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Sunday, November 22, 2020

Curse of Strahd Guide, IV - Hitting Strahd in the allies (Strahd is the land; the land is Strahd)

Here is another quick idea for Curse of Strahd (and here is part III if you haven't read it).

The book's "proposed plot"* seems to be: you go around the valley looking for info, items and allies, maybe trying to save Ireena, until you get enough XP to kill Strahd. 

(*I'll write an entire post on the subject next)

In my campaign, the (slightly murderhobos) PCs became paranoid (not entirely unreasonable), managed to save Ireena and find the sun blade, but the rest of the items were in the castle and, according to the cards, they got NO allies (which obviously made them more paranoid). 

They seemed no reason to explore the valley further or to "make things right". They wanted to face Strahd immediately (before completing 30% of the module). Which is okay. They'd fight Strahd and be killed or, with some luck, run away.

But "you don't have enough XP to fight Strahd" sounds like a bad reason not to face him - even after the PCs are beaten. Here is a different idea.



Strahd is the land; the land is Strahd; his power is intrinsically tied to the actual lands of Barovia. He rules the valley because he is powerful, but this is a two-way street: his power also comes from the fact that he has allies all over.

Curse of Strahd has about a dozen relevant locations, each tied to Strahd in some way. Three of four locations are NOT directly under Strahd's influence, but there is some kind of struggle going on, which could make things take a turn for the worse. Maybe Strahd only NEEDS half a dozen sites to be ruled by pure evil, while the rest can be left in the hand of petty tyrants, independent monsters or the insane.

Most of these sites can be "redeemed" somehow, and the way is often obvious: save Ireena, topple a tyrant, help an angel, destroy an evil tree, protect a church, kill the leader of the werewolves, reestablish wine production, replace a dragon's skull, etc.

[This also serves as a decent explanation on why most of the "good" NPCs will NOT act as allies to the PCs; they must protect their sites from being lost entirely].

Now, the reason the PCs must "save" these locations is not to get XP or out of the goodness of their hearts, but to weaken their powerful foe.

[The specifics are up to you - I find Strahd a bit weak anyway, so each of his "sites" could give him a small boost unless "redeemed"].

This also gives the campaign a certain rhythm: after a couple of sites have been "turned", the vampire will send some allies to find out what's going on. 

Four or five, the PCs might invited to the Castle for questioning, intimidation or even neutralization. 

Six or seven sites conquered means the PCs are a real, immediate threat: now they've got Strahd's full attention. A whole faction (werewolves or druids) might attack the PCs directly. On the other hand, any resistance against Strahd will back the PCs.

Strahd will do everything to lure the PCs to the Castle (terrorizing civilians, kidnapping innocent victims, 'hitting and running", etc.) - the only place he can be destroyed, but also where he is more powerful now that his grasp on the land is weakened.

Of course, now there are TIME LIMITS to consider. Wandering around foolishly will not do, and the PCs might consider attacking with partial information and only some of the items.

The final showdown becomes inevitable - again, not because the XP is right or because they have a magic sword, but because the moment has arrived.

3 comments:

  1. I like this! I might steal this idea for a Strahd like campaign (Barovia is too grim, and the groups I play with have already run through it in one form or another).

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    1. Thanks man! This sounds interesting, let me know how it goes.

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    2. I'm thinking something like "9 temples with 3 interesting items scattered across them" It ends up with some similar story structures without being the same story structure.

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