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Re Va m p e d

The Essential Curse of Strahd Companion

DREAMS AND DESTINY


Send your players through the mists with this
brand new adventure hook for
Curse of Strahd

A module guide from Lunch Break Heroes


Credits Patrons
Writer & Designer: Lunch Break Heroes This guide was made possible through the support of
the following patrons.
Special Thanks
The following community members have made sig- Gold Tier
nificant contributions to this guide, either directly or • Justin Mendoza
indirectly. • Keith Nicholson
• u/MandyMod
• u/DragnaCarta Platinum Tier
• u/Ziopliukas • Thomas van Iersel
• u/Attercops
• u/JadeRavens

Artwork
• Maps of Barovia and Krezk: u/Expert-Use
• Other images from Pixabay.com

Disclaimer: Lunch Break Heroes is not liable for any loss


of limbs, sanity, or soul that may arise as a result of using
this guide to traverse the lands of Barovia. We are addi-
tionally indemnified against the effects that any player
might experience after eating at Morgantha’s diner.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Curse of Strahd, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in
the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors.

All other original material in this work is copyright 2020 by Lunch Break Heroes and/or other authors.

Page ii | Intro
Dreams and Destiny Class Quest

T
Retrieve the Blood Spear and unite the
here are several adventure hooks provided Barbarian
barbarian clans under your leadership.
with Curse of Strahd, each serving to draw Retrieve the Doss Lute from Castle Raven-
your players into the mists of Barovia through Bard
loft.
various means.
Redeem The Abbot in the eyes of your
This guide adds the Dreams and Destiny adventure Cleric
shared god.
hook whereby Madam Eva will, by way of a dream, ex-
Quell the animosity that lies in the hearts
tend a mysterious and enticing invitation to each char- Druid/Monk
of the druids at Yester Hill.
acter. This invitation will lure the characters to an inn,
where they will be transported to the land of Barovia. Restore the Knights of the Silver Order at
Fighter/Paladin
Argynvostholt.
In order to use this hook to its fullest potential, you
will need to possess a Tarokka deck—a physical copy is Bring peace to the forest around Krezk by
Ranger
defeating Kiril and his pack.
preferable, but a printed copy of the cards will suffice.
Discover the mythical treasure horde of
Rogue the Amber Enclave and claim it as your
Video Companion own.
Watch the companion video for this chapter on YouTube. Perform a ritual at each of the standing
Sorcerer
stone sites, imbibing their latent power.
Perform a ritual at each of the standing
Preparation Warlock stone sites, paving the way for your pa-
tron’s entry into the realm of Barovia.
While you can use the hooks included in the module
Uncover the history of the Amber Enclave
with very little setup, the hook in this guide requires Wizard
and acquire their power as your own.
careful preparation and forethought. It is recommended
that you get started preparing this hook as soon as each
player is done creating their character and choosing Destiny Awaits
their backstory. Once you have determined what everyone’s personal
For every player in your group, you will need to pre- quest in Barovia will be, you may select Destiny Cards
pare four things. This guide will cover each of these in for each player. Each Destiny Card is symbolic of their
detail. character’s quest within Barovia. The card itself will be
1. A personal quest inside of Barovia. given to the player in due time.
2. A Tarokka card that relates to the quest. Your choice here is largely subjective, and may not
3. A dream sequence that entices their character to be perfect due to there being a finite number of cards
meet up with others in the party. within the Tarokka deck. Try to match the image on the
4. A personal reading from Madam Eva. card as closely as possible with the theme of the quest.
The Beast card is ideal for anything dealing with were-
The Personal Quest wolves, for example, and The Avenger may be ideal for
Everyone has a past, and every character has a backsto- the Paladin’s quest.
ry. Whether they’re a born noble out seeking adventure, Take the cards that you choose and set them aside.
a naive young cleric looking for their lost tutor, or an Note that they will not be available during Madam Eva’s
ex-werewolf just trying to make their way in the world, card reading during the game. As such, if there is a card
every character comes with some way to draw them that you are hoping to draw during the reading, you may
into the mists. want to reconsider its position among the Destiny Cards.
The goal of this step is to craft a personalized quest
that the player character can only achieve inside of Sweet Dreams
Barovia. They’ll be given a glimpse of this quest and its With a quest in mind and a card in hand, craft a dream
potential through their dream sequence later on, which sequence for your players. The dream should relate to
should give them plenty of motivation to follow Madam their character’s backstory, and perhaps foreshadow
Eva’s instructions. parts of the adventure to come. Each dream should be
The type of quest that you give is entirely at your dis- written down and given to the players before the first
cretion. As stated above, however, it should be a quest session of play, perhaps in a sealed envelope.
that is achievable only in Barovia. The following table While you are free to make your players’ dreams
provides example quests by character class that might whatever you wish them to be, nightmares are recom-
serve as inspiration. mended to properly set the tone of the gothic horror
Dreams and Destiny | Page 3
adventure that will soon follow. Themes and imagery of enough to convince your players to purchase lodging at
death and despair, as well as hopelessness and corrup- the inn.
tion tend to work well. See the Appendix for examples of Give them all a chance to describe their character’s
dreams that were given to real players. night time rituals. Take note of what they take off and
When each dream sequence reaches its climax, per- stow away, and what they wear to bed.
haps before the character is mauled to death by a were- Once every character has fallen asleep, they are mag-
wolf, describe the scene as ending abruptly in darkness. ically transported to Barovia. Describe the first charac-
Then, add some variation of the following: ter to awake as finding themselves in a strange forest,
Next, describe the player character waking up to find shrouded in a cold and wet mist. Other characters
a Tarokka card in their hand—the Destiny Card that you awaken in turn.
selected earlier. On the back of the card is written the The party is now in the woods just north of the Svalich
name of an inn: The Nightmare’s Stable in Daggerford. Road in area A. Their adventure begins.
It’s at this point that you should present the players
with the physical copy of their Destiny Card. Bonus Weaponless and Penniless
points if you can hide it among their possessions or on A part of the horror genre is the concept of resource
their person without them noticing. scarcity. Monsters are a lot scarier when you don’t
have a sword to fight them with. As such, you may find
A Personal Reading it worthwhile to start your players off in Barovia both
Although she contacted them through their dreams and weaponless and penniless.
summoned them to Barovia, Madam Eva did not tell the If you choose to do this, any item that was not worn by
characters what their quests would be. The final step a character when they fell asleep was not transported
in preparation is determining what Madam Eva will tell with them to Barovia. This can include purses, weapons,
each of character when she meets them at the Tarokka and even armor. It’s entirely possible that a character
reading. enters the land of Barovia entirely in the buff!
Madam Eva has the ability to glimpse forward in time This lack of starting equipment drives home the
and tell the fortunes of others. Her vision is not crystal inhospitable nature of Barovia and its denizens, and
clear, however, due to the vagaries of the future. As such, makes the players work for the equipment that they’ll
she never tells a fortune in a straightforward manner. have later on. They’ll need to scavenge and scrounge,
The reading that she gives for each character’s personal and use whatever they can find to survive.
quest should be cryptic in nature
Let’s use the Barbarian’s example from the previous
quest table. Madam Eva would never tell the barbarian
“Go to Yester Hill and fetch the Blood Spear.” Instead, she
would say something along the lines of, “Seek out the
mist-clad hill where the tombs of the ancients hold the
blooded instrument of your glory.”
This method of telling a fortune not only keeps with
atmosphere of the module, but it sets the players about
another fun task: figuring out what Madam Eva is
talking about.

