The Ferryman: An Introduction to Curse of Strahd

I recently started DMing Curse of Strahd, the 5th edition re-introduction to Ravenloft, based on the classic Castle Ravenloft module by Tracy Hickman and Margaret Weis. To say I’m a huge Ravenloft fan is a slight understatement. The AD&D Ravenloft books were some of the few I have ever owned, I purchased nearly every 3.0 and 3.5 Ravenloft book that was produced and I ran 2 fairly long campaigns in the world.

Images used are owned by Wizards of the Coast: Buy Curse of Strahd from your local gaming store, buy WOTC products, and support their artists and writers. The written work in this piece is covered under the Open Gaming License, as I understand it.

5th Edition is cool, and I wrote about Advantage/Disadvantage a few weeks ago. That being said, I haven’t played or run many games yet. I actually purchased Curse of Strahd well before I knew I’d even run it. Heck, when it came out, I was in my last year of Grad School, and there was zero chance I was running or playing any role-playing game. It didn’t matter, I wanted to own a copy of this game. Ravenloft was my jam, man…

Well, last week I finally got the chance to introduce a few friends to Ravenloft and 5th Edition. I wanted to create a short introduction that was deeper than the “Mists Take You” option, but slightly less in-depth than some of the other opening options in the book.

 

What follows is an introduction to Curse of Strahd which I welcome you to incorporate into your own game if you’d like.

 

The Ferryman: An Introduction to Curse of Strahd

For 3-5 1st Level Characters

5th Edition D&D

 

Background

 

You are settled in for the night at the Wizard’s Wand, a tavern on the edges of Lake Galifar in Aundair, near what used to be the city of Arcanix. The mood in the tavern is muted, a few other patrons are sitting drinking their ale speaking rarely to one another. Since Arcanix disappeared, things have been looking more and more like war. No one has proven that the disappearance of Arcanix was performed by Brelish agents, but more and more hawks in the nation are pushing to attack SOMEONE for the event.

Six months ago, a great fog, much like the mists that surround the Mournland of former Cyre flowed off of Lake Galifar and surrounded Arcanix. That night it seemed to choke out the city, and when the sun rose the next day, the city had vanished with the misty fog.

 

The party has known one another for some time, either having done some minor adventuring with one another, or as children growing up in the area. You trust one another, and that trust is important. War is coming, and you need someone to trust when war is on the horizon. It has been a pleasantly warm summer.

 

Scene 1

 

As you drink your ale, the door to the tavern swings open. A man, dressed in thick winter cloak, boots, and hood strides in. As he does so, a thick fog accompanies him. The mists seem to creep toward the other patrons of the tavern, stopping short and then receding as if they were hands scraping the floor. There is not a drop of sweat on the man as he steps up to the bar, in fact, he looks frigid. He takes off a frost coated glove and slides an odd looking silver piece across to the innkeeper.

 

Any party member that looks out the window will see the streets are filled with fog, so thick they can no longer see to the other side of the street. Some of the mist curls around and for a moment, a spectral face will appear and loom toward the player character. A character with the ability to sense undead or see into the ethereal realm will see the streets filled with ghosts and skeletal spectres.

Not Yuri

If the players do not initiate contact with the strange man, he will turn to them and begin to stare. Eventually, he will stride toward them with purpose.

The man is Yuri Iljavanovich. Yuri speaks with a thick accent, clearly not from any of the Kingdoms of Khorvaire. He will ask the characters questions about their lives, what do they do for work, if they are looking for jobs, where they grew up. If a player is a Cyran refugee, he will pay particular attention to them. If the players turn his questions on to him, he will respond with the below.

 

“I am from a place called Barovia, which has been conquered by a demon. We are seeking those who would help us. You all had something, perhaps a look, about you that made me think you would be interested in helping. We are slowly being hobbled by the devil, and need some fresh blood who can fight against him. The devil keeps us from leaving Barovia, only a select few have been able to escape, and even then, not for long.”

 

Yuri will admit to being a Cleric of Ezra. “Ezra is our Guide of the Mists. She allows those of us who worship her to briefly escape the clutches of the Devil Strahd. With this lantern (which he’ll hold up and appears to be a normal gas lamp) we are able to use the Mists to travel to other places. The devil forces our return though, and we can only bring people in, we ourselves cannot escape, though of course, I would be able to return you here if you choose.”

If the players choose to accompany Yuri, have him instruct the players to put warmer clothing on, as Barovia is in the middle of a harsh winter. If the players choose not to follow Yuri, you may of course ensnare them with Mists when they leave the Wizard’s Wand, or not, the choice is yours.

