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๐งโโ๏ธ Enter the shadows of Ravenloftโwhere legends are forged and nightmares come alive!
D&D Curse of Strahd is a critically acclaimed 5th edition adventure book designed for characters levels 1-10. It offers a richly detailed gothic horror setting centered around Castle Ravenloft and the vampire lord Strahd von Zarovich. This immersive module provides Dungeon Masters with comprehensive story arcs, dynamic villain mechanics, and atmospheric worldbuilding to create unforgettable roleplaying experiences. Perfect for players seeking a blend of suspense, strategy, and collaborative storytelling.
| ASIN | 0786965983 |
| Age Range Description | Age Range:12 Years & Up |
| Best Sellers Rank | #21,914 in Toys & Games ( See Top 100 in Toys & Games ) #18 in Game Pieces |
| Brand Name | Dungeons & Dragons |
| Color | Multicolor |
| Container Type | Book Cover |
| Customer Package Type | Standard Packaging |
| Customer Reviews | 4.9 4.9 out of 5 stars (7,981) |
| Edition | 5th |
| Educational Objective | developing critical thinking, problem-solving, and social skills through collaborative storytelling and decision-making, while encouraging creativity and imagination |
| Expansion For | Dungeons & Dragons |
| Global Trade Identification Number | 09780786965984 |
| Grenre | Activity Books, GAMES & ACTIVITIES, Role Playing |
| Included Components | HC Book |
| Indoor Outdoor Usage | Indoor |
| Item Dimensions | 8.54 x 0.86 x 11.14 inches |
| Item Type Name | Tabletop Game |
| Item Weight | 142 g |
| Language | English |
| Manufacturer | Wizards of the Coast |
| Manufacturer Part Number | 0786965983 |
| Manufacturer recommended age | 14 years and up |
| Material Type | Paper |
| Model Name | Curse of Strahd Adventure |
| Model Number | WTCB65170000 |
| Number of Items | 1 |
| Number of Packs | 1 |
| Number of Players | 2-5 |
| Operation Mode | manual |
| Package Quantity | 1 |
| Product Style | Physical Book |
| Set Name | Curse of Strahd |
| Size | 8.54 x 11.14 x 0.86 inches |
| Subject Character | Flash |
| Theme | Games |
| Unit Count | 1 Count |
A**S
Best 5e adventure, crammed with good ideas and a great overall story arc
I am familiar with every 5e adventure up through Tomb of Annihilation (and I have DM'd Out of the Abyss, Storm King's Thunder, and Lost Mine). In my opinion this is the best, though the best parts of OOTA are at this level. I was skeptical about running a horror-themed adventure b/c my group is sort of into traditional swords and sorcery, but the story was so good that this objection was quickly swept away. What I like (and the below includes spoilers that are inappropriate for any non-DMs): 1) The overall atmosphere is wonderfully spooky, with lots of superb little touches -- a pool of water that reflects a character's face but much older, abandoned children's toys, dead people hanging mysteriously from a gallows beside the road, villagers who are afraid to speak to the PCs, a duplicitous invitation to Strahd's realm to kick things off, a tower with a huge live heart beating in it that causes the tower to shake and tremble, and that explodes in blood when attacked. 2) Strahd is a wonderful villain -- it is fun for everyone the way he is supposed to escalate his attacks on the players. First he might just watch them, or send his spies to gauge the characters' powers (which is itself a spooky encounter), then he might change shapes (a lost dog scratching at the door, an orphaned child) to try to lure the players to allow him to come close. Then as they become a true threat he tries to kill them, most likely in his castle, which contains all sorts of areas ripe for an ambush. As the DM, you control Strahd and get to cook up his murderous schemes, but the book also gives you plenty of ideas and guidance. It is also fun to have him identify particular players that he particularly likes or hates; I had him try to kidnap a player he fell in love with, and another player he tried to destroy above all others (after first charming that player and trying to chop off his hand, in full view of the others). 3) The basic structure is straightforward to run, and the players are never left to feel that they are wandering around pointlessly (as occasionally occurs in SKT); they have a clear objective, which is to escape from the valley controlled by Strahd, and which can be done only by killing Strahd. Such a simple plot, but so many twists along the way. To succeed the players have to (a) visit two towns, both of them fully brought to life and invested with dread in dozens of little ways, with great NPCs, (b) visit several locations to obtain magic items that will help them defeat Strahd, and then (c) go to Strahd's castle to kill him. The locations with the magic items are determined by a tarot card reading -- a really great and spooky thing in and of itself. Of course I rigged the card reading to pick my favorite locations, e.g., a mill where children's bones are ground up into pastries sold by night hags, or an abbey run by a lunatic, full of his gruesome Frankenstein-like creations, including a bride to be offered to Strahd and made from dead bodies.... 4) There are some great fun traps -- eg a doorway that can be opened only by mimicking the body positions of the stick figures etched into the lintel, in the order indicated by a line connecting the stick figures. Strahd's castle is just excellent in every way, full of wonderful NPCs, and far from the standard hack and slay D&D climax. 5) The writing is excellent. This adventure has gone thru multiple iterations, and it has the feel of a classic that has been improved and deepened and broadened several times. Chris Perkins is the writer for pretty much all the best D&D modules, and he said this one he wrote easily and quickly -- I think he really got in a groove and did a great job adding on to the older versions (which were justly celebrated in their own right).
