D&D 5E Curse of Strahd - How Long Start to Finish?

iserith

Magic Wordsmith
We're about halfway through my current campaign, The Delve, and I figure I've got about 10 weeks or so before it's time to begin a new campaign. I've been considering an Evil Dead/Army of Darkness version of Curse of Strahd, but I am a little hesitant to run these big modules because of how much time I've seen groups take to get through them. I prefer campaigns that last no longer than 4 to 6 months.

So I'm looking for some insight on how long it takes to run through CoS. I play weekly for about 4 hours at a stretch and the way I run things means we tend to get a lot done per session. If you could provide me with the frequency and length of sessions in your response, that'll help me gauge what people are experiencing.

Thanks in advance for your help!
 

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At the shop we've been playing this one in 2hr sessions, once a week since it came out.
There's been several weeks where we haven't played & about 1 in 3 sessions are more farting about than progress....
 

We play once a month, for about 5 hours. We're 8 session in, level 5, and about half-way through the plot in my estimation.

One thing about the module is that it's quite sandboxey, so you can add or delete things to control the length. For instance, because we play monthly, and I don't want this to take 3 years to get through, there's certain things I've cut just so we don't waste time on them. The "mad mage", the werewolf den, the Amber temple; there's lots of sub plots and locations like that which can be very optional.

If you have a time frame you want to accomplish things in, my suggestion would be to consider which locations and plot beats you want to make sure you hit, and weave the narrative around just that. Anything else, simply don't bring it up!
 

My group has taken about 15 sessions (4 hours each) to reach castle ravenloft. We're currently level 10 and we expect to need 4-5 more sessions in the castle itself. So roughly 20 x 4 = 80 hours of play.

I once suggested to take a one week holiday together with some friends to play a whole adventure in one week, but my friends didnt like that plan :(
 


tl;dr: the adventure can be very easily stripped back, and is designed that way. I'd say about 20 sessions would be sufficient to do just about everything in the book.

I have been running since August, about 13 sessions I think; we tend to play for around 3 hours. My players have done a body blow to the bulk of the plot, but other posters are correct in that the sandboxy element makes this hard to judge. I've let the players do whatever they wanted, with only the Werewolf Den (cool as it is) being left out as there was no hook for them to learn about it. In those 13 weeks, they've done:

- Death House (Appendix B)
- Barovia Village
- Old Bonegrinder
- Vallaki (mostly, they left it under the control of Lady Wachter and they're not happy with what they hear is going on there now)
- Van Richten's Tower
- Wizard of Wines (they went here to get access to Krezk, but after asking for Ireena to be let in they never bothered entering themselves, not liking what they'd heard of the Abbey, and thinking it was probably as good an idea as any to leave Ireena here)
- Yester Hill
- Berez (bastard tough but quick, like most places in Barovia...)
- Tsolenka Pass

They are about to enter the Amber Temple, which I expect to be a 3-week effort; they got an invitation to the Castle this (ingame) morning, and they also want to help Ezmerelda rescue Van Richten from the dungeons of the Castle, and so they (rather unwisely, in my opinion) set the plan to march from Wizard of Wines to the Amber Temple, examine the model of the castle that they know can be found there, then march to the Castle and distract Strahd over dinner while Ezmerelda does her thing - all in the same day.

This kind of shows the difficulty of estimating the length of the campaign - this sequence of events is really determined by what my players have done prior, and what they want to do now. The plot is wide-open for this one, even if all roads end with a fight against Strahd somewhere in the Castle. However, you can easily construct a more rigid plotline, and it is also easy to remove stuff. For example, Amber Temple is easy to remove; you could also slice out Van Richten's tower and the Werewolf Den without causing too many seams to appear, and even stuff like Old Bonegrinder is totally optional. Most chapters take a week or two to resolve, with the exception of the Castle, Vallaki, and Amber Temple. The 'absolute mandatory' elements of the plot are:

1) Arrive in Ravenloft
2) Find out about Strahd and his backstory
3) Enter the Castle
4) Kill Strahd

50% of the book is used to have (very interesting and flavourful) means of gaining power and information between points 2 and 3. I'd also say that Vallaki and its politics are near-vital to the plot, since it can drive a lot of what happens next, but again it doesn't need to happen.

I once suggested to take a one week holiday together with some friends to play a whole adventure in one week, but my friends didnt like that plan :(

I once heard of a group that did this, only they rented a lighthouse and played Call of Cthulhu. Sounds glorious.
 
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About 2 hours.

At least in my experience. We started the adventure three times, and three times died horribly in the aptly named Death House...

If you have less unlucky groups, you might get more out of it though!

:D
 

To add to this, I have heard this is difficult to run, unless you are an experienced DM. Even Dice Camera, Action had Chris Perkins fumbling through the book at times to keep the story moving at a good pace, and it makes me wonder, being a decent DM how i would fare?
 

It looks like I've been running this since April! Weekly two hr sessions. It's up there with my all time campaign/adventures. The heroes have gone from 1st to 8th level. They've been in the Castle 3 times now. Last time they were teleported into the Amber Temple, which I had not planned on using. I keep thinking the campaign will end (I think they can take Strahd, but they don't), but it keeps taking new turns. Really cool.
 

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