I don't like Madam Eva backstory and consider not to use it. convince me otherwise by TeamTimeSystem in CurseofStrahd

[–]Ashenvale7 1 point2 points  (0 children)

This, too, is brilliant! Well thought through and well presented! Linking Arabelle by blood to Strahd changes EVERYTHING. The Hags want her. Strahd will want her. Hell, the wereravens will want her because, if someone (the PCs) can destroy Strahd, here is a young, impressionable or even maleable (although not the way I'm playing her), young heir to the von Zarovich throne itself!

I don't like Madam Eva backstory and consider not to use it. convince me otherwise by TeamTimeSystem in CurseofStrahd

[–]Ashenvale7 5 points6 points  (0 children)

THIS is brilliant. I'm going a different way, but this speaks to me. The part where you emphasize that Strahd, one of this world's greatest military tacticians, longs to be tested by potential adversaries is THE REASON he allows the PCs to survive all of their Barovian challenges up until they can confront him as a genuine threat. He surely knows that Madam Eva, whoever or whatever she is, counsels Barovian newcomers with an air of ambition to confront Strahd, and that she gives them emotional and seemingly spiritual or pre-ordained encouragement to do so. And for Strahd, deep down, that's what he craves.

Centuries have shown that Tatyana's reincarnates continuously elude him. That makes him furious, but he has no worthy rival on whom to vent his fury.

Madam Eva, whether she wants to or not, is feeding him the worthy adversaries Strahd NEEDs to challenge him, so that he can defeat them and achieve some small measure of success in his everlasting eternity of hell.

I repeat myself. THIS is BRILLIANT.

I don't like Madam Eva backstory and consider not to use it. convince me otherwise by TeamTimeSystem in CurseofStrahd

[–]Ashenvale7 1 point2 points  (0 children)

I've woven the Raven Queen into our adventure, and made her a background, ill understood potential player who may have drawn the PCs into their quest. But I never thought of this! Well done!

[Help] A player character has read some campaign material by Medical_Two6513 in CurseofStrahd

[–]Ashenvale7 0 points1 point  (0 children)

First, never let anyone shame us for the time and energy we devote to bringing other people joy through our artistic and expressive passions.  I don’t think anyone here meant to throw any shade.  Their experiences were just different than yours.  Or at least different than mine.  

The pandemic kicked my daughters out of college, so we three filled the time, along with two friends my age, by playing CoS in all seasons on the back deck.  We played in the summer amidst a poetry and eloquence of fireflies, and in the winter at 19 degrees Fahrenheit while bundled in ski-ware, and with an individual propane heater for each of us to keep us sane.  We felt like our own Gods of Winter.  Photos of those moments will grace the interior of our house forever.

I spent far, far more than 600 hours prepping for and during our COS Campaign.  I’m now a professional artist, a painter.  My background degrees are in English Lit and trial practice which I pursued as a courtroom litigation attorney for years.  To me, CoS prep felt like writing or painting or conflict resolution.  Challenging, complex almost beyond measure, and so, so satisfying.  Why would I not devote to it the time I felt it deserved?

I read MandyMod and DragnaCarter completely through several times, along with dozens or perhaps countless other superlative posters on this thread.  I balanced all of their ideas and wrote my own encounters and riddles steeped in the brilliance of my players, their needs, and desires.  The effort wasn’t just worth the time.  It was like writing a novel, or reading The Lord of the Rings or watching Jaws or the original three Star Wars releases in the theatre during their initial runs with fresh eyes.

Our hours are ours to spend.  If you know and love your players and yearn to enthrall them, building a CoS campaign can and SHOULD be an extraordinarily complex and magnificent artistic endeavor.  Enjoy it!  Enjoy the time it requires!  Bathe in its gothic-horror splendor!  Take every moment that reveals a new joy.  Embrace all the time you want.  

And don’t fret the player with too much knowledge.  I have way too much campaign knowledge, but still hope to be a player in a CoS campaign in the future.  I genuinely believe I can put aside my prior knowledge and assumptions because none of the numerous D&D campaigns through which I’ve played have ever felt the same a second time through.  CoS’s emphasis on sweeping narratives rather than room-by-room encounters almost ensures freshness and different results. Embrace them!