J**E
The Best RPG module and for good reasons!
I've always heard good things about the original "Ravenloft" and the subsequent "Curse of Strahd" D&D modules but only just recently picked up a copy for myself. First, Curse of Strahd is very well written and designed as a D&D module for a Dungeon Master to understand with great tips on setting the tone and juicy details to connect all of the locations within the overall setting. If you're looking to design a homebrew campaign, this module serves as an excellent example of what kinds of things you should do. I do have a group of players that I'm running through the story and they're enjoying this adventure as well. I've been able to do sufficient prep time so as to maximize the play time, and the book is well organized so that when I've needed to look up an important detail, I've been able to retrieve the appropriate description and/or that perfect box of flavor text. As a player, I've been run through several other modules and have found them sorely lacking, especially when one has access to the "Curse of Strahd." As a GM, I'd recommend this as your next purchase, after you have a copy of the Player's Hand Book (PHB), GM's Guide (GMG), Xanathars Guide to Everything (XGE), and the Monster Manual (MM). You will need the PHB, GMG, & Monster Manual to run "Curse of Strahd" so make sure you have those before securing this purchase.
K**N
An Immersive and Thrilling Adventure!
"Curse of Strahd" for Dungeons & Dragons is an absolute masterpiece that deserves a full five stars for its depth, complexity, and sheer fun. Immersive Storytelling: The story is incredibly engaging, plunging players into the eerie and atmospheric realm of Barovia. The narrative is rich with lore, suspense, and mystery, creating a compelling and immersive experience from start to finish. Complex Villain: Strahd von Zarovich is one of the most well-crafted villains in D&D history. His presence is felt throughout the campaign, and his complex personality and motivations make him a formidable and memorable antagonist. Players will find themselves both intrigued and terrified by his character. Atmosphere and Setting: The gothic horror setting is beautifully detailed, with hauntingly vivid descriptions that bring the world to life. Every location, from the foreboding Castle Ravenloft to the mist-shrouded villages, is meticulously crafted to enhance the eerie atmosphere and sense of dread. Varied Encounters: The campaign offers a fantastic mix of combat, role-playing, and puzzle-solving encounters. Each session feels fresh and exciting, with plenty of opportunities for players to shine and make meaningful choices that affect the story. Player Agency: "Curse of Strahd" excels in giving players the freedom to explore and interact with the world in a meaningful way. The sandbox nature of the campaign allows for a high degree of player agency, making every decision impactful and memorable. Replay Value: With multiple paths and outcomes, "Curse of Strahd" has excellent replay value. Different groups can experience entirely different adventures based on their choices, ensuring that no two campaigns are exactly alike. Comprehensive Guide: The book itself is well-organized and easy to follow, with clear instructions and helpful tips for Dungeon Masters. The included maps, NPC descriptions, and plot hooks make preparation and running the campaign a breeze. Conclusion: "Curse of Strahd" is a must-have for any Dungeons & Dragons enthusiast. Its immersive storytelling, complex villain, atmospheric setting, varied encounters, player agency, replay value, and comprehensive guide make it a standout campaign. It's a thrilling adventure that will keep players on the edge of their seats, earning it a well-deserved five stars!