The First Session


With all of the preparation done, you’re ready to run
your first session of Curse of Strahd with this adventure
hook.
Start the session by describing a dark and stormy
night in the town of Daggerford. Rain pours down from
the sky, turning the streets to mud. Give each player a
chance to describe their entrance into the inn’s common
room. Once they’re all inside, allow them to interact
with one another and get comfortable.
After everyone has had their fill of introductory role-
play, describe each character as being very tired and
feeling ready to turn in for the night. This should be

Page 4 | Dreams and Destiny


Appendix: Sample Dreams
The following dream sequences were given to real-life
players, and can serve as an inspiration for dreams that A Scorned Barbarian
you can write for your own group. In your fitful slumber, your life as second best in your
tribe and the abandonment by your family replays again
and again. All the insults and the rebukes echo back and
A Cleric of Eldath forth through time. Your vision of the dream darkens,
In your dream, you walk down the aisle of a cathedral overtaken by twisting vines and blighted foliage. They
toward a gilded altar, bedecked with candles. You come grip at you, pulling and tearing. You fight through the
to a stop several paces away from the altar. Behind the vines, twisting them and snapping them in a rage. As you
altar you see a beautiful being wrapped in white feathers. finally break through, you see a massive burial mound
Its body radiates a light of its own, and a feeling of calm loom before you. In the distance, a low, gravelly voice
washes over you. For some time, you stand there admir- calls your name again and again. The sound of the voice
ing the figure and its soft glow. Slowly, the feathers begin penetrates you to your core, filling you with a sense of a
to part, revealing the face of an angel. As the wings of the terrible glory and power.
angel unfold further, they revealing a dark void where the Your dream goes dark, replaced shortly with the visage
angel’s heart should be. The flames of the candles falter of an old woman, her face covered by a shadowed hood.
and die, and the light and warmth of the cathedral gives In front of her lay several black cards, face down on a
way to a frigid darkness. As the angel begins to scream, table covered in red cloth. “Find the others,” she says to
your dream fades to blackness and silence. you. “You shall know them by their symbols: The broken
Before you now is the visage of an old woman, her face one, the hooded one, and the beast. Seek me out then,
covered by a shadowed hood. In front of her lay several and I will lead you to the instrument of your glory.”
black cards, face down on a table covered in red cloth.
“Find the others,” she says to you. “You shall know them
by their symbols: The beast, the hooded one, and the
warrior. Seek me out then, and I will guide you to the
radiant soul that needs your help.”

A Troubled Rogue
In your dream, you float weightless in an abyss, surround-
ed by a vast nothingness. Eons pass as you lay calmly,
staring with sightless eyes upon a universe unchanging.
Then suddenly, there is a shift in your surroundings.
Looming before you is something darker than the void
from whence it came. Something colder. You feel its
malevolence focus upon you. Your breath quickens and
your skin crawls. It draws near. The cold claws its way
into your lungs, stopping your breath. Whatever is out
there is coming toward you, and its hatred is palpable. It
draws closer, and closer to you. Just before you feel its icy
touch, your dream fades to black.
Before you now is the visage of an old woman, her face
covered by a shadowed hood. In front of her lay several
black cards, face down on a table covered in red cloth.
“Find the others,” she says to you. “You shall know them
by their symbols: The broken one, the beast, and the
warrior. Seek me out then, and I will show you to your
enemy.”

Appendix B, Dreams | Page 5

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