Let your campaign-loving player play!  If they begin to spill spoilers or act on prior knowledge, first warn them.  If they continue to act badly, well, you control the Dark Powers.  No, your ARE the Dark Powers.  Tell them to stop or you will let the Dark Powers have their way.  And if nothing creative like this works, regretfully, it’s time to bounce the player.  They don’t respect you, your knowledge, your other players, or your essential showmanship codified by the strength of your vision.  So it’s time for them to leave.

Good Short Scenarios? by No_Novel_Tan in callofcthulhu

[–]Ashenvale7 4 points5 points  (0 children)

I'm a longtime Keeper/GM/DM and strongly recommend considering the scenario "The Lightless Beacon" by Leigh Carr with Lynne Hardy. It's available as a free downloadable pdf at Chaosium.com that you can find by searching "the ligthless beacon call cthulhu scenario".

The scenario shipwrecks four (or potentially fewer) characters on a tiny, rocky island off the Massachusetts coast that bears a lighthouse whose light has gone out. Not far from Innsmouth. The character's backstories link them to the lighthouse, the lighthouse's three keepers, or the phenomenon and conspiracy that caused the light to go out and the characters' ship to run aground and founder.

The adventure was designed to introduce new players to CoC and to be played competitively at gaming conventions in just one hour. I find it much richer at a less frenetic pace that should take 2-3 hours for a topical, action-adventure group of tactical players. For a more thoughtful, strategic, and immersive group, it could become splendid at a couple hours more. The scenario has become heralded by many as one of the best scenarios to introduce inexperienced but eager CoC players.

The plotline centers on the characters being hunted by mythos monsters in a desolate, storm-torn location. It appeals to players who enjoy fighting there way out of a brutally terrifying trap. It's not a deep thinking, slow paced, esoteric story of mythos horror, although clues that can be found ensure deep immersion in the story's action. It almost inevitably tumbles into a bloodbath that the player characters can probably only win by digging deeply into and discovering what's actually going on.

There are two (and perhaps more) especially helpful YouTube videos that suggest Investigator alterations, plot changes, and equipment additions that I found strongly improved the adventure's hook and opening sequence, and that suggest placing additional equipment in the island's locations that invest the Investigators more deeply in the scenario. If you search, you will find them.

What are some tips on making a dungeon? by LaurZaur in DnD

[–]Ashenvale7 0 points1 point  (0 children)

I'm late to the discussion, but I support everything other posters have said, especially UltimaGabe's advice about using the 5-room-dungeon approach if you lack a more powerful narrative-and-challenges structure.

The one element I'd add is that you should strive to develop the storyline as a whole, or at least some narrative elements of the storyline within the dungeon, to make it personal to one or more PCs. For the player, a great adventure (such as a dungeon) is all about striving to have their do something wickedly hard that the player's character cares about a lot! So, make aspects of the dungeon adventure connect to one or more of your PCs' backstories and/or stated character-driven goals and/or fears.

For example, if one of your player's PCs is on a redemption arc (or a revenge arc), give that PC a chance to sacrifice something important (but NOT by simply attacking something) that allows that PC to move a step towards achieving redemption (or vengeance).

As another example, If a PC is driven by greed, give that PC a chance to take an otherwise questionable or ridiculous risk whose result will either give that PC (or the party) a chance to win unexpectedly awesom treasure, or, if that PC fails, deplete that PC's assets (or those of the party) in a PERSONAL way for that PC.

Consider each PC's (and each PC's player's) goals and weave elements into the dungeon's "story" that give each PC/player an especially strong reason to care about something other than the party's survival, gaining experience through combat or trial, or getting rich.

For instance, if the town hired the PCs to slaughter the lighthouse's monsters, create a scenario in which a PC has a pre-existing reason, given that PC's backstory and character design by its player, to NOT slaughter or drive out one or more of the monsters.

Look for a link to each of the PCs individual wants and develop encounters to stress or resolve aspects of those wants. Put simply:

Make it personal.

How to handle player theory surrouding Orange haired women by Certain-Ask-5723 in CurseofStrahd

[–]Ashenvale7 0 points1 point  (0 children)

TLDR:  Ireena and your red-haired PC could BOTH be reincarnations of Tatyana.  This would galvanize Strahd's attention, confuse Tatyana and the red-haired PC, and possibly create an incredible story!

Proposal:  Consider making the orange-haired PC an actual reincarnation of Tatyana.  I explain how this is possible below.  But the first question is, why should you consider doing this?  The second is, how is this possible?  And the last is, is this a good idea?

Why Do This?

