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D&D Curse of Strahd (Adventure Book)

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Style: Physical Book


Features

  • Unravel the mysteries of Ravenloft in this dread adventure for the worlds greatest roleplaying game
  • A fantasy-horror adventure for characters levels 1-10, Curse of Strahd provides everything a Dungeon Master needs to create an exciting and memorable play experience
  • The master of Castle Ravenloft is having guests for dinner and you are invited
  • In D&D, you and your friends coauthor you own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination
  • Dungeons & Dragons is the worlds greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming

Description

Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.

Age Range Description: Age Range12 Years & Up


Brand Name: Dungeons & Dragons


Included Components: HC Book


Unit Count: 1 Count


Item Type Name: Tabletop Game


Model Name: Curse of Strahd Adventure


Expansion For: Dungeons & Dragons


Number of Packs: 1


Set Name: Curse of Strahd


Edition: 5th


Global Trade Identification Number: 84


Manufacturer: Wizards of the Coast


Model Number: WTCB65170000


Manufacturer Part Number: 0786965983


Manufacturer recommended age: 14 years and up


Material Type: Paper


Number of Players: 2-5


Container Type: Book Cover


Number of Items: 1


Language: English


Customer Package Type: Standard Packaging


Educational Objective: developing critical thinking, problem-solving, and social skills through collaborative storytelling and decision-making, while encouraging creativity and imagination


Indoor Outdoor Usage: Indoor


Operation Mode: manual


Theme: Games


Color: Multicolor


Subject Character: Flash


Product Style: Physical Book


Grenre: Activity Books, GAMES & ACTIVITIES, Role Playing


Package Quantity: 1


Item Weight: 142 g


Size: 8.54 x 11.14 x 0.86 inches


Item Dimensions: 8.54 x 0.86 x 11.14 inches


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Top Amazon Reviews


  • Best 5e adventure, crammed with good ideas and a great overall story arc
Style: Physical Book
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). ... show more
Reviewed in the United States on February 24, 2018 by Anonymous

  • The Best RPG module and for good reasons!
Style: Physical Book
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. ... show more
Reviewed in the United States on April 21, 2024 by Jon Gedge

  • An Immersive and Thrilling Adventure!
Style: Physical Book
"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! ... show more
Reviewed in the United States on July 18, 2024 by Kelly Lienemann

  • A different locale, a different mood
Style: Physical Book
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. It’s a neat idea, but I do wish the Tarokka deck wasn’t 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 Wizards’ “quality over quantity” publishing strategy. ... show more
Reviewed in the United States on March 15, 2016 by A. mazon Customer

  • The One True Darklord of Ravenloft Returns!
Style: Physical Book
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! ... show more
Reviewed in the United States on March 17, 2016 by The Silent Man

  • Easily the Best Module Available that could easily Serve as a Setting
Style: Physical Book
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. ... show more
Reviewed in the United States on September 2, 2020 by Jay S. W.

  • Grab your torches!!! It's time to go back to Ravenloft!
Style: Physical Book
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... ... show more
Reviewed in the United States on March 20, 2016 by David Cotignola

  • Best Adventure Ever - DM MUST PREP
Style: Physical Book
I honestly can't recommend this adventure enough!!! We are about 1/3 of the way thru the campaign and it's seriously one of the best I've ever seen. Here is my list of suggestions....some SPOILERS AHEAD. 1. I would recommend waiting until the characters are 3rd level or so. That way your players are really starting to gel as a team, caring about each other and their characters. The reason for this is the adventure will scare the stuffing out of them because death is literally everywhere. I've never seen my players so freaked. 2. I would also highly recommend anyone who runs the campaign spend about a week reading it and then do yourself a HUGE favor and map out all the possibilities. Take note. PREP PREP PREP. 3. Use the Ravens to move your characters along when they get stuck on what to do or if they head somewhere WAY over their head. 4. Use the Dream Pastries. Anyone who eats one give them madness/depression where they feel like they will never get out of Barovia and they are going to die. Additionally anyone who eats on is hooked/addicted and can't sleep (short or long rest) because it's all they think about, which means they can't heal except through the use of magic. A remove curse should take care of this. Also have beggars, who beg in the streets, beg for pastries or coin to buy pastries but only after your players are hooked. Finally, once hooked give the hint what's in them. Fabulous! 5. If anyone gets bit my a werewolf DO NOT ROLL the save right away!!! Take notes who got bit. Wait until the 2nd or 3rd rest and THEN make them make the save. Anyone who fails turns during the night and OH BOY THE FUN REALLY STARTS!!! 6. Finally, I suggest playing Strahd like a bad ex boyfriend. Have him pop up a few times, beat the stuffing outta of the party, and leaving them crying. Good luck! It is awesome! ... show more
Reviewed in the United States on April 7, 2017 by Amazon Customer

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