D&D 5E Trip to Barovia : starting CoS at lvl 8

n0nym

Explorer
Hey guys,

I'm currently running a campaign in a heavily modified Nentir Vale and wanted to have a little side trip in Barovia for 2-3 levels.

I've started reading Curse of Strahd and would like to know, from those who've already DMed / played it, how you would run it starting at level 8. What would you remove ? What would you keep ? I can easily change the CR of most encounters, so don't worry. Just tell me what parts are important and / or fun. The end goal here is to have them adventure in Barovia for a short time and then take on Strahd and his castle.

Thanks for your help. :)
 

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If this was for my campaign... here's what would be my main thing to take away from the idea:

Strahd von Zarovich should not end up dead at the end of the adventure. And if a domain lord DOES end up dead at the end of the adventure, it should not be Strahd.

Here's the thing... if your party is going to be in Barovia starting at 8th level for at most 2 to 3 levels... that is too short of a time with a party too powerful to warrant making their "end boss" as it were that iconic getting killed that easily. Strahd should not just be "another bad guy" to kill as part of their leveling process. ANY BBEG can serve that purpose. Using Strahd as that vampire is dumbing down too important of a villain for what is essentially a 3-level speedbump on your party's leveling process..

So my personal feeling is that *if* you want to send the party to Ravenloft... send them to a Domain of Dread that *isn't* Barovia and doesn't have Strahd von Zarovich. Instead, you just use most of the areas and plots of the Curse of Strahd book, and just take out those areas that were specific to the original I6 module (the village of Barovia, the Tser Pool Encampment and Madam Eva, and Castle Ravenloft itself.)

Instead, bring the party in along from the western edge of the map where the werewolf caves and Kresk are to be the first areas they meet. You can still use the Wizards of Wines, Yester Hill, Kresk, the Ruins of Berez, Argynvostholt, and maybe even Vallaki as-is... and instead, put a new Dreadlord of your own creation up in the Amber Temple and use that as the ending of this small campaign. Like there is a Mummy Lord who owns/lives in the temple, and the Dark Vestiges are the ancient patrons the Mummy Lord made a deal with garner this land.

That's probably what I'd do. I just wouldn't want the party to face and kill Strahd using all the info in the Curse of Strahd book without giving the party enough time to really learn to hate him and gain enough power to eventually want to defeat him. But that's just me.
 

I'd strip out everything that wasn't in I:6 and just doing the regular adventure. At that level you can spend a couple levels charging through the castle and eventually facing Strahd.
 


I agree with [MENTION=98938]DeF[/MENTION]con1, don't make killing Strahd the goal. The point of Strahd is to be a recurring antagonist over the course of a campaign who takes time to turn into a proper villain. If the point is just to show up, bump a couple levels then kill a vampire, you don't need Strahd for that. IMO, it really kind of "cheapens" the Ravenloft theme.

If you want the Ravenloft experience though, maybe approach it from the aspect of Strahd as the quest giver. He needs something, and wants the entertainment of watching a group of powerful adventurers suffer in getting it for him (after all, that's why he brings people to Barovia, is as playthings). The Amber Temple and Strahd's Castle are both listed as Level 9 adventure sites, so focusing on those will take the least amount of re-work. Maybe it plays out something like:

- Use the classic Mists intro: after spending an unusually misty night in the woods, you wake up in a different forest, and the nearby road leads you into Barovia.
- Strahd meets you in his carriage. He welcomes you to his valley, and tells you he is looking for some help obtaining something from the Amber Temple. He's classically condescending - in return for helping him out, he offers you freedom from his prison, since he is the only one who can allow others to pass through the Mists, kthxbye.
- The players can enter Barovia at a place of your choice. They can have whatever encounters along the way to the Amber Temple that you want, e.g. experiencing the social politics of Vallaki, the hag coven at the windmill, assist the Martikovs at the Winery, etc. Maybe pick two or three key plot points which illustrate the dark nature of the valley, before they get to the Temple.
- Once there, the Temple is essentially a dungeon delve. There's some difficult fights there, and several opportunities for non-combat encounters (e.g. the lich is a lot more fun to talk to than to fight). Also, play up the encounters with the vestiges, and allow your players the opportunity to cut deals with them. The lingering effects could extend into your campaign beyond this side-trek.
- After the McGuffin is acquired, the players can head to Strahd's castle, and if you want, have a creepy-castle delve looking for him and experiencing the various bad things there. Once they find him, they can give him the item and he gives them their freedom.
- If you really want a vampire fight, place the final encounter in his tomb, and have Strahd decide to kill the PCs now that they've done what he wants; the Brides (vampire spawn) help make the encounter harder. If they can defeat him, they can escape the valley before the Mists close back in. In that case, make the McGuffin the Sunsword or Holy Symbol - Strahd wants it retrieved so he can keep it under lock and key, but in a fight, the PCs can use it against him, so the fetch quest feels a lot less random that way.

