(Disclosure: Let me know if this thread is perhaps more fitting to the House Rule / Home Brew forum, I really couldn't decide)
I'm currently prepping 'CurseofStrahd' to run with 2 different groups of players, generally groups of 4 – 6. The game is going to be somewhat enhanced with various ideas and suggestions made throughout the larger community (Reddit and beyond!) but one item I don't recall running across was rules for Desecrated or Unhallowed ground, which I certainly feel both Castle Ravenloft and The Amber Temple qualify as. These are sites that have borne witness to the most heinous of acts, the most terrible of deeds, soaked in blood and lives beyond counting with walls that on a touch might give voice to the torments they have witnessed.
Now, in looking at the rules for Desecrated ground found here, (Dungeon Master's Guide, Chapter 5, Wilderness Environments) and examining the Unhallowed spell, as well as just a general familiarity with Regional Effects resulting from the presence of particularly evil beings (Master Vampires, Arch Fiends, etc.) this is the list of effects I came up with, but I'm also aware it is a looong list, one that – while every effect makes sense – can very easily overwhelm a party, even one that is coming locked and loaded with every advantage the adventure allows, and allies in number and strength perhaps equal to to themselves. The list of effects follows below, and I'm interested in hearing feedback on both whether or not people agree with these effects making sense, and where I should either cut down on the total list or where I should allow for actions on the player's part to neutralize such.
Undead have advantage on all saving throws (or at least on saving throws vs. Turn Undead)
Undead created from bodies interred or left to rot in these places gain 1 or 2 HP (stilldeciding) for each HD on top of the static number normally assigned. By example, a Vampire Spawn with 11d8 HD would have a base of 60 or 71 HP for it's HD rather than 49, and a total of 93 or 104 rather than the base creatures average of 82. These extra starting HD reflect unusually higher than average rolls and are not bonus HP as from a Constitution score increase or the Toughness feat.
PreternaturalDarkness suffuses the area; Nonmagical light sources, as well as magical light created by spells of a lower level than X, can't bring effective visibility to a level greater than Dim light beyond the initial radius of the spell or effect. I'm still working out what spell level or spells should be able to bypass this effect, and certainly I think Daylight from a few particular affects (the Sunsword or Holy Symbol of Ravenkind) should, by example.
PallofDespair: Living creatures of a good or neutral aligment, and non-native evil creatures, are at disadvantage on saving throws vs. becoming Frightened, as well as on death saving throws.
While within the environs of the affected area (Castle Ravenloft, The Amber Temple) and as far as 1 mile out, living creatures cannot maintain or gain resistance to Necrotic damage.
While within the environs of the affected area (Castle Ravenloft, The Amber Temple) and as far as 1 mile out, any magical healing is reduced by 1 dice, while only half healing is gained for spells of 1st level and cantrips.
To counter the above environmental effects, Holy Water may be used to temporarily consecrate an area (one 10 foot square per vial), or a Hallow spell can be used to fully neutralize most (if not all) of the effects, though I recognize that it has a 24 hour casting time within the 5th edition rule-set. It should be noted that Hallow would *counter* most if not all of the effects of the area, not actually Hallow the site, due to the cursed nature and the presences within and around. The best thing I picture most heroic parties being able to do is create a site of Neutral ground within the Enemy's bastion, so that the various artifacts and other benefits they bring with them will have their full effect.
Now, I should note that there are a number of things parties can do beyond Castle Ravenloft or The Amber Temple, to increase their chances of success. Also, I am setting things up so that there should be enough experience that a party of 5 or even 6 Adventurers can reach 11th - possibly even 12th - level, which they will need. Strahd himself is being adjusted to a CR 17 (I'll have his stats sheet ready within the week, I'm still reviewing what makes sense). But I certainly appreciate feedback on both the impact of Desecrated & Unhallowed ground as presented, as well as recommendations for either adding to or changing around the effects (including reducing or dropping). Likewise suggestions for how to counter or mitigate the disadvantages parties will find, as certainly there will hopefully be an initial expedition to each of these places that shows them the true weight of horror that lingers and is a problem all to itself that smart parties will try and solve.
'CurseofStrahd' is something of a meat grinder, but experienced adventurer's that get a little luck at the beginning and make strides to fight the fights they can win while looking for ways to improve their chances with fights they don't yet have the footing or levels for, those heroes should have a higher chance of actually seeing their way to defeating Strahd and escaping Barovia.
The Hallow should really be expanded to work better for evil religions. Maybe change its wording slightly:
First, celestials, elementals, fey, fiends, and undead not associated with the power hallowing the area can't enter the area. Associated creatures instead have advantage on saves.
Any thoughts on where I may be making things too difficult for the party with this list of effects? The more I looked at it, the more I feel reducing healing received and negating necrotic resistance may be the breakpoint, and best left off unless the party is dealing with something in the late 3rd to 4th tier of play.
Reducing healing cuts how far people can go between rests but doesn't otherwise make that much difference for combat. I doubt preventing gaining necrotic resistance matters that much, I don't think there any potions of resistance floating around, so about the only way of getting it is Aura of Life or 10th level necromancer, and you can just make that spell unavailable in Ravenloft.
As far as the dim light requirement, presumably Sunbeam should also work, but in general I'd be wary about adding yet more incentives for playing a race with darkvision (or you could just declare that darkvision is in fact infravision, and undead are invisible to it).
