vilani
First Post
Hi all, I am looking for suggestions/ideas to run the Curse of Strahd as a level 14 to 20+ adventure. The characters are hunters who have been sent in by the church to clean up Barovia. Barovia is not in the mists, its an actual physical place in my world. Characters have a reason to be there so no reason to trap them - especially at level 14+
I can just amp up all the monsters and run it as is but not sure how appropriate the outside encounter areas are at this level - except the Temple. Here are my ideas, but happy for inputs from other DMs.
I can just amp up all the monsters and run it as is but not sure how appropriate the outside encounter areas are at this level - except the Temple. Here are my ideas, but happy for inputs from other DMs.
- The oracle reading is done by the Church before the party leaves for "the hunt". This lets me drop the Vistani stuff to a degree.
- Will hand-wave some of the initial investigations and have the first encounter in one of the towns with an amped up Strahd (draft here) and a bunch of zombie/werewolves. Strahd tries to negotiate (and charm characters) before turning into a giant manbat (via polymorph), then fights them until his minions are dead before retreating. So the first encounter of the game is with Strahd.
- The adventure then follows the standard flow from that point.
- I want to add a Lovecraftian angle, potentially having the actual final bad being a Cthruulu like entity which is the source of all the problems in Barovia including the original dark power that corrupted Strahd. So will start weaving in aberrations into the adventure to further complicate things.
- This will eventually lead to a Cthulhu/Old One fight and sealing a gate to the Far Realm. Currently thinking this is the Amber Temple. How to do this second part I am still thinking about.