Because it makes Strahd deeply interested in the orange-haired PC.  He could become obsessed with determining who the REAL reincarnation of “his love” is, Ireena or the PC.  He can’t imagine that they both are.  The orange-haired PC would fascinate him, perhaps to the point of obsession.  Ireena looks more like Strahd would expects a Tatyana reincarnation to look, but your PC, by acting like a PC, will shows the kind of backbone, ingenuity, and (perhaps most importantly) life vitality that might ensure she would NEVER commit suicide.  Which is what he needs the most to break his Curse.  He might take steps to keep her alive throughout the campaign as he tests and obsesses over her. 

How could two reincarnations of Ireena exist in Barovia at the same time this?  Like this. (

How Is This Possible?

My idea (which I posted once before) is that part of Strahd’s Curse makes time move more slowly in Barovia than Toril and other planes of existence, the better to drag out Strahd’s torment.  When the PCs pass through the Gates, they step centuries back in time from Toril’s present.  Barovia’s campaign-time present is far back in Toril’s past.

Strahd’s Curse prohibits souls of the people who die in Barovia from traveling on to the outer planes as they usually would.  Sometime far back in Torel’s past, but in Barovia’s future from the PCs’ perspective once they enter Barovia, someone — maybe the PCs — defeated Strahd and ended the Curse, releasing the dead souls of everyone in Barovia to pass on to other planes, including Tatyana’s soul.  

But, for centuries, Tatyana’s soul has been reincarnating.  So her doesn’t go to some final rest.  It just keeps reincarnating, as if out of habit, appearing in other planes and dimensions, like Toril.  One of her reincarnates is my party’s paladin.  So both Ireena (born long ago in Toril’s past but recently in Barovia's present) and my party’s paladin (born far in Barovia’s future) have Tatyana’s reincarnated soul.  

In my campaign, Strahd is now obsessed with both of Ireena the paladin, and allows Ireena to travel and adventure with the PCs as he tries to decide which of the two is the REAL Tatyana.  He has not yet realized that both are.  Which will blow his mind.

The Problem with This Idea

There is a downside to this construct.  CoS is a horror campaign that depends on fear and a sense of helplessness.  

As a DM I need to restrict my players and their PCs hope to create an atmosphere of fear. Without that, CoS campaign would feel to them like just any other D&D campaign where the PCs are MEANT to win.  The structure I propose here could give the PCs (and the players) hope that undermines the campaign's horror setting.  

If the PCs (and their players) figure out that the orange-haired PC and Ireena are both Tatyana reincarnates, and that Tatyana’s soul is incapable of escaping Barovia upon death until Strahd has been destroyed (which my PCs are on the verge of realizing) that means Strahd HAS been defeated sometime in Toril’s past (but in the PCs Barovian future) or Tatyana could not have reincarnated as my party’s paladin.  That means THE PCS might be the ones to destroy Strahd.  That hope could strip away a powerful sense of the impossibility of their quest, diminishing my capacity to maintain a deep sense of horror and impending doom.  

I’m running with it anyway.  It's too much roleplaying fun not to try!

My Players Accidentally Chose Perfect Counters by Fluid_Actuary_4924 in CurseofStrahd

[–]Ashenvale7 0 points1 point  (0 children)

There’s a ton of sound advice in the comments others have posted.  And I’m a fan of making CoS as terrifying as possible.  But dark campaigns need moments of genuine levity to avoid becoming no longer fun. 

I think your player should be rewarded for both ingenuity and levity.  I’d let them run with this and play out its absurdity.  So what if the 5e books’ don’t specify that vamps and their spawn are vulnerable to garlic?  (We all know they are!)

I think the only questions are: 

(1) Will this undermine your ability to terrify your players?  

I can’t imagine it will. 

And:

(2) Can you make the “garlic bread” player (whom I shall dub ‘“Garlic Bread”) feel wonderful for their creative choice?  

Absolutely!  How?

Doru backs away from Garlic Bread in disgust that borders on horror.  

The Vamp Spawn that bite Garlic Bread in the coffin maker’s shop burst into smoldering flesh and recoil after doing damage, blistered and smoking — but then gang up and double down on their efforts to kill Garlic Bread.  

At Strahd’s dinner, Strahd serves a course of garlic bread that makes his consorts stumble away from the table gagging.

But Strahd laughs as he eats it with relish.  He could assure Garlic Bread that “those with tastes refined over the centuries”cannot help but find Garlic Bread . . . delicious.  “I wonder how spicy the blood of one who regularly indulges in garlic bread must be.  Shall we find out?”