A**R
A different locale, a different mood
First, a confession: I never played the original Ravenloft. Other settings, certainly, but Ravenloft, beloved as it was, never made it into my collection. At the time, it just seemed a poor fit for me; why on earth would I want to use a fantasy game system to play a game about vampires? In my mind, the genre was inseperable from the game system, and it seemed too incongruous for me. Fast forward a few decades. 5E has revitalized my interest in tabletop role-playing after a long hibernation, and the older me now sees D&D as a mechanical system for collaborative storytelling, and a very versatile one at that. So, it is with impeccable timing for me that Wizards releases this book, the first official 5E book to leave the Forgotten Realms behind. EDIT: A closer reading reveals a brief mention that the default setting for Barovia is, in fact, the Sword Coast of the Forgotten Realms. There is, however, a qualifier immediately after that stating the story can transpire in any campaign setting one wishes. Mood-wise, I feel Curse of Strahd is sufficiently different from the 5E materials that have come before it that a change of setting is more than justified and will do literally nothing to impact the story negatively. I apologize for the initial error. Designed to move players through levels one through ten, Curse of Strahd looks to be an interesting campaign, with a mood that evokes dread rather than high adventure. I can very much see myself DMing this in such a way that my players would be more concerned with their survival than with glory and treasure. Even if I choose not to run the adventure itself, there are plenty of bits and pieces that could easily be borrowed for a homebrew campaign. Of particular note are the rules for the Tarokka deck, a separate add-on which can be used to randomize locations of key items and persons within the adventure. Itโs a neat idea, but I do wish the Tarokka deck wasnโt a separate purchase. To be fair, however, the rules allow for the same effect to be achieved with standard playing cards. All in all, another great addition to my 5E library, and further validation of Wizardsโ โquality over quantityโ publishing strategy.
T**N
The One True Darklord of Ravenloft Returns!
The opportunity to enter into the realm of Barovia has once again descended on us! Ravenloft's first appearance (and hopefully not its last) in 5th Edition Dungeons & Dragons is here, and I can't wait to send my players into the depths of Strahd von Zarovich's machinations. Amazon's shipping was lightning fast (as always), and the book arrived in perfect condition. None of the binding or printing issues some reviewers have experienced seem to be present in my copy. It has sharp corners, solid binding, and the pages all appear to be clear and perfectly readable. The artwork is detailed and beautiful, and the rich colors of the cover pop as you look at it, inviting you to the wonderful horrors between its covers. The book has a generous and detailed table of contents that point you where you want/need to go, and the foreward helps you understand you're delving into a well-loved part of Dungeons & Dragons history, as seems to be the case with all of the 5th Edition products Wizards of the Coast has put out so far. I'm looking forward to the purchase of a deck of cards as a prop for this adventure; they're supposed to be out some time in April, and the $10 suggested price is negligible at best, so it's a foregone conclusion. If Amazon can save me money on that like they did on this book ($20 off the cover price!), they'll get my business again. A truly fine product from Wizards of the Coast that I hope will entertain and horrify my players for many sessions to come!
J**.
Easily the Best Module Available that could easily Serve as a Setting
I have now run this adventure 4x. Once as a player and 3x as a DM. Everyone of my games have been a far different experience. Like all the 5e Pre-made adventures, there is quick introductory one-shot adventure before the campaign starts, called Death House, which alone is one of the best adventures available in 5e. After the introduction, the land of Barovia is open to the players to explore. This is both good and bad. The Good is that the players have complete freedom to explore and pick their battles. The book is well crafted to accommodate most any off the cuff player decisions. The Bad is that the players can easily find themselves well over there head. There is one particular early encounter that is well above the players level and 100% deadly if the players are not discerning. The most unique part of this adventure is an early encounter that randomly determines the location of 3 story items, which will then determine some of the locations the players explore and even the pacing of the overall game. This allows room for repeat sessions without retreading too much. There is still a good bit of retread for return players, but a DM will find freshness with multiple play throughs. Additionally, there is a lot room for DM improvisation. In the 3 runs I have DMed, I have added a great bit of content of my own. In my 2nd game, I even had the players working directly for Strahd to rid his land of rivals. The biggest grip is that there are parts of the land that will likely go unexplored if the players do no draw the properly random adventure hooks. Another small grip is that there little reason why escorting a vampire victim to a neighboring town is safer than where she is. This is doubly a problem considering this adventure is the hook that sets the adventure. This can be reasoned when its presented in a later chapter that the church in the town has a permanent protection against evil that repels vampires. Overall, Curse of Strahd is a very dynamic adventure that can easily serve as a Campaign setting with near endless potential for DM expansion and creativity.
