Campaign Rules: Curse of Strahd

by Astar7es

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Curse of Strahd


You play as an adventurer plagued by a terrible curse. You have spent your life restless and beset by nightmares. But when a letter arrived into your possession, promising an end to your plight, you embark for the cure. However, salvation doesn't come easy. Your disease is tied to a family with an undead villian, who seeks to hinder your every step. Will you be saved or will you just one of the many lost and doomed souls?


What to Expect?

This is a cinematic retelling of the most popular module of Dungeons & Dragons 5e, Curse of Strahd. This campaign streamlines the module, removing all the unnessary padding and allowing the narrative to shine. Additionally, it draws inspiration from "Van Helsing (2010)," "Castlevania (2017)," and "Dracula (2020)" to create the promised cinematic environment to immerse oneself in. Furthermore, theather of the mind will be used for social encounters, battlemaps for combat, and exploration will be done with handouts.

A Fateful Letter

A dead man lies in an estate. His cold hands are kept warm by the grasp of a grieving man. A lone figure watches this routine, her auburn hair glowing in the candlelight. She turns and heads to the study, her steps quiet to avoid disturbing the sorrow that pervades the home. She unboxes a quill, knowing that the words she is about to write will determine the fate of her family:


Dearest Adventurer,

I know you have been plagued by dreams that keep you awake at night, terrors that leave you restless during the day. How I came to know this has cost me dearly; blood... has been spilled. I beg you to read this letter to the end before dismissing my words.

The cure to your plight is tied to my own fate. Your dreams of death are not mere visions; they are a prophecy. My family has sought the truth behind them for generations. Your curse is bound to ours, and only by fulfilling it can we find salvation.

Time is of the essence, for I fear I do not have much of it left. Once you receive this letter, make your way to Barovia and seek out my brother, Ismark Kolyanovich. He will guide you to me, as I am bound to this home.

Farewell,

Ireena Kolyana

House Rules

The following are the house rules that everybody is expected to adhere to:

  • The Golden Rule. Treat others with respect. If you are being an asshole, I will be an asshole and will boot you from the table without warning. I do not condone "toeing the line" either. Do not test this.
  • Tension between Players. If there is tension between players, it is expected that they resolve said tension privately. Role playing tension for narrative sake is condoned, as long it's fun and doesn't turn personal.
  • Player vs. Player. PvP is only condoned when the involved players have discussed and agreed to the PvP. This rule also applies to thievery and related.
  • R Rated Themes. Possible depiction of violence, sex, and substance use. All depiction are to be handled with respect. The DM and players are expected to strictly adhere to this.
  • Safe Word. The safe word is the phrase "I'm telling you three times." If a player or the DM start with this phrase, everybody is expected to shut up and listen. The session will not progress until the situation is resolved. DO NOT ABUSE, if everybody wants it to be taken seriously.
  • XNO Cards. XNO cards are available and is open to use during the session.
  • Realism. Actions have consequences. Violence can lead to death, being stupid can kill you. Use common sense.
  • Spotlight. Players are expected to share the spotlight and not hug it for themselves. Thinking about the other players is heavily promoted.
  • Metagaming. Players are expected not to meta-game. It ruins the immersion for themselves and others.
  • Role Playing. Is heavily promoted but not expected. Players may play their character to their comfort level.
  • Rulings Over Rules. The DM rulings overrules the actual rules. Rules as Intended, Rule of Cool and Rules as Fun are core tenants.
  • Retconning Rules. A player may challenge the DM's rulings only if they are brief and concise. That means it won't ruin the session's pacing. If the DM agrees with a players arguement and the retcon won't hassle the table, then the rulings will be retconned. Else, they may approach the DM after the session to discussed the ruling.
  • Session Length & Breaks. Sessions are 3 hours long, 180 minutes total. There will be a 10 minute break every 90 minutes.
  • Debriefing. At the end of the session, I host a 10 minute debrief, where everybody may provide feedback. Participation is voluntary.