 

Scene 2

 

When the players leave the tavern with Yuri, the mists seem to part only slightly from himself and the party. He turns the lantern on, and the fog recedes a few feet. If asked, Yuri will tell them the journey will take a minimum of three days in the mists. If pressed, Yuri will tell the party very little about Barovia, except that the Devil Strahd is a great beast that feasts and hunts his people. They have tried to fight him themselves, but have always failed.

 

The Mists wrap around the characters and they are quickly far away from Arcanix, Aundair, and even Eberron. The thick fog wraps around them, masking their journey, and they cannot even see if they are on a road, and it appears they are simply walking within dark clouds. Eventually, they will come to a clearing, after almost a day’s walk. Before them will be a few large boulders and a makeshift lean-to. A fire pit has been used recently, and the Mark of Ezra is painted on a boulder facing the party as they arrive.

 

Either before bedding down, or in the morning, run the first encounter.

 

Encounter 1

Though the mists are not quite as close as they were while you were walking, they are still close and it is hard to see far from your resting place. The fire isn’t really warm, but it gives you something to crowd around. Everything around you seems to devour your body heat, and you find yourselves shivering with little provocation. Sleep helps, but standing watch is a thankless job. Yuri ignores any request to join a watch rotation, he goes immediately to sleep.

 

As you gaze into the fog, you smell the thick scent of pine and then you hear an odd sound. Scrape, thump, scraaaapppeeee, thump, scrape, thump. The sound seems to both echo and be muted. It becomes louder, and stronger, and finally, the mists peel back farther. You can seen pines all around you, and 10 – 15 feet away, are 3 Skeletons. These skeletons are wrapped in the remains of Cyran armor, holding rusty swords and tattered shields. One skeleton has on a thick iron boot, which appears to be some form of prison gear.

 

Any magic used against the skeleton with the boot only causes half damage. The boot is immune to all magic, but it incredibly heavy and largely useless to the players. If hit with any spell that is force related, like lighting or eldritch blasts, the boot will glow with runes describing its use to restrain magic using prisoners. The skeletons laugh every other turn in which they are hit for damage. This laughter sounds like dried bones hitting against each other.

 

During the fight, Yuri will be praying in incomprehensible gibberish. He will not attack the skeletons. They will generally avoid him, unless one of the players intentionally pushes him into their path.

 

After this encounter, Yuri will finish praying and will ask if the characters wish to continue along their journey. If asked, he will say that he knows that there are many undead in the area wearing similar clothes to these skeletons, and he believes they are related to the a group of refugees that entered Barovia a few years ago. They call themselves Cyrans, and a few have integrated into the local population.

Scene 3

On the second day, have the party reach a river. Yuri seems shocked and concerned when you reach the river. You can see a rope has been cut that used to cross the raging river. There are no mists around the river area, which is odd, as the mists hang thick not 500 feet or so on either side of the river.

 

“There used to be a ferry here, it looks like someone cut the rope.” If pushed, he will suggest heading north, as there is the possibility of another way to ford the river in that direction. He will refuse to try and wade or ford the river without a rope and boat. If the party constructs a way across at this point, hold the next encounter until they reach the other side. If the party heads north, or south, run the following encounter there.

 

Encounter 2

Please take your time….

Whichever way the party chooses to go, they will hear the same horrid skeletal laughing from their last fight. This warning will allow them to attempt to sneak up on the enemies. They will crest a small hill, and then be able to see through the trees, that there are 3 figures crowded around one another, swaying, making an eerie creaking laugh. When the players get within sight of them, they will notice 3 zombies, wearing the same outfits as the skeletons, with similar weapons. If the players have not crossed the river, the zombies will be guarding a boat which is attached to another ferry line across the river.

 

Once the players have defeated the zombies, they will be able to commandeer their boat, or, if they found another way to cross the river, they will find a small pouch of silver coins. There are 7 pieces of silver in the pouch. This pouch will be in the boat, and can be found by attentive characters or by Yuri at the least opportune time. If Yuri finds the pouch, he will inadvertently scare the characters who will have to make a strength check to keep hold of the ferry rope.

 

Scene 4

My favorite vampire meme

Night will fall, and players will be able to rest again at another similar way station to before. In the morning, Yuri will wake the party and push them to continue on. As they crest a high hill, they will see the valley of Barovia spread out before them. A dark shape takes flight from Castle Ravenloft in the distance, and a thunderstorm can be heard from far away.

 

“Welcome to Barovia, my friends. The Devil Strahd awaits you, I hope you do not make the same mistake I did, all those years ago. Go to the village below the mountain, it is a good place to begin your journey to hell”

 

The characters turn, and see Yuri become a spectral form before them, he smiles horrifically and lets out the same laugh which the zombies and skeletons made. Then, he vanishes.
From there, have your players follow the road into the village of Barovia.

