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I6: "Ravenloft" made it clear that a clever vampire was something players should be terrified of. Cordell and Wyatt took all of these huge strengths and built off of them. Better Than Ever.
The four chapters detail adventures in Barovia, the local lands, the village itself, and of course Castle Ravenloft. They're packed with information, ideas, encounters, and gorgeous maps.
There are a lot of things to love about this version of the adventure, making it even stronger than the original. The new information-rich, two-page Encounter format was debuted here, and it works very well for fast reference during each encounter.
Additional plot hooks and adventuring opportunities are woven into the adventure, giving the players context and options before learning all about Strahd. A Vital Appendix.
Your players will need these things to have a chance of defeating Strahd, but the game design on display is both fun and well balanced. Strong on Every Level. It's hard to find anything bad to say about this adventure. It's creepy and fun and dangerous from start to finish. Cordell and Wyatt managed to take one of the best experiences in gaming and update it for a new edition, making it even better than the original.
And that's a rare thing. About the Creators. What dark pacts he has made, we will surely never know. His most recent novel in the Spinner of Lies series is Sword of the Gods. The master of nearby Castle Ravenloft, Count Strahd von Zarovich , tyrannically rules the country, and a prologue explains that the residents must barricade their doors each night to avoid attacks by Strahd and his minions.
The Burgomaster 's mansion is the focus of these attacks, and, for reasons that are not initially explained, Strahd is after the Burgomaster's adopted daughter, Ireena Kolyana. Before play begins, the Dungeon Master or DM, the player who organizes and directs the game play  randomly draws five cards from a deck of six.
Two of these cards determine the locations of two magical weapons useful in defeating Strahd: the Holy Symbol and the Sunsword. The next two cards determine the locations of Strahd and the Tome of Strahd, a book that details Strahd's long-ago unrequited love.
In this work, it is revealed that Strahd had fallen in love with a young girl, who in turn loved his younger brother. Strahd blamed his age for the rejection, and made a pact with evil powers to live forever. He then slew his brother, but the young girl killed herself in response, and Strahd found that he had become a vampire. The fifth and final card selected determines Strahd's motivation.
There are four possible motivations for Strahd. He may want to replace one of the PCs and attempt to turn the character into a vampire and take on that character's form. He may desire the love of Ireena, whose appearance matches that of his lost love, Tatyana. Using mind control , Strahd will try to force a PC to attack Ireena and gain her love by "saving" her from the situation he created.
Strahd may also want to create an evil magic item, or destroy the Sunsword. If, during play, the party's fortune is told at the gypsy camp in Barovia, the random elements are altered to match the cards drawn by the gypsy. As the party journeys through Barovia and the castle, the game play is guided using 12 maps with corresponding sections in the book's body guide.
Example maps and sections include the Lands of Barovia, the Court of the Count, five entries for each level of the Spires of Ravenloft, and the Dungeons and Catacombs. Each location contains treasure and adversaries, including zombies , wolves , ghouls , ghosts , and other creatures.
The main objective of the game is to destroy Count Strahd.
The DM is instructed to play the vampire intelligently, and to keep him alive as long as possible, making him flee when necessary. In an optional epilogue, Ireena is reunited with her lover. They leave the "mortal world" as Ireena says, "Through these many centuries we have played out the tragedy of our lives.