![]() ![]() These Dark Powers will revive a dead player, leaving behind a permanent side effect (e.g Your eyes melt away and you can blindsight up to 60ft. The other is the resurrection capabilities of the Dark Powers, the very same that gave Strahd is vampirisism. Two in particular are a spellcaster for hire who can be found and paid for spellcasting services. The Adventurer's League has added some nice stuff to the Currse of Strahd module.If the group REALLY need help towards the end he could seek them out, as they have common goals, once he's found a way to overcome his madness. He's incredibly dangerous and he's suffering from madness, he could kill the group. Avoid the Mad Mage (Mordenkainen) encounter north of Lake Zarovich.I believe the Sun Sword should be kept for late game, not just because it's a great weapon but it's a great moment and step up in power for the whole group and they might feel like they're ready to fight Strahd after this. Failing that give it to Van Ricthen / Ezmerelda. As for items you could give them the Symbol early on to help them, the book states that his needs a Paladin or Cleric, failing this you could have it be usable by the most lawful good character possible. Give them a good ally, likely Van Richten or Ezemerelda who are strong Clerics and have great knowledge of Strahd and his land. Stack the deck, which I'm guessing you already have in mind.I'm in no way a master, but a couple of things come to mind: I’d like to have their tarokka readings lead to an easier campaign experience while still being fun, would any of you CoS masters be able to recommend me a good card reading for new and arguably bad D&D players? However, knowing CoS is a harder module, I would like to make it a bit easier without having to fudge rolls or remove content. Over the course of the game they got better and I think they have the hang of it. I guess they see it more of like Skyrim or other single players games where stuff just naturally comes to them instead of realizing that they have to think for themselves in real life. ![]() Come around to the wolves turn and of course they all attack him and kill him in one turn. Well first thing they do is the Druid who got highest initiative runs up to the pack of wolves and cast beast bond on one of them. I went through the beginning of the module and threw some quick wolves at them for their first encounter. It’s actually their first time seeing it. The light is sunlight and last for 10 minutes or until you end the effect (no action required).I am DMing a group of personal friends who are playing D&D for the first time. Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it she dbright light in a 30-foot radius, and dim light for an additional 30 feet. When you do so, undead have disadvantage on their saving throw against the effect. ![]() ![]() Turn Undead: If you ahve the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol with using that feature. It can repeat the saving throw at the end of eahc of its turns to end the effect on itself. On a failed save, a target is paralyzed for 1 minute. Vampires and vampire spawn with 30 feet of the holy syjmbol when it flares must make a DC 15 Wisdom saving throw. Hold Vampires: As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. It regains 1d6 + 4 charges daily at dawn. The object has 10 charges for the following properties. The holy symbol is a platinum amulet with a red crystal gem shaped like a raven in the center. ![]()
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