SOCIAL CONTRACT PART 2: WHERE WILL THE GAME BE PLAYED AND WHO WILL HOST THE GAME?

openerWelcome back to part two of the ongoing discussion on the social contract that exists in starting up a new tabletop RPG game. Last week we discussed the means in how to help determine the length and frequency that a game group will meet. So let’s recap that very briefly and then build off of that for this week’s topic: Where will the game be played and who will host the game?

 

Last week the topic focused on understanding how often and how long a group would meet. These broke down into three separate questions

  • How many days per week/month will the group meet
  • How long is each session going to last
  • How long will the story run for

 

These revolve around the availability of the group and the amount of commitment each member is willing to put in. So, with an understanding and agreement on that; let’s look at the next portion of this contract. I will break this into two sections

  • Where will the game be played
  • Who will host the game

 

As in Part 1 of this series of articles, I will break out examples of how the groups that I game with came to these agreements to create a fun environment for everyone involved.

Where will the game be played?

home-table

Before I get into the details, keep in mind that really this boils down to either a playing in a public game or a private/home game. Let’s take a look at the pros and cons of each, shall we?

 

Public games

flgs

Many groups have access to a Friendly Local Game Store often abbreviated as FLGS. These locations overall are great. From having a place to get your gaming gear to meeting likeminded gaming fans they help provide for and grow the community. Many even have space set aside for people to play games. Oftentimes for free. However, there are some things to look at when considering running at a local shop. Let look at those shall we.

 

Before looking at the issues that may arise, I want to stress it behooves your group to try and game at your FLGS when/if able. This accomplishes many things. First, you will find others who are into the games you are into. I have lost count of the times I have been running a game and someone comes up and says “I didn’t even know that [insert game title] was still available or even in print.” Second, it provides the FLGS business. Should they charge for the game space extend your group’s social contract to the FLGS by showing your support and patronage, if they don’t seeing bodies in the store is good for both the hobby and for business.

 

Speaking of business; when it comes down to it your FLGS is a business and as such is looking to profit. Support them when possible. Game there, purchase your gaming supplies from books to dice and such directly from them when able. Yes, it can be more expensive; however you are supporting local business and one that is supplying a service you enjoy.

 

This I plan on covering in more detail in a future article, but needless to say I feel very strongly on this topic.

 

So, there are the reasons why it is good to game at your FLGS. What are some of distractions one may encounter?

 

I want it to be noted that a simple lookup on a web site, a call, or even a quick visit during your Lunch Hour to the store can answer most if not all of the following questions.However, I want to point them out as they may not be readily apparent to new groups.

closed

 

First is hours of availability.If your local shop offers space for people to come and game. Especially, if the store hosts other events. On special occasion days open free gaming may not be a possibility. Really this should be a quick determination if any hours offered will work based on the answer to what days of the week or month the group will meet and for how long.

 

As an example there are a few stores in my area that offer different times of availability. The main store we frequent is open Monday through Saturday,  11AM until Midnight. They have a great big open area for gaming. You can see half of the area in the above picture at the start of this section… However, looking over their calendar they have many days that are not open for gaming or may be limited.  Take a look at a recent week’s list of events:

schedule

 

That is pretty packed. Which is good. However, you would want to reach out to the store and make sure open gaming is okay and that space if available. In fact, Wednesday’s from 6PM to 10PM it even says RPG; however, I can tell you that table space is very limited. So make sure to check before just showing up. Depending on store policy, the staff may even hold a table for your group.

take-my-money

Second is cost. Yes cost. Most stores offer free open gaming, but not all do. Please be sure to check.

 

There are two stores in my area that do charge for gaming, each in a different way. One charges a day fee. This fee is overall very reasonable and actually very good for groups who like long marathon sessions that can take a whole day. Your group pays the fee and they will give you your own private room that can be securely locked in case your group wants to take a meal break without having to worry about leaving your gear unattended. Of course if you don’t want to pay for this premium treatment, the store does have free, open space.

 

The second store does charges for any sort of gaming. You can pay a flat daily rate or hourly rate. Each table is semi-private and the staff will watch your things at the counter should you need to leave. Also, this store is open later than any other in my immediate area (until 3AM) which can make it perfect for night owl-style groups. Do note that this store does *NOT* offer any free/open gaming as an alternate option.

noise

NOW FOR THE ISSUE OF NOISE! Woops didn’t mean to yell there. Let’s face it, when you get large of groups of people together things tend to get LOUD! Add in that as other groups get loud that makes every other group raise their volume to be heard as well. This can be a problem for GM’s and players who are sitting next to each other to be heard properly. Both need to hear each other and for the GM especially this can lead to a hoarse voices had by all at the end of a session.
What can be done to fight the noise? Well, looking ahead at the calendar can be the best bet for open gaming area style stores as this will hopefully allow you to schedule around the high traffic days of a store. This may have your group making renegotiations as to how often your FLGS can accommodate your game.