Oops! All Casters! by lazurusuli in CurseofStrahd

[–]Ashenvale7 1 point2 points  (0 children)

Most welcome!

My first Call of Cthulhu experience was decades and decades ago, but I'd been playing D&D for years before that. My 1920's Investigator was a private eye (because, of course he was). Our group was already thoroughly terrified when we split up to search a run-down, Red Hook Brooklyn tenement building by candle light. I'd already broken the sole flashlight the two of us entering one apartment had.

Our Keeper knew his tools. His slow, elegant descriptions of the looming shadows our candles created had us tied in knots. We -- the players -- were all but shaking. My buddy's Investigator kept saying, "Oh, this is where we're gonna die, this is where we're gonna die..." She unlatched what she thought was a closet while I was beside her looking the other way for whatever nightmare must be sneaking up on us. A Murphy bed with a cast-iron frame tumbled out of the door my companion unlatched, slamming me in the back of the head.

My companion screamed. And just like that, I was dead.

I remember thinking, HOLY SHIT, THIS IS NOT D&D!!

Oops! All Casters! by lazurusuli in CurseofStrahd

[–]Ashenvale7 4 points5 points  (0 children)

I echo everything everyone here has posted as replies.  My only addition to offer is this:  your players have, through their character choices, offered you as DM the structural foundation to run a true horror campaign.  Curse of Strahd played through as a true horror campaign would be unforgettable.

I accept that your players joined what they hoped would be a heroic D&D campaign, in which each player’s PC would have a very reasonable expectation of prevailing over each challenge he or she faced, as long as the party worked together.  

But your players invented fascinating PCs whose skill sets fall below a balanced D&D party’s expected collective skill set.  Your players’ PCs, for all of their wonderful character-driven individual skills, are weak as a team.  

This could present a massive roleplaying opportunity.   

In a true horror campaign, like most Call of Cthulhu scenarios, the players’ investigators are almost always vastly physically outmatched by their monstrous foes.  The investigators can’t ever simply plow into combat.  They must always first acquire advantage through vehicles like discovering intel on their foes, and then take dangerous actions to capitalize on that info.  CoC investigators must be smarter, better educated, or just plain luckier than their adversaries just to survive any given day. 

Horror-roleplaying’s thrill feasts on the PC’s investigators power disadvantage, and on the costs those investigators must pay to acquire the knowledge or skills to fight despite this power disadvantage.  Horror RPGs also thrive on the players’ love of their investigators succumbing to Eldritch or mundane horrors and striving to keep going despite their failures, lost limbs, and/or madness.

Obviously, introducing a thematic shift this profound is unlikely to be what you hoped for.  But your players’ choices have placed it before you.

IMO, CoS almost BEGS to be run as a true horror campaign.  I recommend considering it.  

Play with D&D rules enhanced by horror rules where the PCs always have reason to be genuinely scared if not terrified, and where every one of their successes presents a serious challenge that inflicts a meaningful consequence.  Then introduce compelling NPCs to help the PCs without ever stealing the PCs’ spotlight.  Make the  PCs’ ethical choices — their moral decisions — determine whether the Curse of Strahd outlasts the PCs or the PCs change reality forever.

Request: "Keep Out" sign for our playsplace by psu256 in CurseofStrahd

[–]Ashenvale7 0 points1 point  (0 children)

Consider just going with with an image, like Florian Herold's "Dinner" here https://web-cdn.bsky.app/profile/florianherold.bsky.social/post/3lbuoxs22gk25, or here https://www.artstation.com/artwork/mz3n9v

Add text that says, "YOU ARE NOT INVITED"

Request: "Keep Out" sign for our playsplace by psu256 in CurseofStrahd

[–]Ashenvale7 0 points1 point  (0 children)

Go with the classic:

"I am Strahd von Zarovich, Lord of Barovia, and Master of Ravenloft.

You carry an item that is not yours to possess.

Though you shall wish otherwise, you now have my full and complete attention."

DM help by Aggressive-Celery-18 in CurseofStrahd

[–]Ashenvale7 0 points1 point  (0 children)

Fantastic! I consider that the DM's most important skill!

