Curse of Strahd Ideas (not for players due to spoilers, or the queasy!)

I was planning on putting a supplement together for the DM's Guild but honestly I'm last and will likely never finish this so here is my work so far.

1 The party hear a most unnatural sound in the lands of Barovia. A group of birds chirping. Upon hearing it their spirits lighten and they feel warmer inside, they can almost feel the sun breaching the clouds. If the players go looking for the birds they will find them on a dc 15 perception in the woods. Here the birds are not what they seem and are actually all corpses of long dead birds. Rotten feathers clinging to skeletal shapes that turn upon the party with glowing eyes. The birds are d6 in number and use the stats for a Raven in the MM. Once they attack the sky darkens as clouds gather. Although it may be day time the DM can now roll on the night time encounters table for the remainder of the day.

2 The party travel across the road as the mists grow heavier. They can barely see five feat in front of them when a shadowy figure looms in the distance. A long black cloak billows in the mist and lightning strikes. If the PCs question who is there or approach the figure will reaveal them selves as the devil Strahd Von Zerovich! This is actually Zarek, a poor unfortunate who went mad after seeing his parents cut down by vampire spawn. His mind shattered he did all he could think of to save his life and proclaimed himself the devil strahd. Strahd, who was hunt with his spawn at the time, found this most ammusing and instead of cutting him down brought him to his castle and had Zarek fitted with clothes. Now Zarek travels the woods protected by an escort of wolves convinced he is infact Strahd. Strahd finds his 'jester' most amusing as he often torments the villagers and has ordered no harm may come to him. If Zarek dislikes a pc he can order them killed at which point 3d6 wolves will appear and target the offender. If he grows a liking he can take them back to his castle.

  1. The party hear the crying of a girl in the woods or off the trail depending on their location. If they choose to investigate they will find a small girl crying in the woods with her head on her knees. She repeats 'Please stop, please stop' Particularly parceptive pcs(dc20) will notice small pricks forming on the girls skin though no blood sheds. If the pcs attack she vanishes, if they try move her she cries out that she won't go back to the windmill and vanishes. If they question her she politly she will ask them to stop the witches. Make them stop before lifting her head to the pc questiong her. She has no eyes and falling from her eye sockets is white powder. Then she vanishes. Once gone the girl will leave behind a pool of white powder(ground childrens bones). Truely evil pcs could collect it and sell it to the hags in the windmil for 20 gp. Ignore this event if the players have already killed the hags in the bonemill

  2. A man with his shirt half off and no shoes bursts through the fog and into the players. Smiling "sorry friends I've biten off more than I can chew". As he says this they players can hear the playful calls of several women in the fog. "Vistani" He remarks before turning to one particular pc(left to gms discretion). "I've got to get home, maybe you could slow them down for me, want to take my place?" If the pcs answer is anything other than the affimative he interupts them "Are you sure, you look like you could use a bit of fun(the vistanni girls cries grow louder) will you take my place?" Once again if they answer in anything other than the affirmative he will remark "please, take my place." If they still refuse or at any point attack he vanishes. 50 feet from here is a long dead tree who's only remarkable feature is a thick branch up which a man is hung. His corpse long rotten wears the same clothes as the one that approached the players. If the player agrees then the corpse is at the base of the tree and the player is now being hung. The have 8 rounds before taking con saves for suffocation. 7 for light armour, 5 for medium and 3 for heavy. Their arms are loosly tied and they can make some sound(though not enough for verbal componants of spells).

  3. The players find a series of grave markers with Barovian names. If they chose to read the name they will discover one of the players names(chosen randomly) written amoung the barovians. Digging up the grave will result in finding a rotting corpse with all the players non magical armour, clothes and weapons.

  4. This event will occur the next time the players begin to eat in the wilderness. Choose a random player. As that player is eating their food suddenly has a foul liquidy form and has turned to blood in their mouths. Any remaining food is filled with maggots or oozing blood depending on the food in question.

