of Ravenloft, the adventure was timeframe without losing out on opportunities to different every time, and we’ve tried to provide insight into Strahd’s origins or lose out on replicate that replayability. Even if you play gaining valuable allies. Since most areas are still in the entire minicampaign, there will likely be use, you can simply alter the placement of magic some encounter sites that you don’t use, items during the Fortunes of Ravenloft on the fly, or treasures the PCs don’t find, plans Strahd write in an alternate location for the pertinent cards whose locations have been removed. never has a chance to execute. Remove the following elements: This is just as true in Curse of Strahd. The "main Mad Mage of Mount Baratok (Area M) storyline" from the original I6 Ravenloft adventure Old Bonegrinder (Area O) module is entirely contained within chapters 2, 3, and Tsolenka Pass (Area T) 4 of Curse of Strahd (and even there, Curse features Ruins of Berez (Area U) additional content). Everything else is bonus material, The Wizard of Wines (Area W) though a DM needs to be conscious of the fact that the Fortunes of Ravenloft nearly guarantees placement of Optionally, you can also remove Argynvostholt (Area the important treasures -- the Tome of Strahd, the Q) and the Werewolf Den (Area Z). Any “useful” Sunsword, and the Holy Symbol of Ravenkind -- in areas characters (friend or foe) featured in these areas could that are not limited to those 3 chapters. As long as either be met on the road, in the wilderness, or in you're aware of that, though, you're good to use, Krezk or Vallaki. abuse, or excise everything else with a surprisingly minimal amount of work. Sample file 2 Prologue adventure revolves around finding the artifacts and The characters can follow any of the hooks described exploring Barovia to do so, it is important that this in Curse of Strahd, arriving in Barovia. Consider portion be used to fill in some of Strahd’s backstory, starting them at level 4.