fivegasra.blogg.se

Curse of strahd levels
Curse of strahd levels












Run an introductory adventure starting at level 1 Starting with Phandelver, I think you stand the danger of letting them be the big damn heroes and then taking that away from them. You'll learn from your players what they expect out of a campaign with this kind of tone, and it'll get everyone on the same basis.

#Curse of strahd levels how to#

However, much of the campaign is like this - you'll get to make the decision of how hard to beat them over the head with their impending doom, or how to fail forward. The Shadows, or the Shambling Mound in the basement. Ramp up the dangerĭeath House is notorious for how lethal it can get - your players can absolutely TPK against Having the combat after emphasizes where the priorities should be in this campaign, I think. Death House will give you a chance to explore first. Phandelver starts you off with a goblin ambush, which is fine, but Curse of Strahd places the emphasis on the fact that the players can walk into dangerous areas - Phandelver's goblin ambush is more of a device used to spur the plot along (perhaps much like the mists). It's also an easy fight to run, but will introduce damage resistance and basic combat rules. The players will be alert to such changes. The armored statue punching a player in the face, Using that buildup, when something bad happens like This will be after the players have had the run of the house for a bit, and will give you plenty of time to switch from warm, but empty house, to

curse of strahd levels

You'll have plenty of chances to have them roll Investigation, Perception, and Insight during the buildup, and therefore teach them some fundamental rules, and fundamental survival skills for later. They'll get a good idea of how Barovia works. The blazing hearths pour out poison smoke in the 2nd phase, It's all important, because it also teaches the players to pay attention to the environment. With Death House, you'll need to take time in each room, describing the blazing hearths, the strange wolf-helm armor, everything. This is critical with Death House, but less emphasized with Phandelver. This introduction is much more in-line with the tone and nature of the rest of the campaign. Once they're in the house, you'll be able to hook them in.

curse of strahd levels

You'll have to play the children correctly to bait the players in, but you can always use the mists to railroad them as necessary. Additionally, Death House will, if played correctly, teach you as DM to foreshadow threats and create a sense of dread that will help with the rest of the campaign on both sides of the table.įor example, the desolate streets of Barovia, with only a single house on the outskirts lit up, with smoke pouring out of the chimneys will draw the players in, but also give them the eerie feeling something is wrong.

curse of strahd levels

Here's my justification: Introduce with Roleplay and dreadĬurse of Strahd is a roleplay-heavy campaign - there are lots of situations you don't want to bash your way through. I'm DMing Curse of Strahd now and started my group with Death House.ĭeath House will teach you certain DM skills, and it will reinforce the skills necessary for the PCs to survive Curse of Strahd. Phandelver is a great adventure, and I started as a player with it, but it would serve you better later if you want to run a classic D&D adventure, with less gothic horror elements. Death House serves much better as an introduction to CoS over Phandelver.












Curse of strahd levels