Variant & Optional Rules

The following are the variant & optional rules being used during the session:

  • Surprise. as per (PHB'14 p. 189)
  • Flanking. as per (DMG'14 p. 251)
  • Skills with Different Abilities. as per (PHB'24 p. 14)
  • 2024 Equipment List. as per (PHB'24 p. 213)

Homebrew Rules

The following are the homebrew rules being used during the session:

  • Homebrew Upon Review. All homebrew requires DM approval. No Homebrew class or subclass.
  • Karmic Die. When you roll natural 1 on a ability check, saving throw, or attack roll, you gain a Karmic Die. After you roll your next ability check, saving throw, or attack roll, you may choose to use your Karmic Die to roll another d20 and keep the highest. You may only have one Karmic Die at a time.
  • Narrative Encumbrance. Encumbrance follows common sense and strives to be realistic. No book keeping needed.
  • Max Critical. Critical damage deals "damage die + max damage" (exp. A longsword would deal 1d8+STR+8 slashing critical damage instead of 2d8+STR).
  • Bleeding Out (Condition). When a creature hits 0 HP, they are considered to be 'Bleeding Out' instead of unconscious. When a creature gains the 'Bleeding Out' condition, they are knocked prone, drop concentration on any spells they are currently concentrating on, and gain a point of exhaustion. On the start of their turn, they roll a death saving throw. A creature may perform their turn as normal but before they do so, they gain a death save failure. A creature may choose to skip their turn for no additional effects.
  • Quick & Potent Potions. Any consumable that is stored in a vial/syringe can be consumed using a bonus action. Using your action to consume a healing potion grants you max healing. Using your bonus action to consume a healing potion requires you to roll for the healing. You can heal a creature with a healing potion by using your action, you roll for the healing. This replaces all potion rules from PHB'24.
  • Flailing. You can forfeit your movement to make an additional attack action at -5 to hit. You can use any weapons or a cantrip. You must not have moved previously to use this action.

Character Creation

These are the character creation rule for Curse of Strahd. For the sake of maintaining the theme of the setting, all character builds will require DM approval before finalization.


Starting Level: 3 (up to 8)


Leveling System: Milestone


Stat Generation: Standard Array or Point Buy


Species Options: All officially published Species. You don't gain any ability score increases from your choice of species but from your background. Human (2014) is banned.


Class Options: 2024 Classes and all officially published subclasses.


Background: Background (Custom). See "Background (Custom)."


Backstory: Mandatory. See "A Good Backstory."

Milestone

Characters will attain a level up after completing a story arc. An arc is expected to last ~4 sessions with no detour. A level up can be attained earlier if the party manages to complete an arc without any lingering or a bit longer with lingering and side quests.

Background (Custom)

These are the implemented species & background rework.


Ability Score Increase. You can increase an ability by 2 and another by 1 OR 3 different abilities by 1.


Proficiencies. You gain proficiency in 2 skills and 2 tools or languages of your choice. You are proficient in common.


Origin Feat. You gain one Origin Feat (PHB 2024) of your choice.


Origin Feats

1. Actor 6. Musician
2. Crafter 7. Savage Attacker
3. Healer 8. Skilled
4. Lucky 9. Tavern Brawler
5. Magic Initiate 10. Tough

ATTENTION!!

Homebrew, Unearthed Arcana, and 3rd Pary Content upon Review!

Class Rework

These are the implemented class rework.


Hit Points at 1st Level: Class' Starting HP


Hit Points at Higher Levels: Average HP Gain


Starting Equipment: Based on your characters backstory.


Reskinning. Reskinning is expected so that the class fits to the campaign's aesthetic.

Class Specific Rework

Barbarian
  • Rage. You have a number of rages equal to your CON Mod + your barbarian levels (minimum of 1). You regain all uses after a long rest.
Berserker Barbarian (2014)
  • Frenzy. You no longer suffer a point of exhaustion when your rage ends.
Bard
  • Bardic Inspiration. You have a number of uses equal to your CHA Mod + your bard levels (minimum of 1). You regain all uses after a long rest.
Monk
  • Ki. You have a number of uses equal to your wisdom modifier + your monk levels (minimum of 1). You regain all uses after a short rest.

Spells

If a 2014 spell was reworked in 2024, you may choose which version you learn/prepare but you may not learn/prepare both!

A Good Backstory

Your character backstroy contains not only their motivation to embark in this adventure but also tools for the DM to immerse you, the player, into the setting as well as tools for the DM to engage you during the session. All good backstory answer the following questions:


Who am I? - This will give you and the DM an idea who your character is.


Why am I here? - This is your character's motivation why they are embarking in this adventure and why they will see this adventure through, for better or worse.


