What magic items – if any – would you add as extra(s) to the adventure? Would party composition or party size effect your decision? For myself I am considering adding a Handy Haversack, or a very basic Bag of Holding (I call it a "basic" Bag of Holding both because I have some home brewed versions in mind, and I remember prior editions with varying sizes). I am wary of the Bag being used in various player shenanigans, such as the simple trick of pushing a person through an otherwise locked and barred gate via some creativity, so I'm keeping that in mind.
How badly would you screw the party when haggling with the Vistani for purchasing Horses or mules? Horses and mules are likely only available through the Vistani, who both treasure their steeds and have a ruthless mind when it comes to haggling. Would 5 times the book price be too much, or practically giving it away?
How many groups followed a strict adherence to spell material components in regards both tracking spell components used and consumed, as well as collecting them? Some (many!) components I imagine to be simply beyond the parties reach while in Barovia. Is there an argument to the contrary? My current plan is to not worry about spell components and figure the party deducts the price of spells rather than spending the time required in some cases to purchase items that are likely not available in Barovia save through a few logical fallacies to speed things up. However, I also plan on trying to track the times where that came up by tracking spells used and reviewing later.
Some Background: The party I expect* to be working with will have completed 'Death House' and reached level 3 via milestones. Bonus items they are bringing into this adventure include a single +1 sword, a silvered rapier, and 10 silvered arrows. Everything else is standard as far as goes starting gear and equipment. The party consists* of 5 adventurer's: a Human (?) Grave Cleric, a Half-Elven Paladin (uncertain Oath), a Human Variant Ranger (Gloom stalker) focused on two weapon fighting, a Half-Elven Rogue (Swashbuckler), and a Half Orc Wizard with a 17 Int and an 18 Con.
* That's the current party composition. But after 'Death House,' even assuming they all survive, I'm allowing them a one time opportunity to re-evaluate and adjust the party in terms of everything while still keeping whatever they took from the House (if anything). 'Death House' to my mind is more of an ice breaker, an Introductory Tutorial that shows what it means to be in Barovia. Past 3rd level is where the true adventure begins. On any party changes, while I don't plan to ever veto character decisions, and will run the adventure within a balance of "let the dice fall where they may," as well as my own interpretation of "RAW, RAI, and Rules as Fun," regardless, I do plan on letting any new party know that I would highly recommend at least 2 "Lite" healers (Artificer, Bard, Druid, and Paladin) or 1 Cleric and a lite healer to be included. It's not strictly necessary (I think), and I plan on having a certain creepy witch available (from the Adventurer's League content) but I feel a desire to make a recommendation in this regard as I *want* the group to succeed.
1. I would try to follow the DMG on "number of magic items per level (High Fantasy)" and make sure every player gets something useful. (So, one uncommon and towards the end one rare item per player) The "game changing" magic artifacts are part of the main story anyways.
3. My groups don't track material components. The spell casters use foci and the rarer materials (e.g. diamonds) can be found in Barovia like in any other setting. :-)
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Just some questions on 'Curse of Strahd'
What magic items – if any – would you add as extra(s) to the adventure? Would party composition or party size effect your decision? For myself I am considering adding a Handy Haversack, or a very basic Bag of Holding (I call it a "basic" Bag of Holding both because I have some home brewed versions in mind, and I remember prior editions with varying sizes). I am wary of the Bag being used in various player shenanigans, such as the simple trick of pushing a person through an otherwise locked and barred gate via some creativity, so I'm keeping that in mind.
How badly would you screw the party when haggling with the Vistani for purchasing Horses or mules? Horses and mules are likely only available through the Vistani, who both treasure their steeds and have a ruthless mind when it comes to haggling. Would 5 times the book price be too much, or practically giving it away?
Some Background: The party I expect* to be working with will have completed 'Death House' and reached level 3 via milestones. Bonus items they are bringing into this adventure include a single +1 sword, a silvered rapier, and 10 silvered arrows. Everything else is standard as far as goes starting gear and equipment. The party consists* of 5 adventurer's: a Human (?) Grave Cleric, a Half-Elven Paladin (uncertain Oath), a Human Variant Ranger (Gloom stalker) focused on two weapon fighting, a Half-Elven Rogue (Swashbuckler), and a Half Orc Wizard with a 17 Int and an 18 Con.
* That's the current party composition. But after 'Death House,' even assuming they all survive, I'm allowing them a one time opportunity to re-evaluate and adjust the party in terms of everything while still keeping whatever they took from the House (if anything). 'Death House' to my mind is more of an ice breaker, an Introductory Tutorial that shows what it means to be in Barovia. Past 3rd level is where the true adventure begins. On any party changes, while I don't plan to ever veto character decisions, and will run the adventure within a balance of "let the dice fall where they may," as well as my own interpretation of "RAW, RAI, and Rules as Fun," regardless, I do plan on letting any new party know that I would highly recommend at least 2 "Lite" healers (Artificer, Bard, Druid, and Paladin) or 1 Cleric and a lite healer to be included. It's not strictly necessary (I think), and I plan on having a certain creepy witch available (from the Adventurer's League content) but I feel a desire to make a recommendation in this regard as I *want* the group to succeed.
1. I would try to follow the DMG on "number of magic items per level (High Fantasy)" and make sure every player gets something useful. (So, one uncommon and towards the end one rare item per player) The "game changing" magic artifacts are part of the main story anyways.
https://dnd.wizards.com/articles/unearthed-arcana/mass-combat
2. I would offer the players to either do a favour (= side quest) to get better conditions with the Vistani or charge 10 times the book price, since that is what's mentioned in the COS book itself for the barovian merchant (https://www.dndbeyond.com/sources/cos/the-village-of-barovia#AreasoftheVillage)
3. My groups don't track material components. The spell casters use foci and the rarer materials (e.g. diamonds) can be found in Barovia like in any other setting. :-)