SMDT Game #1 - Session Plan

by DragnaCarta

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SMDT Game #1—Session Plan

The Rules

Difficulty. Medium (8th level)
Death. Gothic revival (KO + lingering injury).
The Countdown. Four IRL hours to kill Strahd.

The Players

Lover Sundowner (Murdoc)

Character. Human Sailor Cleric of Light. Wise, hardy, and dextrous. Unintelligent. Adept in athletics, medicine, perception, and stealth. Speaks draconic. War Caster for concentration; Warding Flare (4/day) to impose disadvantage. Additional radiant damage on attack. 17 passive Perception. Channel Divinity (Destroy Undead). Spell scroll (mass cure wounds).

Spells. Sacred flame, guidance, flaming sphere, fireball, daylight, guardian of faith, wall of fire

Tilanthas (Lee)

Character. Half-Elf Hexblade Warlock. Charismatic, hardy, and dextrous. Weak. Adept in persuasion. War Caster for concentration; fey ancestry (resistance to charm; cannot be magically put to sleep). Devil's sight (for darkness).

Spells. Eldritch blast, green-flame blade, hellish rebuke, blur, mirror image, fly, counterspell, dimension door

Xav Berdak (Todd)

Character. Fae Hobgoblin Divination Wizard. Intelligent, wise, hardy, and dextrous. Uncharismatic. Adept in arcana, history, insight, and perception. Telekinetic feat. Fey ancestry (resistance to charm; cannot be magically put to sleep). Portent (2 d20s/day).

Spells. Mage hand, mind sliver, detect magic, magic missile, shield, absorb elements, counterspell, fireball, haste, sickening radiance, misty step, locate object, invisibility, mind spike.

Marcia (HumanFarmerMan)

Character. Half-Elf Arcane Trickster Rogue. Dextrous, intelligent, and charismatic. Weak. Adept in acrobatics, deception, investigation, persuasion, sleight of hand, and stealth. Fey ancestry (resistance to charm; cannot be magically put to sleep). Telekinetic feat. Thieves' tools.

Spells. Booming blade, message, disguise slef, silent image, silvery barbs, invisibility, spider climb.

Ismark (Schelling)

Character. Human Zealot Barbarian. Strong, dextrous, and hardy. Unintelligent. Adept at animal handling, athletics, and perception. Rages and divine fury (radiant damage on melee hit). +2 greatsword and javelins.

[Lingering Injuries table removed; see DMG p. 272]

The Game

Hour Zero

Approaching the Castle

The characters are all in a carriage racing towards Castle Ravenloft. Lightning streaks through the sky and thunder rumbles all around them. They are traveling at this breakneck pace with legendary vampire hunter Rudolph van Richten, after he gathered them in a last-ditch effort to kill Strahd von Zarovich. He frantically explains what he has learned to them, and displays the tarokka cards and their cryptic clues.

The Tarokka Reading

The Tome of Strahd

This card tells of history. Knowledge of the ancient will help you better understand your enemy.

8 of Stars—Necromancer: A woman hangs above a roaring fire. Find her, and you will find the treasure.

The Holy Symbol of Ravenkind

This card tells of a powerful force for good and protection, a holy symbol of great hope.

6 of Stars—Evoker: Search for the crypt of a wizard ordinaire. His staff is the key.

The Sunsword

This is a card of power and strength. It tells of a weapon of vengeance: a sword of sunlight.

4 of Coins—Merchant: Seek a cask that once contained the finest wine, of which not a drop remains.

Strahd's Enemy

This card sheds light on one who will help you greatly in the battle against darkness.

Master of Glyphs—Priest: You will find what you seek in the castle, amid the ruins of a place of supplication.

Strahd's Location

Your enemy is a creature of darkness, whose powers are beyond mortality. This card will lead you to him!

Executioner (Jack of Spades): I see a dark figure on a balcony, looking down upon this tortured land with a twisted smile.

Strahd's Arrival

Then, as the carriage crosses the rickety bridge to Castle Ravenloft, a gargoyle swoops from the sky and tears Van Richten from the cart and the two plummet over one thousand feet into the gorge beneath the castle.

The carriage careens into courtyard of Castle Ravenloft and crashes as the horses fall mysteriously dead. The characters are hurled from the carriage into the courtyard. As they rise, muddy and soaked through, a massive and ghostly apparition of Strahd appears before them. He cackles at their misfortune and raises an hourglass filled with blood-red sand. He looks down upon them and says:

“I am the ancient. I am the land. I am Count Strahd von Zarovich. Gaze upon me and tremble, foolish hunters. The walls of Castle Ravenloft are my domain, and here, I reign supreme. You wish to hunt me down? So be it. We are but four hours from planar midnight. I grant you four cosmic hours to explore the castle, uncover its mysteries, and confront me." Strahd turns over the hourglass and the sands begin to trickle into the bottom bell. "But when the sands of time run out, so too will your lives. Welcome to Castle Ravenloft. Welcome… to your doom!”

Strahd cackles, and his apparition and his voice fade into the mist as the doors of Castle Ravenloft swing open behind him. The characters stand in the Front Courtyard (area K1), and the door opens into the Entry (area K7). Begin countdown.

Hour One

If the PCs have found the Sunsword, Strahd attacks its wielder, materializing from thin air, striking, then fleeing with his Shapechanger trait. Otherwise, Strahd appears to mock the party for their inevitable defeat and offers a PC a gift: a regained spell slot of their choice.

Hour Two

If the PCs have found the Sunsword, Strahd attacks its wielder, materializing from thin air, striking, then fleeing with his Shapechanger trait. Otherwise, Strahd appears to mock the party for their inevitable defeat and offers a PC a gift: immunity to charms from all creatures except Strahd.

Hour Three

If the PCs have found the Sunsword, Strahd attacks its wielder, materializing from thin air, striking, then fleeing with his Shapechanger trait. Otherwise, Strahd appears to mock the party for their inevitable defeat and offers a PC a gift: their damage-dealing cantrips deal +2d6 radiant damage to all undead except Strahd.

Hour Four

Strahd appears before the party and attacks.

Random Encounters

K11. South Archers' Post. Ezmerelda d'Avenir.
K21. South Tower Stair. 2 Vistani thugs.
K23. Servants' Entrance. 4 crawling claws.
K36. Dining Hall of the Count 1 broom of animated attack.
K55. Element Room. A walking cane with an iron ferrule that strikes sparks on stone
K64. Guards' Stair. Blinsky toy (puzzle box)
K81. Tunnel. 1 black cat.
K83. Spiral Stair. 3 Barovian commoners.

Tarokka Items

Tome of Strahd. K37. Study [Mantelpiece]
Holy Symbol. K88. Catacombs [Gralmore's Compartment]
Sunsword. K63. Wine Cellar [North Cask]
Ireena. K15. Chapel [Altar]
Strahd. K6. Overlook [Balcony]

 

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