I'm about to DM curse of Strahd (This is my first campaign) and I was wondering if what notes I would need for a first session. It will probably be between 2-3 hours long and I havn't decided whether or not to take my players through the level 1-3 dungeon yet. Any suggestions would be appreciated.
I'm about to DM curse of Strahd (This is my first campaign) and I was wondering if what notes I would need for a first session. It will probably be between 2-3 hours long and I havn't decided whether or not to take my players through the level 1-3 dungeon yet. Any suggestions would be appreciated.
I really like death house as an adventure. don't be afraid to toy with the players and reward creative play. If someone dies dark gifts are really fun but also if the players catch on that someone must die could also mean a non-human so that's an interesting story too. I've ran death house about 4 times and it's really easy just a few stat blocks to know. There's a chance the map could give a hint to the players. I modified the maps to not give out the info without a check but it's not so big a spoiler so do what fits your group. There's also a hidden deed to the bone grinder windmill making that a more interesting chapter.
My main strad game the players wanted to start at 3. So they went with the missing orphans hook. They ended up rescuing them from the pack in like session 2. Then strand showed up and nuked the orphans with fireball. I latter sent burned orphan zombies at the party and they lost it. The desire for revenge was sweet. Strad cheats and will win the war but players can win the battle for the adventures sake.
For session to session each chapter was 1 or 2 sessions so as long as you prepare one or two ahead its fine. I would read all chapters at least once before play in case you need to shuffle pieces around for your story.
I'm about to DM curse of Strahd (This is my first campaign) and I was wondering if what notes I would need for a first session. It will probably be between 2-3 hours long and I havn't decided whether or not to take my players through the level 1-3 dungeon yet. Any suggestions would be appreciated.
I really like death house as an adventure. don't be afraid to toy with the players and reward creative play. If someone dies dark gifts are really fun but also if the players catch on that someone must die could also mean a non-human so that's an interesting story too. I've ran death house about 4 times and it's really easy just a few stat blocks to know. There's a chance the map could give a hint to the players. I modified the maps to not give out the info without a check but it's not so big a spoiler so do what fits your group. There's also a hidden deed to the bone grinder windmill making that a more interesting chapter.
My main strad game the players wanted to start at 3. So they went with the missing orphans hook. They ended up rescuing them from the pack in like session 2. Then strand showed up and nuked the orphans with fireball. I latter sent burned orphan zombies at the party and they lost it. The desire for revenge was sweet. Strad cheats and will win the war but players can win the battle for the adventures sake.
For session to session each chapter was 1 or 2 sessions so as long as you prepare one or two ahead its fine. I would read all chapters at least once before play in case you need to shuffle pieces around for your story.