That would give you a good 2 levels, using milestones; 1 level after the Temple, another after defeating/escaping Strahd. Maybe a third depending on how many encounters they have before the Temple.

However you decide to play it out, be sure to play up the horror element - this isn't just another random monster filled valley, this is Ravenloft, the proverbial mother of all horror settings! Pull out all the stops, and have a ton of fun with it.
 


Other folks have offered some solid suggestions, but it seems like the simplest approach would be to run the adventure as essentially the original Ravenloft module - that is, make Castle Ravenloft almost all of the adventure. Here's a blog post I wrote on how to do that:

http://pactofthetome.blogspot.com/2016/12/curse-of-strahd-abridged.html

On a side note, nice to see that I'm not the only one still using the Nentir Vale!

Nice summary.

I'm not sold on starting at level 9 unless it's a marathon session and it's easier to just level up once (or not at all). If the game was over several play sessions I would say start at level 6-8 (depending on player skill/optimization) and level 2 or three times.
 

There is nothing at all wrong with using Strahd as a villian for 2-3 levels (24-36 hours) worrh of gaming. Presumably you are running a sandbox style game and this is one of the "toys" the PCs can explore and interact with. I6 was written for exactly this purpose.

I'm about to run this for my own group (beefed up for 12th level PCs). I'm making the sunsword and holy symbol very hard to find. For 8th level PCs do the card reading, send them in the direction of the "ally" and then straight to the castle with on opportunity to level up.

Sent from my SCH-I535 using EN World mobile app
 

I actually did start Curse of Strahd when my players were level 8.

I did not use XP, but rather milestone leveling (which is something we've almost always done anyway, but I mention it as a concern for others). I left almost everything in, skipping Arghynvostholt and the Druids.

I took the blights that infest the Wizards of Wines and made them tougher. I think I used the toughest blight as the rank and file, and then a treant as the big bad? Memory is fuzzy, so I could be off, but I think that is what I did.

The werewolves became kind of trivial against PCs of this level, so I created a strong rivalry/clash between the werewolves and the wereravens, and then I based most encounters around the PCs haveing to help or protect the wereravens. That kind of changed things up from a straight fight.

I upped the encounter at Old Bonegrinder to be a tougher breed of hag.

I made Rictavio and Esmerelda working together, and they were kind of antagonists to the party. They saw the party as bumbling interlopers who didn't know what they were doing. I played it up that Rictavio was so devoted to bringing down Strahd that he was a bit lost. At one point, they kidnapped Ireena and used her as bait in a trap to get Strahd. It resulted in a kind of three way battle.

Other than that, I left the monastery, Berez, Amber Temple, and Vallaki pretty much unchanged. I played up the infiltration of Vallaki and the importance of the Bones of St. Andral.

I used Strahd in a few encounters prior to the PCs going to the castle for the last time. I used a good amount of vampire spawn as minion type underlings to make some fights tougher.

We just finished last session and the PCs went up to level 10. So we did almost the entire adventure in 2 levels. This was over 6 hour sessions every other week for a few months, so it was a good deal of real time. We could have sped it up, but everyone was enjoying it, so there didn't seem to be a need.
 

Thanks for your help guys. I think I'm starting to get a good grasp on how to run this adventure.

Btw, I plan on using another vilain anyway, because it's not "really" Ravenloft in my world. :)
 

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