Adventures present many opportunities for reuse, though some
adventures produce more opportunities than others. With the release
of Curse of Strahd recently, I want to go over the top 3
things from the adventure that can be reused as well as some
honourable mentions.
Maps
I find that I cannot have enough maps. As such, adventures like this
are a good source of reusable maps. You already bought it, why not
get some more mileage out of it? Some are very situation and as such
aren't as useful for reuse. In the case of Curse of Strahd,
there is a mix of situational and reusable maps. There are towers and
villages that can easily be reused as needed. There are also some
harder to reuse examples like Castle Ravenloft. Reusing Castle
Ravenloft in its entirety, while possible, isn't that practical in my
opinion. However, floors can be reused in order to get a basic floor
plan of a keep or a castle. Some staircases may need to be removed or
lead to completely different maps though. If you are doing theatre of
mind and forcing players to sketch the rooms as they go through,
it'll be even easier. A large portion of the maps from the adventure
detail Castle Ravenloft. There are some more generic maps as well,
such as the general layout of a church, camp, shop and winery that
can easily be reused. The werewolf den can also be easily used to
create a personalized dungeon.
Scares and False Scares
Curse
of Strahd
is the only adventure out of all of those published by Wizards of the
Coast for D&D 5th
edition that embraces horror. As a result, there are some scares and
false scares that can be lifted, converted or be used as inspiration
to create brand new scares (K10 and K27 are two of my favourites,
though K27 is easier to reuse). Most of the scares will need some
level of conversation or only be inspiration since they tend to be
closely tied to a location or idea. However, it's still a good
resource to have and if needed, entire rooms can be lifted along with
the scare inside. The ones that are located in Castle Ravenloft are
very similar or exactly the same as in I6:Ravenloft and as such
I6:Ravenloft can be consulted if you have it. I think the ones that
occur outside of Castle Ravenloft are unique to Curse
of Strahd
(someone correct me if I'm wrong).
Amber Temple
Some locations in Curse of Strahd can be easily lifted and
reused with some minor tweaks such as Argynvostholt and the Krezk
Abbey. However, my favourite is the Amber Temple. The sarcophagi are
very well done. The descriptions and the trade that is purposed is
something that has a great amount of atmosphere. I also find that a
place of forbidden knowledge, or a place of evil and power comes up
often when playing D&D. As a result, such a location becomes easy
to reuse. It's very easy to make it smaller if needed and to add a
revelation for a campaign that isn't related to Strahd. Even if the
entire map is changed, the sarcophagi are very intriguing. The idea
of a place made to house evil things to keep them from the wrong
hands being misused is also a great concept. Out of all of the
locations in the adventure, this is the one I am most likely to lift.
Honourable Mentions
I also want to give an honourable mention to the phantom warrior.
Some of the NPCs are very specific to the adventure (Strahd) but the
phantom warrior is really easy to reuse. The Barovian witch is also
quite easy to reuse and due to its low challenge rating is a good
possibility even at level 1. Removing the claws and changing their
appearance, they can easily be turned into a wizard that a level 1
party could comfortably face. The guardian portrait, Strahd zombie,
broom of animated attack, tree blight, animated halberds, and
wereravens are easily converted and used in other adventures.
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