Thinking of running Death House for one of my groups with the potential to continue CoS later on (right now just looking for shorter arcs). That means starting at level 1 instead of 3, and I'm worried the dire wolves are going to TPK the party way too quickly. I know there's an option to pull them back before that happens, but that always feels anti-climactic to me, and it'll still leave them depleted in HP and resources as they enter the house. How would you handle this? Reduce the number, change them to regular wolves, or just play it as written and pull them back when it's necessary? Thanks for any advice!
I'd give them the opportunity to escape the wolves or use the environment to defeat them. This may take a bit more planning but I think it would help keep the excitement.
If you don't want to do that then I think your idea of using regular wolves is a good one. I find unless you have some reason against it, you should try and aim for your party to defeat the encounter as it is more satisfactory.
IIRC the purpose of the Dire Wolves at the start of CoS is to present the party with a threat they cannot face. Something too dangerous whose presence will drive them into the Village of Barovia and avoid giving them the chance to turn around.
You could probably skip it all together if you wanted. The party gets engulfed in a mysterious fog which obscures their vision. They wander aimlessly for about an hour trying to find their way out. Eventually, they hear the sound of children crying. Assuming they head towards they crying children, they find themselves in front of the manor, the first sign of civilization they have seen since the fog rolled in. Thus the Death House encounter begins
The use of the Mists is very "railroad-y" and thats ok. There will be plenty of opportunities to give the party freedom to explore later on if you continue curse of strahd.
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I think the wolves show up after the fog has already shown up and the party has entered through the gates into Barovia. I guess I could just skip it but I like the tone it sets and want them to find the letter in case we continue on.
The DM's guide has some advice on running chases -> running-the-game Chases if you have the book, possibly the Dire wolves are supposed to be a dire situation (excuse the pun) That the party is supposed to flee from? Sounds like a classic Horror scenario setup... "RUN! RUN! FOR YOUR LIVES!! RUN!!!"
I'm not familiar with CoS am rather hoping to play in it as a player in future as I've heard it's often people's #1 best adventure in 5e... so please bear that in mind regarding my comment
“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
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Thinking of running Death House for one of my groups with the potential to continue CoS later on (right now just looking for shorter arcs). That means starting at level 1 instead of 3, and I'm worried the dire wolves are going to TPK the party way too quickly. I know there's an option to pull them back before that happens, but that always feels anti-climactic to me, and it'll still leave them depleted in HP and resources as they enter the house. How would you handle this? Reduce the number, change them to regular wolves, or just play it as written and pull them back when it's necessary? Thanks for any advice!
DM - Above & Below
I'd give them the opportunity to escape the wolves or use the environment to defeat them. This may take a bit more planning but I think it would help keep the excitement.
If you don't want to do that then I think your idea of using regular wolves is a good one. I find unless you have some reason against it, you should try and aim for your party to defeat the encounter as it is more satisfactory.
IIRC the purpose of the Dire Wolves at the start of CoS is to present the party with a threat they cannot face. Something too dangerous whose presence will drive them into the Village of Barovia and avoid giving them the chance to turn around.
You could probably skip it all together if you wanted. The party gets engulfed in a mysterious fog which obscures their vision. They wander aimlessly for about an hour trying to find their way out. Eventually, they hear the sound of children crying. Assuming they head towards they crying children, they find themselves in front of the manor, the first sign of civilization they have seen since the fog rolled in. Thus the Death House encounter begins
The use of the Mists is very "railroad-y" and thats ok. There will be plenty of opportunities to give the party freedom to explore later on if you continue curse of strahd.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I think the wolves show up after the fog has already shown up and the party has entered through the gates into Barovia. I guess I could just skip it but I like the tone it sets and want them to find the letter in case we continue on.
DM - Above & Below
The DM's guide has some advice on running chases -> running-the-game Chases if you have the book, possibly the Dire wolves are supposed to be a dire situation (excuse the pun) That the party is supposed to flee from? Sounds like a classic Horror scenario setup... "RUN! RUN! FOR YOUR LIVES!! RUN!!!"
I'm not familiar with CoS am rather hoping to play in it as a player in future as I've heard it's often people's #1 best adventure in 5e... so please bear that in mind regarding my comment
“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again