Reducing healing cuts how far people can go between rests but doesn't otherwise make that much difference for combat. I doubt preventing gaining necrotic resistance matters that much, I don't think there any potions of resistance floating around, so about the only way of getting it is Aura of Life or 10th level necromancer, and you can just make that spell unavailable in Ravenloft.
As far as the dim light requirement, presumably Sunbeam should also work, but in general I'd be wary about adding yet more incentives for playing a race with darkvision (or you could just declare that darkvision is in fact infravision, and undead are invisible to it).
Alright, thanks @Pantagruel! I'm a little nervous putting some of these active environment effects into the game as I've been told that's not something that is typically factored into making combat more difficult or otherwise spicing it up. But I want to see about luring players to this location ahead of the final Boss Fight, and giving them awareness of the place as well as a possible ability to prep spells that will remove those advantages (though I guess that might be impossible considering the 24 hour casting time of Hallow, and the unlikely ability to cast without being interrupted by random encounters or patrols). But maybe they can create a good fallback position on the edge of the defile. (Sorry, lots to think about)
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(Disclosure: Let me know if this thread is perhaps more fitting to the House Rule / Home Brew forum, I really couldn't decide)
I'm currently prepping 'Curse of Strahd' to run with 2 different groups of players, generally groups of 4 – 6. The game is going to be somewhat enhanced with various ideas and suggestions made throughout the larger community (Reddit and beyond!) but one item I don't recall running across was rules for Desecrated or Unhallowed ground, which I certainly feel both Castle Ravenloft and The Amber Temple qualify as. These are sites that have borne witness to the most heinous of acts, the most terrible of deeds, soaked in blood and lives beyond counting with walls that on a touch might give voice to the torments they have witnessed.
Now, in looking at the rules for Desecrated ground found here, (Dungeon Master's Guide, Chapter 5, Wilderness Environments) and examining the Unhallowed spell, as well as just a general familiarity with Regional Effects resulting from the presence of particularly evil beings (Master Vampires, Arch Fiends, etc.) this is the list of effects I came up with, but I'm also aware it is a looong list, one that – while every effect makes sense – can very easily overwhelm a party, even one that is coming locked and loaded with every advantage the adventure allows, and allies in number and strength perhaps equal to to themselves. The list of effects follows below, and I'm interested in hearing feedback on both whether or not people agree with these effects making sense, and where I should either cut down on the total list or where I should allow for actions on the player's part to neutralize such.
To counter the above environmental effects, Holy Water may be used to temporarily consecrate an area (one 10 foot square per vial), or a Hallow spell can be used to fully neutralize most (if not all) of the effects, though I recognize that it has a 24 hour casting time within the 5th edition rule-set. It should be noted that Hallow would *counter* most if not all of the effects of the area, not actually Hallow the site, due to the cursed nature and the presences within and around. The best thing I picture most heroic parties being able to do is create a site of Neutral ground within the Enemy's bastion, so that the various artifacts and other benefits they bring with them will have their full effect.
Now, I should note that there are a number of things parties can do beyond Castle Ravenloft or The Amber Temple, to increase their chances of success. Also, I am setting things up so that there should be enough experience that a party of 5 or even 6 Adventurers can reach 11th - possibly even 12th - level, which they will need. Strahd himself is being adjusted to a CR 17 (I'll have his stats sheet ready within the week, I'm still reviewing what makes sense). But I certainly appreciate feedback on both the impact of Desecrated & Unhallowed ground as presented, as well as recommendations for either adding to or changing around the effects (including reducing or dropping). Likewise suggestions for how to counter or mitigate the disadvantages parties will find, as certainly there will hopefully be an initial expedition to each of these places that shows them the true weight of horror that lingers and is a problem all to itself that smart parties will try and solve.
'Curse of Strahd' is something of a meat grinder, but experienced adventurer's that get a little luck at the beginning and make strides to fight the fights they can win while looking for ways to improve their chances with fights they don't yet have the footing or levels for, those heroes should have a higher chance of actually seeing their way to defeating Strahd and escaping Barovia.
The Hallow should really be expanded to work better for evil religions. Maybe change its wording slightly:
First, celestials, elementals, fey, fiends, and undead not associated with the power hallowing the area can't enter the area. Associated creatures instead have advantage on saves.
Any thoughts on where I may be making things too difficult for the party with this list of effects? The more I looked at it, the more I feel reducing healing received and negating necrotic resistance may be the breakpoint, and best left off unless the party is dealing with something in the late 3rd to 4th tier of play.
Reducing healing cuts how far people can go between rests but doesn't otherwise make that much difference for combat. I doubt preventing gaining necrotic resistance matters that much, I don't think there any potions of resistance floating around, so about the only way of getting it is Aura of Life or 10th level necromancer, and you can just make that spell unavailable in Ravenloft.
As far as the dim light requirement, presumably Sunbeam should also work, but in general I'd be wary about adding yet more incentives for playing a race with darkvision (or you could just declare that darkvision is in fact infravision, and undead are invisible to it).
Alright, thanks @Pantagruel! I'm a little nervous putting some of these active environment effects into the game as I've been told that's not something that is typically factored into making combat more difficult or otherwise spicing it up. But I want to see about luring players to this location ahead of the final Boss Fight, and giving them awareness of the place as well as a possible ability to prep spells that will remove those advantages (though I guess that might be impossible considering the 24 hour casting time of Hallow, and the unlikely ability to cast without being interrupted by random encounters or patrols). But maybe they can create a good fallback position on the edge of the defile. (Sorry, lots to think about)