Difference between revisions of "Curse of Strahd"
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Revision as of 22:19, 14 January 2023
Curse of Strahd is a very established (voted most popular) campaign setting with a horror theme for DnD 5e written by Tracy and Laura Hickman that I have adapted in order to enhance certain aspects of the adventure/story.
- Levels: 1-15
- Milestone XP/lvls
DM notes:
.
- This article contains SPOILERS! Continue read at risk of spoiling the experience for yourself.
Startup
- Make a character on the DnD Beyond sharing
- Level 1
- All official sources are ok - if unsure: check
- Point buy abilities
- Automatic hit points
- You gain one additional feat of your choice
- Choose 3 grants of aid (can choose the same multiple times) that you'll receive after aiding Daggerford and agreeing to aid the area further still:
- (Ducal of Daggerford) - 1 weapon silvered by the local blacksmith (or 20 pieces of ammunition)
- (Ducal of Daggerford) - 1 potion of Greater Healing
- (Order of the Gauntlet) - 1 potion of Heroism
- (The Harpers) - 1 scroll of Remove Curse (or choose freely any 1st lvl spell scroll)
- (Emerald Enclave) - Pouch with 4 Infused Belladonna Berries (1 round after after eating and for the next hour: +2 to any saves against the curse of lycanthropy and if you or an ally kills a werewolf you gain Inspiration)
- (The Retinue) - Pouch with 4 vials of Holy Water
- (Lord's alliance) - 1 scroll of magic weapon (or choose freely any 1st lvl spell scroll)
- (Black Network) - Pouch with 4 vials of Low Quality Serpent Venom (2d6 instead of 3 and unsellable)
- Try to keep background connected to another player's character or a little bit open-ended to make it easy to tie appropriate details together later
Please note
- Don't accept to play if you are not comfortable with horror-y themes, which include death, undead, body horror and the like. DO inform clearly if there are any themes you want to exclude before starting!
- The people of this campaign setting only very rarely meet characters of other races than human and a (very) few elves, so anything other than that WILL be very noticed and in some cases seen as unwelcome guest in the lands.
- The area is fairly low magic in the settlements and it may be hard to get supplies at times.
- Not everything that looks evil is evil and not everything that looks good is good. But it's a sort of good indicator.
- Just because you are ALLOWED to be a damphir does not mean it's a good idea. Could be interesting or could be a pain.
- Having at least ONE character with atleast limited healing and/or divine skills is useful - not a requirement.
- Not everything that looks dead is undead.
- If Blinsky is not involved, there is no fun to be had.
House Rules
House rules relating to CoS specifically. This section contains spoilers.
Tooth Components
Defeating some foes and later sacrificing a pristine tooth extracted from their maws can aid some spellcasting.
- See: Tooth Components
Barovian Sleep
In Barovia, the norm is to have nightmares dominate your sleep. On a Long Rest you make a Wisdom save DC 20. On a fail, you only regain HP up to a maximum (see table) and may feel heady (poisoned; removed if you eat pie) for a while. You regain HD as normal (1 per 2 lvls). Any effect that reduces HP gained use this number as the normal gained amount. You will acclimatise yourself with the discomfort, nightmares, and the dreary surroundings, adding a bonus to the roll of +1 for each long rest receiving nightmares in Barovia.
Rolling a natural 20 is an automatic success even if it wouldn't reach DC20.
Rolling a natural 1 is the same effect as fail level 10.
One may find ways to gain shielding from all of these effects and gain better nights' sleep.
Fail lvl | Result | Regain HP to | Poisoned |
---|---|---|---|
Success! | 20+ | 100% | n/a |
1 | 18-19 | 90% | n/a |
2 | 16-17 | 80% | 5 min |
3 | 14-15 | 70% | 15 min |
4 | 12-13 | 60% | 30 min |
5 | 10-11 | 50% | 45 min |
6 | 8-9 | 40% | 1h |
7 | 6-7 | 30% | 1.5h |
8 | 4-5 | 20% | 2h |
9 | 0-3 | 10% | 3h |
10 | <-1 | As Short Rest | Exhaustion |
Remove Lycanthropy
In Barovia, the curse of Lycanthropy isn't as easy to cure as elsewhere. Remove Curse will turn any shape-changed beast into humans and then supress its Lycanthropy for 2d6 days. They will still feel the curse there, just out of reach, and know it will re-establish itself in a while. Remove Curse can permanently remove Lycanthropy if three Greater Tooth Components are used as material compnents in the casting, or in subsequent castings while the curse is supressed.
Greater Restoration works as normal without the need for any material components.
Spoilers