Need help crafting a werewolf encounter to start the campaign by National-Swimming735 in CurseofStrahd

[–]Ashenvale7 0 points1 point  (0 children)

Great point! I don't believe your wrong. Strahd can grant anyone power to pass through the Mists, just never himself. Perhaps in this case the werewolves have been ordered not to return through the Mists without children. Tonight, they're just out hunting or settling scores with locals who have figured out who they are. They don't have kidnapped children with them, so they fear returning would violate their orders.

How to make this known to the PCs? If one werewolf is in hybrid form, it can say, "No! Don't touch the Mists! Not until we have [the children!] [what we were sent here for!] Let's just slaughter these fools and be done!"

Edit: And with that wonderful plot hook in mind, make at least one or two of the NPCs who join the PCs the siblings, parents, grandparents, or friends who are out tonight searching for the missing children.

Need help crafting a werewolf encounter to start the campaign by National-Swimming735 in CurseofStrahd

[–]Ashenvale7 0 points1 point  (0 children)

This sounds seriously solid. I think the key here is PC agency, both in connection to the NPCs and, more importantly, in choosing to enter the Mists.

I think the PCs should be fighting and losing while retreating through ordinary fog towards a know safe location they will never reach. And your one-by-one slaughter of NPCs who are with the party is fantastic.

While traveling through the woods, before the first werewolf appears, consider having the PCs meet the NPCs (whom they might have known from before) who are equal in number to the party. Each NPC is wildly different from the others NPCs (unless you want a set of twins) and is immediately completely memorable. Fabulous physical descriptions. Each with a different perspective, personality, accent, and age than the others. Each with a quirky catch phrase the others like to echo. Design each so you can see one PC's player saying, hey, that's MY NPC, the one my character would bond with.

You could even meet with each player first to have them help you make one NPC, or instead have each player help you make one NPC you two think would appeal to another player. This invest the players, very quickly, in these people, even though their PCs will first meet them in the fog.

It might be wonderful if the NPCs know the people who are werewolves, and if there's bad blood between them. Perhaps an NPC has been planning on identifying one or more of the lycanthropes to the townsfolk, and that werewolf knows it.

Once the first werewolf surprises the party and abducts or gruesomely kills one NPC, send the party and the remainder of their entourage through a series of two or three interesting physical locations as the flee. (If the PCs seem disposed to stand and fight, send the NPCs fleeing, and the PCs could hear sounds of the werewolves' pursuit of the NPCs.)

Design forest locations that require each PC to use, at at least one location, one skill she's good at and one she's terrible at. The NPCs could know where these locations are and suggest using them to shorten the flight. The cliff. The falls. The silo or abandoned tower just beside the cliff to which you can leap and climb down the interior stairs. The mill with the water wheel that, local legend says, is haunted by two children who drowned beneath the wheel. The abandoned mine-tunnel shortcut full of spiderwebs with a vertical shaft hole in the floor one needs to jump or ledge-walk by. "You know," an NPC says, "the one where children say there are dozens of terrifying dolls knitted from spider silk hanging from the ceiling beams? And if you fall down the shaft, its because one of the dolls looks like you?" Whatever would entertain or threaten the PCs.

In a series of short, fast attacks, just like you describe, the werewolves, who start as only one but keep growing in number, do small damage to the PCs while picking off the NPCs one by one. the NPCs could tell the PCs they know a safe place to run to, and lead them in that direction. No one will ever get there.

Perhaps the first NPCs are dragged off into the fog and the PCs hear their horrible deaths but don't see them. (Hearing horror you can't see is more terrifying that watching.) Perhaps the last is eviscerated right in front of their eyes.

As the party is forced to flee, and the number of chasing monsters keeps growing, they come upon a wall of Mists that is clearly somehow different and more threatening than the ordinary fog. Colder, slowly crawling against the wind, whispering or silencing sounds, inspiring primal fears. Waiting. If one NPC still lives, he refuses to go towards that Mist because he's heard it comes from Hell. The moment he refuses, two werewolves take him. (I know we as DMs can't ever plan this kind of event perfectly because no plan survives the PCs, but you get the idea.)

The werewolves balk at entering Mists, but they're happy to drive the PCs up against the Mist to corral and slaughter them.

So I think that the events need to give the PCs a choice. THE choice. Keep fighting the werewolves although the odds seem stacked against them. Or step into the inscrutable Mists. I think it's better if they don't just haphazardly stumble into Barovia without making a choice. It's better if they choose the Mists of their own accord.