  5. A woman with a long white dress is heading the opposite direction of the players. She has a dagger in her chest and her dress is stained red however she doesn't seem to notice. She will spark up conversation with the players before eventually heading on her way(to a town left up to the dm depending on the players location and direction they were heading). If they mention or draw attention to the dagger the woman seems surprised and remark 'why' before decaying rapidly in front of the players. Colapsing as a corpse in the road.

8 This only occurs during a long rest where players sleep in the wilderness. Any sleeping player will abruptly awake to find thmselves inside of a coffin. Not only that but it is already occupied by a rotting corpse. Anyone watching anyone sleep will see them vanish and a coffin placed where they were. If the player makes any noise inside the coffin the corpse beside them will awaken and attack. It uses stats for a zombie.

  1. A woman is gravly injured and will be spoted by the players before she notices them. She is cautious and tries to crawl away. If the players heal her she is incredibly grateful and mentions she was attacked. To show her gratituted she promises to let the players in on a secret. A way out of the fog. She takes the players(who if they are hesitant she tries to make good faith by suggesting the keep weapons aimed at her or their distance) and will bring them to a nearby clearing where two dusk elves are tied up and two more killed. The clearing has a small tent set up like the vistani and she presents the players with their way out. She believe the vistanti are keeping the secrets of escaping this place because the love tormenting the borovians. She also believes that if she drinks the blood of a still living vistani she will be able to escape the mists. She invites the players over and will try slit the throats of the helpless elves. If the players aid her and drink the blood they are haunted by the spirits of the elves. On a long rest there is a 25% chance for it to completely fail as they are haunted by the spirit of the elf the have consumed. If they oppose her she will attack. Saving the elves makes them very grateful and will take the players to the vistani camp with the missing girl. They reward the players with 100 gold each and will always be welcome at the camp.

  2. The players hear the sounds of children singing. The dm is encouraged to find the creepiest child singing music they can and play it for the players. If the follow the sounds of the music they will come to a wooden table at a clearing which contains a large feast, freashly prepared. This is the Heroes' Feast spell in the players handbook. If the feast is consumed this event will not happen again. This is to somewhat mess with the players heads. The dm should play up the creepy music and how the further they get off track the more ominous the fog becomes. A particularly cruel dm may use this at the start of an adventure and completely mess with the players heads for the rest of the game. (I'm telling you following this trail of blood past that sign that says 'Go back' also written in blood is a good idea. What if it's another Heroes' Feast?)

  3. A bag of 407 gold pieces. That's it, no strings attached. Let your players imagination of where the bag comes from or who it belongs to give you ideas for future encouters. You could play up that as the pick up the bag "You can feel the eyes of nearby crows on you as your fingers close in on the leath pouch".

  4. The players hear muffled screams off the trail. Heading 100 feet in the direction of the screaming will reveal a cabin with one door and window. In the window the players will see a woman banging on it and screaming for help. Seeing the players she moves in the direction of the door and the door starts to shake as though someone is trying to open it but it's locked. She will return to the window and a shadowy figure will appear behind her and her screams will grow more desperate. Any player kicking down the door will reveal an empty old cabin. There is a bed with caked blood in rough sheets. A pot sits over a small area for fires. Looking inside will reveal some bones and mouldy water. Hair, same colour as the womans, will be stuck under the lid of the pot.

13.The mists surround the players obscuring their vision before returning. All around on the trees are hanging corpses, the number of which should corrispond with the number of players. These are previous adventureres who tried to defy strahd. They should be the same classes as your players and similar gear and race.

  1. The players discover a Binksy doll in one of their likenesses. Roll to determine. If they haven't met the creator he will be shocked at the player who's doll is in likeness and apologise. If they have he will apologise if they confront him but the stranger offered quite a bit of coin.

  2. Describe the players entering a new area, everthing is as it seems except the trees are blowing in the oposite direction of the wind.

/r/DnDBehindTheScreen Thread