Welcome, stranger. I almost didn't see you there, the mist being what it is at this time of year.
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You don't look like you're from around here, maybe you could use some directions? Look here, don't be frightened, I'm not a ghost.
Down that way is the village of Barovia - not a great place to start, if you ask me. Depressing, unless you're into rats and sour wine. $9.99Strahd's plan to destroy St.Andral's church has been fulfilled and Father Lucian has been turned into one of his vampire spawn. It is up to the players to locate Father Lucian's resting place and slay the vampire before more harm can come to the town of Vallaki.The Wachterhaus Crypt builds on events described in St.Andral's Feast, in Chapter 5 of Curse of Strahd. This adventure module contains.
OVER 50 NEW MAGIC ITEMS! There are 55 magic items in this beautifully illustrated package.
Some are powerful, some are more mundane. All of them should add to the fun and enhancement of your adventures! There are wondrous items, weapons, armor, cursed items and even some fun trinkets to try out on your party. What would you do with a cauldron that has an endless supply. $3.95Trinkets and Magical Curiosities of RavenloftThis supplement introduces one hundred new trinkets that you may find on the demiplane of RavenloftThe trinkets presented in this supplement are inspirited by the gothic horror genre and will bring an additional layer of depth to any Ravenloft or Curse of Strahd campaign. Many of the curiosities are designed as plot.
What is?A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next.Rules.Be civil to one another - Unacceptable behavior includes name calling, taunting, baiting, flaming, etc. The intent is for everyone to act as civil adults.Respect the opinions of others - Each table is unique; just because someone plays differently to you it does not make them wrong. You don't have to agree with them, but you also don't have to argue or harass them about it.Do not suggest piracy - Any links/tools/documents/etc. Containing closed content from WotC or any third party (any non-SRD content) will be removed without explicit consent from the content owner.
Do not suggest ways for such material to be obtained.Use clear, concise title names - Titles must be clear, concise, and not worded in a misleading fashion.Do not post memes - Memes should not be posted unless used to contribute to a preexisting discussion.Limit external links - Links to external sites (such as blogs, storefronts, or Kickstarters) should be limited to one per two weeks. This limit is a limit on a per-site basis, not a per-user basis. Official announcements from WotC and Twitter are the exception. Actually only a party of 3 (I had 4-5 signups, but only 3 showed up). I formed a new group just for this, so the group had one person change during the game.Level 5 for everyone.
First session was fighter/cleric/warlock, second session was fighter/monk/warlock.Edit: I ommitted all the town interaction stuff. But they spent a good long while on it and had fun. Honestly any game system works for no-conflict talking to villagers though.They had strahd attack once while they stayed with Irena overnight in her house in town (and one of them almost got charmed into opening the door for strahd).Their gypsy reading told them the artifacts were in the highest tower and the crypt.
So they planned to go as high as they could first.They went to the castle, scaled the outer walls, climbed to the top tower by finding the interior towers. The beating heart in the tower was a difficult fight for them, and they resorted to sundering the halberds (not marked as invincible). They got to the top and found the sunsword hilt.Through their time in the tower, I rolled for random encounters every hour, and failed to generate any random encounters.Then they went to the 2nd floor and explored around, found the secret entrance behind the fires (told about a plate behind the flames by the gypsies), found the secret rooms back there and fought spiders. They decided to rest in that secret hallway.Session break here. Cleric could not return, monk is new player in his place.Strahd attacked them with bats from the balcony and wolves through the fireplace (with Strahd disguised as a bat).
They fought them off by fireballing the wolves first and just attacking strahd with the sunsword while hitting the bat swarms. They came out of it with maybe 30% hp remaining and one cursed wound. They rested another 8 hours.Then they went down the tower again, until they got to the royal chambers. Then talked to the cook, found the winery and the crack in the wall, and went to the crypt.In the crypt, they went to Strahd's brother's tomb, then the parent's tomb. Then they started opening minor crpyts.
They opened the crypt to strahd's horse, and it trampled one and flew away. Then they opened a crypt near strahd's tomb that has hellhounds. Strahd attacked them 2 rounds in (the nightmare horse had gone to get strahd when it woke him).
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So they fought strahd with just 1 hellhound as backup (the other 2 died). They rolled a 1 on the holy symbol, so strahd was only held for 1 round. They took him out with 2 people at less than 20% hp, and one nearly-dead.I disabled the teleport trap near strahd's tomb, because they were only 3 people and that would have been a TPK if they wandered into it during the strahd/hellhound fight.Total in game adventuring time was 24 hours. Total time at the game table was 8 hours. Without the sunsword, Strahd is too powerful for the party (even un-escorted). His tactics says he retreats after 5 rounds of combat though. Which is enough for him to bite a few people to weaken them and possibly knock one or two people out.With the sunsword, Strahd is a good match for 3 level 5 characters.
A level 5 fighter with the sunsword will have a +9 to hit, with a damage of 1d8+13, and two attacks. That gives the fighter about a 80% chance to hit at least once per round, and he can always action-surge whenever he has missed both attacks. This turns off Strahd's regeneration completely and will on-average knock off about 20% of his hp per round. So Strahd actually needs a lot of backup from his wolves/bats when he can get it if your party is 5-6 people (or just butt in on another combat by stealthily following behind the party until a good time).
This is really nice. I like how many of the encounters have the difficulty next to them, like the 15 wights being overwhelming.On the Sunsword I'd probably switch that out to being a legendary blade. Stats should be +1 to hit and damage when not attuned, and when attuned +2 hit/damage with +2d10 vs undead. The 2d10 dice would be better than +10 because they'll multiply on crit damage and that tends to follow how legendaries work.But this is excellent work. The formatting and everything is really well done. There's also probably a lot of people out there that've put together really nice ravenloft maps that'd go well with it.Also, since this is level 5-7, it'd probably work really well for after Lost Mines of Phandelver.
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Do you know what level the party would be after finishing this version of Ravenloft?. Powerful magic weapons have to be 'attuned', or synchronized, with the character that is going to be using them. This takes a short rest and has to be done individually with each item to be attuned. This has been applied to D&D Next to show that some weapons are far superior than others, but also prevents people from having a tonne of powerful magical items by limiting the amount of attuned magical equipment to 3.Examples of these kinds of magic items are this Sunsword for this module, the Gauntlets of Ogre Power (Basic DMG, Page 59), and the Amulet of Health (Basic DMG, Page 59).You can find some information on magic items.