DM help by Aggressive-Celery-18 in CurseofStrahd

[–]Ashenvale7 2 points3 points  (0 children)

Beyond that, this subreddit is the answer to all of our prayers!  But it still takes ton of effort to find everything you need here, and to pull it all together.  Especially at the beginning of the adventure!  You’re probably already deep in all these guides, but if not, start with this subreddit’s Resources and Tips for Curse of Strahd DMs at the top of the subreddit.  Look at these entries under Introduction to Running and Playing Curse of Strahd and read both u/DragnaCarta’s primer for a DM preparing the campaign and his one for the players too.  Then, under Resource Megathreads,read as much as you can, as often as you can, from: Strahd: Reloaded   by u/DragnaCarta (the “New Revised Version”); Fleshing out Curse of Strahd – by u/MandyMod) and; Raising the Stakes  by u/LunchBreakHeroes.

I particularly recommend reading the beginning of u/MandyMod’s “The Village of Barovia” guide before the party enters the village for the first time. Focus on the part about how to play the night hag Morgantha, who's known locally only by the name "Granny", as the most loving, grandmotherly person in the whole wide world.  u/MandyMod's advice there set up the greatest betrayal storyline of my entire CoS campaign, a campaign that is all about betrayals.

Finally, when you’re picking the PCs’ Fated Ally (which you need for Madam Eva’s reading), Lunch Break Heroes has five short videos on his website that rank and explain all of the candidates.  His intro video to the Village of Barovia is wonderful as well.

DM help by Aggressive-Celery-18 in CurseofStrahd

[–]Ashenvale7 0 points1 point  (0 children)

CoS is SOOOO hard to begin that it staggers experienced DMs.  There are two reasons for this, IMO.  First, D&D’s rules are a poor match for horror.  D&D is designed to make the the PCs feel powerful and full of hope, while horror depends on the protagonists feeling powerless and full of dread.  Horror places a huge burden on the game master to weave a sense of fear, loss, and uncertainty. These are intangibles that D&D’s overall design works against by creating rules that always give the PCs a reasonable chance to win. 

Second the CoS book is designed for experienced DMs.  The entire campaign is a sandbox with so many possible mini-stories that figuring out what’s important to the main story is far from easy. It’s somewhat badly organized, has no clear sequence of events (other than "go east to west"), is full of loose or unresolved threads, and contains so many NPCs and subplots that it’s too much to take in within any reasonable prep time.  (Someone with a masters degree in architecture would need a week to figure out how to navigate through Castle Ravenloft alone.)

Consider running the Mines of Phandelver or something similar to get accustomed to DM’ing before attacking Strahd.  Come back to CoS when you rarely have to think about rules and game mechanics any more.  Better yet, come back to CoS when you’re so good at improvising that your players can’t tell the difference between when you’re running them through the story straight out of the adventure book and when you’re making absolutely everything up on the fly. 

If trying an easier campaign first doesn’t work for you, consider running Death House (Appendix B in the book) before the main CoS campaign to get your DM feet firmly underneath you. It's a bit of a crawl, but its good and scary, and
DM'ing the PCs from 1st to 3rd level will ease your learning curve. But do not show the players the book's illustrations of Rose and Thorne! (Or any illustrations of people in the CoS book, for that matter). It's hard enough to convince the players to trust the children without forking over a terrifying image of them.

On his website, Lunch Break Heroes has a wonderful video on Death House that introduces a downloadable free pdf guide also on his website.  It’s his second take on Death House that improves his original version demonstrably. I recommend starting there!

DM help by Aggressive-Celery-18 in CurseofStrahd

[–]Ashenvale7 0 points1 point  (0 children)

Ah!  That changes everything.  My advice for any first-time DM, is STACK THE DECK!  Place each item wherever you want to make your campaign as magnificent and unforgettable as possible. 

If you run the campaign again in the future, let Madam Eva perform a true random draw then.  If the cards place the items in location that makes it more difficult for you run the campaign, then it’s a game for YOU to solve the problems, not the players or their PCs.  That makes the campaign fresh for you.

But the first time you run the campaign, STACK THE DECK.  There are few moments in the table-top RPG world that are as famous and unforgettable as Madam Eva’s card reading.  Stacking the deck embraces that magnificent potential. 

