


I don't know much about the adventures, but the tome of beasts goes one step further and every monster is creative and unique, I have been using monsters like the Eye golem (as a twisted experiment of Latanther) and gremlins (with aura of drunkenness, awesome) and I always get fresh and interesting encounters. Today, Wizards of the Coast has revealed a return to the classic setting, and io9 has an exclusive look at. It means vampires, it means gothic horror, and it means the iconic Castle Ravenloft. The name Strahd is seared into the minds of any Dungeons & Dragons player. So the adventure is great is you put effort to make it work.Ĭoming back to your question, you have to remember that they didn't work freely with HotDQ, they had to follow WotC's rules. Ravenloft Returns in the New Dungeons & Dragons Module Curse of Strahd. I like and I WANT to have place in adventures to explore with my creativity, my players and their characters. Where you see a sketchy part I see a lot of opportunities to add things otherwise you can't, mostly things that players want, like meetings NPC's from their background or explore religious matters about their character. With every adventure I ran I always have to add or modify things in order to things make sense and/or to fit our preferences. There are many many things you put in the scale when choosing what to write in the book. I ran it two times and both times was fantastic. As far as I know, the adventure suffered from short time and high pressure.