 

Noise is the main reason why my weekly Tuesday group moved from being at our FLGS to one of the player’s homes. It was so loud that it became a distraction and hard for anyone to really concentrate and overall took away the fun of the game.

 

Last thing I want to mention here is the subject matter of the game you will be running. Most FLGS are family friendly and as such most will have rules for what kind of conduct is allowed. This can include language, types of games, food and drink to name just a few. So make sure that the game you are running is not going to break any of those rules. I want to stress here also is that what may offend one person may not offend another. So do your homework and cover your bases.

 

I ran a Demon: The Descent game for about 6 months or so at my FLGS. The game had some mature themes and touched on some adult(ish) subjects. As we were meeting at the store I made sure to convey these subtlety. For my group this worked and we didn’t have any issues with the store in this regard.

On the opposite side of this coin, my Wednesday open gaming table had a few players who while waiting for game to start, had a tendency to make some off-color jokes. When the store brought this issue to my attention I made a announcement to my table about it. It then became a non-issue.

 

Private/Home Games

game-table

Not all groups has an FLGS close to them and, when they do the there is the potential that play space doesn’t sync up with your group’s wishes, or it is just darn noisy. At that point your group will be looking to have a game at someone’s residence. These games are usually referred to as private home games as they are at a private home. This just like a open FLGS game has it’s pros and cons and some other considerations to take into account.

 

The big one here  is who’s house will be hosting the event. Normally the person hosting will have a space that fits everyone and is as close to centrally located for the group. These two things may not always be the case, however.

 

When my Tuesday group decided that the local shop was just too loud for us we decided to move the game to one of the player’s homes. Luckily, the distance was not much overall for any other players. The space was overall more accommodating and the noise was a moot point as we only had to worry about our own volume.

 

Note that the Host and the GM are not always the same person. The GM usually wants to arrive before the players to set up the area and get any notes ready for the session. When the GM and the Host are different people, setting a time with the Host as to when players and GM can arrive prior to game start will need to be established.

 

Expanding on the Tuesday game our Host is not our GM. As such they ask that no one arrive prior to 6:30 pm. This gives them time to unwind from work, eat Dinner and get the area prepared for the game.

 

Content for the most part with home games is a bit more open. I will cover this more in detail in question five Are there any topics or themes that are to be off limits in the roleplaying setting?

For now just understand that home groups can be a bit more overtly out with adult themes and language, assuming that all present are agreeable.

 

Finally, one thing I have found among many home groups is that since the host is well….hosting everyone is asked to bring a snack or drinks. Now I am not saying this is always the case it just tends to be the norm more often than not. This is different for each group but something to consider.

 

My Tuesday game used to rotate who sprung for pizza or would split costs of the pizza and sodas. This assured that food was plentiful and at hand. No need for food runs mid-session or running late due to grabbing Dinner.

 

As an aside one other thing that really separates a open gaming FLGS group from a private home group is ‘randoms’. What I mean by that is people not regulars to the group joining your game… In a FLGS I promise you people will come up and either watch you play or just simply ask what game you are playing. Do your best to accommodate them, as long as it does not break the stride of the session. This is good. It brings more players into the hobby.

 

When it comes to inviting people into one’s Home though, most people tend to like to know and trust those people. So, be aware that should someone want to join the group and they are not known to everyone, especially the host it is good manners to check with the group as a whole.

 

Who will host the game?

hosting

This is really about who will provide the space and area for the game. It really has been covered in a roundabout way above. If you find that you are playing in an FLGS, the Host normally will be the GM. They will want to arrive a bit early to make sure that the gaming area is ready to go and set up any maps, get their notes and such in order before the players arrive.

 

When the the game is being held at a home the Host normally will be the owner of the house the game is taking place at. In these cases, the Host will let everyone know when they can arrive and set expectations on food, beverages, noise and such as well.

 

Well time and place as well as host have been decided. Man can we please get to just playing the game already?

 

gygax

Hold onto your dice, there Mr. Gygax!

We need to cover a few more topics… The big one in fact is next. What game are we going to even run? After all this work finding a place and deciding on how long it will last. It is up to everyone to decide via group discussion what setting we will be adventuring in. That shall be decided next week, in Part 3 of this 5 Part series..

Please let me know if you have any questions or comments. I would love to hear your thoughts on pros and cons of FLGS games versus home games. Any points you feel I missed or disagree with? Let me know. Any points you liked? Let’s get a discussion going and as always thanks for reading.

 

Scott is a true analog gamer doing everything from pen and paper RPG’s to board games and everything in-between. He started out with Advanced D&D 2nd edition at the age of 10. From there he likes all genres and types, from the well known big names to smaller indie print publishers. Scott is Vice-President of The Wrecking Crew

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.