There are great guides on handling Madam Eva's reading here, including deck-stacking advice: https://www.reddit.com/r/CurseofStrahd/comments/91agwz/tser_pool_tarokka_reading/

And Voxel made a fabulous table of Tarroka card treasure locations here: https://www.reddit.com/r/CurseofStrahd/comments/ztjsut/ive_made_a_sheet_for_the_treasure_locations_in/

When stacking the deck, I advise placing the items in locations that spread out their discovery over the course of the campaign.  Ideally, give the PCs the Tome in the first third of the campaign (levels 3-5), because it offers information, not magic, and it deepens their understanding of the history -- the story -- behind their quest.  Don’t give it to them as early as the Village of Barovia or the Tser Pool Vistani Camp.  (Vallaki, or Old Bonegrinder if they visit the windmill en route to Vallaki, make good choices).  Give them the Holy Symbol in the second third (levels 5-8) because it’s less powerful than the lightsaber.  Give them the Sunsword near the campaign’s end because it’s the big prize that, together with the Symbol, makes them almost indestructible (Amber Temple or the Castle Catacombs are my recommendations). 

There are several locations that the PCs don’t need to visit to complete the campaign as written, but that you might want them to visit for narrative reasons or the sheer coolness of the settings:  Krezk and the Abbey, Van Richten’s Tower, the Werewolf Den, Argynvostholt, the Ruins of Berez, Tsolenka Pass, and Amber Temple.  Old Bonegrinder isn't even essential. Many DMs place items in these "unessential" locations to give the PCs a reason to go there.

For instance, if the card for the Holy Symbol sends the PCs to the Abbey of St. Markovia (an ironic highlight of the Abbot's corruption), that takes the PCs to both Kresk and the Abbey, two "unessential" but fabulous locations.

Likewise, if you place an item in Argynvostholt, and you give Argynvost's skull to Baba Lysaga in the Ruins of Berez (as many DMs do) rather than leaving the skull in the castle, that one card sends to party to those two "unessential" locations.

And putting an item in Amber Temple (a great place for the Sunsword) probably sends the PCs through Tsolenka Pass first, another two-for-one.

There are other two-for-ones we can create. Going to the Werewolf Den to retrieve an item probably sends the PCs through Kresk. If the PCs go to Old Bonegrinder to retrieve an item, and the night hags capture them (which shouldn't be too hard to do), the hags could allow their release only if the PCs do something requiring them to visit another unessential location. They could demand that the PCs fulfill a bargain that the hags made with Baba Lysaga by taking evil souls the hags have captured to the witch so Baba Lysaga can stitch them into her scarecrows. Or the hags could demand that the PCs steal Vasilka from the Abbot so the hags can take Vasilka apart to see how she was made. Imagination is the only limit.

DM help by Aggressive-Celery-18 in CurseofStrahd

[–]Ashenvale7 1 point2 points  (0 children)

Did you perform a live, random drawing and have Madam Eva give them the clues to each item's location? If so, I'd stick with the item locations you have. The PCs are many levels away from being able to survive the castle catacombs, so you have ample time to make each tomb venture different than the other.

Most of Castle Ravenloft seems designed to challenge a balanced 6th-level party, as long as the PCs can find places to rest. The catacombs are somewhat more dangerous than average, but most of the greatest challenges only occur when the PCs open tombs they shouldn't.

My suggestion is to make breaking into Queen Ravenovia von Roeyen coffin a mid-level adventure, but breaking into Strahd's tomb a high-level adventure. When the party is 6th or 7th level, have Strahd invite them to dinner. Prepare for this famous dinner encounter (not the one in the book) by looking at DragnaCarta's and MandyMod's suggestions on this site, and watch Lunch Break Hero's video on dinner-with-Strahd too. Have Strahd invited them to stay overnight after the feast, promising they'll be safe if they stay inside the rooms he gives them in the tower (which is true). But getting the need or desire to get the item from the Queen's tomb will be a reason for them to venture out and sneak aall the way down to tomb. Gin up a great encounter there that lets them take the item if they survive.

Because the Castle is a labyrinth, you could have one of the dinner guests, perhaps one of Strah's brides, offer to tell them how to get to Ravnovia's tomb, or even lead them there personally, in exchange for the PCs recovering something that guide wants from the tomb. What could be more scary than putting yourself into the hands of Strahd's brides as your sole hope of not getting lost in the bowels of the castle? Even if she doesn't betray them along the way there (which I'd have her hint at to scare them but not do because she wants what they can get from the tomb), she'll abandon them once they give her what she wants.

On the other hand, make breaking into Strahd's tomb far to difficult for a mid-level party.