What's my character arc? - Arcs come in 3 different types: positive, negative, and flat. A positive arc means that your character changes for the better at the end of the journey and the negative arc is the opposite. A flat arc means your character doesn't change at the end of the adventure. If you don't know what your character's arc will be, then you may choose to leave it undetermined.


What is the theme? - A theme is basically a set of elements or tropes that informs your character and arc. For example, if revenge is the theme then you can expect revenge centric elements and tropes to appear during the session.


What is the lie I believe in? - The lie your character believes is basically the element that will change (or will remain the same) at the end of the adventure. In a positive arc, the lie will be rejected and replaced with something better. In a negative arc, the lie will become more elaborate and the character is consumed by it. The lie doesn't change in a flat arc.


Those are the basic questions that needs answered when writing your backstory. You don't have to write a master piece and it's not expected from you. However, it is expected that you know your character and why they are motivated to complete this adventure and stay with the party. This is your buy-in, the reason why you, the player, are playing this campaign.

Elements

That being said, there are few elements that must be present in your backstory, these are the tools for the DM to use:


The Love One. - This is a NPC your DM can use as a quest giver or motivation for you to do a background specific quest.


The Nemisis. - This is a NPC like the love one but your motivation is the opposite.


Internal Conflict. - This is a dramatic element that you can use or the DM can provoke to create dramatic scenes during the session. This is part of the lie your character believes in. Here are two examples of an internal conflict:

  • A person struggling with the guilt of accidentally killing a sibling. Anything that reminds them of their late family member result in him externalizing which manifest as risk taking behavior.
  • A person people pleasing because they are afraid of being rejected or being alone.

Flaw (Major or Minor). - A dramatic element that you or the DM can use to create dramatic scenes during a session. This is basically behavioral patterns for your to exploit so that you can engage with other players or the setting via role playing. They don't have to be anything major but just make sure they are usable. This is also part of the lie your character believes in. Here are two examples of flaws:

  • A person with a gambling addiction. Every time they have their hands on some cash, they always end up finding the first opportunity to spend it, resulting in them being constantly broke.
  • A person who is afraid of the dark. Every time it gets close to being too dark to see, they immediately turn a light source up. They sleep with a light on, always, and become restless if they can't see.

Minor Quest. - This is the quest your character is additionally pursuing in this adventure. However, it doesn't have to be directly tied to the actual campaign story. This can be something simple as "seeing the sights and leaving my mark" or something more major, such as "proving to myself or others that I'm not a coward." "Why am I here" answers your character motivation in pursuing this mission and the "minor quest" glues all other aspects of your backstory together.


All these elements are basically tools for you and the DM to use to immerse yourself to the story and are essential for a good and fulfilling backstory.

Appendix: Proficiency List

Languages

Common is always considered the regions language. This is determined by the DM.

Common Abyssal
Dwarvish Celestial
Elvish Draconic
Giant Deep Speech
Gnomish Infernal
Goblin Primordial
Halfling Sylvan
Orc Undercommon

Weapons & Armor

Simple Weapons Light Armour
Martial Weapons Medium Armour
Shields Heavy Armour

General Skills

Acrobatics Medicine
Animal Handling Nature
Arcana Perception
Athletics Performance
Deception Persuasion
History Religion
Insight Sleight of Hand
Intimidation Stealth
Investigation Survival

Tools

The following, for simplicity's sake, are considered tools.

Kits, Supplies, & Tools

Alchemist's Supplies Potter's Tools
Brewer's Supplies Smith's Tools
Calligrapher's Supplies Tinker's Tools
Carpenter's Tools Weaver's Tools
Cartographer's Tools Woodcarver's Tools
Cobbler's Tools Disguise Kit
Cook's Utensils Forgery Kit
Glassblower's Tools Herbalism Kit
Jeweler's Tools Navigator's Tools
Leatherworker's Tools Poisoner's Kit
Mason's Tools Thieves' Tools
Painter's Supplies

Gaming Sets & Instruments

Gaming Set Instruments
Dice set Bagpipes
Dragonchess set Drum
Playing card set Dulcimer
Three-Dragon Ante set Flute
Lute
Lyre
Horn
Pan flute
Shawm
Viol

Do not be limited by this selection. Any real life Gaming Set or Instrument can be chosen. Homebrewed items require DM approval.

 

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