D**A
Grab your torches!!! It's time to go back to Ravenloft!
Having played D&D since the early 80s, I'm very familiar with the adventures and lore of Ravenloft. I was extremely excited to learn they were coming out with a 5th edition version of this great module and setting. For the most part, it didn't disappoint. I won't waste time with a page by page review; but here's some of my thoughts that might help you make your decision up whether or not to purchase this book: - I'm more open to the traditional Strahd (the main villain) being older, I've read the novel, "I, Strahd." The one presented here is much younger appearing, more of a "LeStat". That's a minor quibble, and easily changed. - I don't think they gave enough background on creating your characters. It's mighty thin on options, and there's really nothing there as far as new equipment or anything to kind of guide what is and isn't 'typical Barovian equipment available'. - Pretty thin on new monsters as well. I definitely think they missed a chance to step up the Gothic theme on this one. A suggested monster list would help new DMs out a lot too. - The mini-adventure Old Bonegrinder, is pretty much "To Grandmother's House" from the 3rd edition book, Heroes of Horror, with enough minor alterations that it's not a complete rip-off. I'm going to be inserting "To Grandmother's House" in my own campaign, and replacing "Old Bonegrinder" with a "Black Widow Bride" type sidequest. - There's a fantastic map that comes with it, but a large map of the region without all the locations tagged would have been great so players could see it. As it stands, I can't show it to them without triggering clues as to where certain things are. These are just my initial thoughts. My party is actually creating characters today and tonight we'll begin. As a DM with well over 3 decades of gaming under his belt, this is a great book, and one where I can quickly and easily change the things I don't think work for me; but for a brand-new DM, an open-ended adventure/mini-campaign like this might be a bit confusing or challenging. I would definitely start with the Sword Coast book, and then move to this one if you're still getting the hang of running a game. I absolutely recommend this one...
T**Y
One of the best adventures
A must have for any DM or player who just wants to be very engagedged
F**N
Good book
Good book
Z**K
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M**Y
the quality of the book itself is excellent. The accompanying artwork
I bought this book to run for my group once we finish our current campaign, Princes of the Apocalypse. Wanting something of a change from the big, glorious dungeons of Princes, we talked back and forth and decided to go for Curse of Strahd thinking the atmosphere and horror elements would be refreshing. After receiving the book and reading through, I honestly can not wait to run this adventure. Firstly, the quality of the book itself is excellent. The accompanying artwork, layout, color scheme and maps are all beautifully thought out, well ordered and presented on very good quality paper. DnD books obviously cost a good amount of cash and, thankfully, this book feels like you are really getting your money's worth. The campaign is very well written with solid characters, lore and locations. Strahd himself is described well, he is a fun villain and there are plenty of tips on how to make him a diabolical, scheming foe for your players. There's also an interesting semi-random element to the campaign structure, which I won't go into detail about for spoiler reasons, but it's a novel idea that I think will be a lot of fun, especially if you end up running this adventure again. This is a pretty open ended game which means you, as a DM, will need to put the work in beforehand to get it all ready, but every step of the story is well explained and laid out so once the work is done I think even new DMs will be able to run this easily. Again, the book guides you with helpful tips and details on how to create the atmosphere of horror, run the monsters and role play all of the non-player characters. The only minor gripe I have is Castle Ravenloft. Though the included map is beautiful, expansive and will make for an incredibly memorable location, the map is isometric and highly stylized. This means it is quite impractical as a battle map if you want to use it like that, either online or with miniatures. With all of the maps in the book being really wonderful Mike Schley top-down examples, the jarring difference for Castle Ravenloft, the finale and main focus of the entire game, is a big shame. Saying that, the map is still usable, even if just for reference and flavor but personally I am going to re-draw it in a more practical format for when my players decide to visit.
S**L
Realy good!
Quality is good
J**N
Twilight but better
Inspired to dm
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