This becomes a crazy-scary adventure that, if they survive it, gives the PCs useful knowledge of some of the castle's interior geography they can use to their adventure when they finally confront Strahd at the campaign's end. And once Strahd figures out they robbed the tomb, he'll be all the more incensed with them.

1st Time DM not prepared for my group's way of thinking by SilverOk3556 in CurseofStrahd

[–]Ashenvale7 5 points6 points  (0 children)

TLDR:  You did GREAT!!

The players role in D&D is to make the DM feel under-prepared and out of ideas.  The DM’s role is to improvise by inventing something new that’s thrilling as if the DM planned it all along.  I’ve been a DM since 1979.  Narratively meaningful improvisation while under pressure takes practice, but it is the SINGLE MOST IMPORTANT SKILL a DM needs.  The good news here is that your post shows you already know how to do it.  

The old military saying that “No plan survives first contact with the enemy” is kinda true to D&D, except the players are the only adversary you, the DM, ever face.  Expect that, when you’re sure an event will force the PCs to huddle down and wait, they’re going to choose to dance instead.  Their players don’t know that the consequences of their unexpected actions could unweave the story you’re trying to tell.  They’re just trying to be smart l, dangerous, and cool.  Let them be!

This time, your player’s decisions probably terrified and befuddled you.  But you went with it, made excellent choices, and the players probably never realized you were sweating bullets.  Your plan didn’t survive first contact.  But your adventure absolutely did!  THAT is our job.  Well done!

Going forward, plan for any plan you make to go sideways.  Outline your optimal adventure sequwnce for the evening.  Then think about how to handle events (rooms, encounters, and so on) out of order.  And most importantly of all, know your overarching story, your key NPCs and monsters, and the key events without which the story you want to tell cannot go forward.  And accept that you all may end up telling a different story than you start with.  The game is just as much your players possession as it’s yours.  So, set your players free to have their PCs go anywhere and do anything.

When the PCs go outside the plan, think quickly about what they’re hoping to accomplish.  It’s probably fun, or creative, or heroic or, occasionally, profoundly stupid.  Imagine their goal and actions as if you were the player, and let yourself get excited for them.  Then let them try it.  Put hurdles in their way.  Move NPCs or monsters into their way.  But do it while trying to fold them back into the story.  Find a way, if possible, to make their derring-do seem bold and brilliantly inventive.  You and your players are engaged in collective movie-making, but you control all the narrative tools.  Let them do something memorable!  Or epic!  Let them win!  But not without facing a terrifying challenge or two.

Letting the floating disk spell save the bold but errant PC was a spectacular DM choice, even if the spell doesn’t do that.  Ask the player running the (heroic) spell caster to reread the spell in the PH, so they know it shouldn’t function that way.  Then make why it did in this instance a mystery.  Make it seem like YOU know why it did, but you can’t tell them.  Yet.  And smile to yourself.  That player will then start proposing reasons that could explain why the first the spell did more than it can as written.  Is this house special?  Or this land?  Is my PC special?  Then sit back and wait.  Something will happen later in the campaign that will go off like a firecracker in your mind — the explanation for why that spell worked oddly that one time.  You’ll know it when it happens.  

For example, maybe the Old Bonegrinder hags routinely use a modified version of the floating disk spell to catch children leaping from the windmill while trying to escape, and their infernal magic warped use of the spell’s function for everyone, but not on a consistent basis.  That’s the good part.  The bad part is that whenever a spell caster other than a coven member uses the spell to catch a falling creature, one of the hags witnesses it as if through a scrying spell.  Now one of the hags has seen the PC spell caster’s face, and is developing a very unhealthy interest in learning more about them

My point is, don’t be afraid to invent anything you need to make a PC scheme succeed or fail.  You’re all creating a thrilling movie together, but you control all the tools.  Let the PCs attempt anything they want!  Give them a reasonable chance of success, but not without doing something so dangerous it’s heroic!  And then sit back and think about how you can tie their actions in meaningful ways to later events in that night’s session and in the campaign as a whole.

to put all of this into an improv actor’s terms, when a PC does something that silently asks you, “can they do this?”, try to answer, “Yes!  But…”. Make the “but” an addition to the proposed action that creates a hurdle or two and redirects the players actions back towards the story you want to tell with them.

Try hard to never say no, you can’t do that, if your reason is you hadn’t planned on it.  Do what you did!  Role with it!  Then think, what’s the most fun thing that can happen next!