2021 new arrival Curse online of Strahd (Dungeons sale & Dragons) outlet online sale

2021 new arrival Curse online of Strahd (Dungeons sale & Dragons) outlet online sale

2021 new arrival Curse online of Strahd (Dungeons sale & Dragons) outlet online sale
2021 new arrival Curse online of Strahd (Dungeons sale & Dragons) outlet online sale_top

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Unravel the mysteries of Ravenloft® in this dread adventure for
the world’s greatest roleplaying game
 
Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.

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4.9 out of 54.9 out of 5
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Top reviews from the United States

Tim Bannock
4.0 out of 5 starsVerified Purchase
The best official adventure yet, and carries the legacy of Ravenloft proudly and well!
Reviewed in the United States on May 25, 2016
A neuronphaser.com review. CONTENT (4/5) Curse of Strahd is a re-tread of the original plot of I6 Ravenloft (later revised for AD&D 2nd edition as RM4 House of Strahd, and again, but more heavily so, for the revised 3.5 edition as Expedition to Castle... See more
A neuronphaser.com review.

CONTENT (4/5)

Curse of Strahd is a re-tread of the original plot of I6 Ravenloft (later revised for AD&D 2nd edition as RM4 House of Strahd, and again, but more heavily so, for the revised 3.5 edition as Expedition to Castle Ravenloft), but with a metric boatload of added content. While the bulk is about the vampire Strahd von Zarovich and his oppressive rulership over the Village of Barovia, as well as his eternal sorrow and rage manifesting in physical form throughout his lair — Castle Ravenloft, of course — there’s a ton of other plots directly and indirectly tied to Strahd. The players can try to rid Barovia of zombies and hags, take on werewolves, and break into Castle Ravenloft only to face their deaths…or they can play it smart and travel the lands of Barovia, gathering magic items, allies, and lore that will help make the fight against Strahd that much more likely to be a success. Built for characters of levels 1 through 10, there’s easily enough adventuring material for characters to climb a fair bit higher than that, though the bulk of the challenges tend to hover around levels 4-9.

Thankfully, Curse of Strahd kicks off with something missing in the adventure Out of the Abyss: an Introduction! Who’d have thunk it?! I couldn’t for the life of me figure out why Abyss dropped us off in the middle of the adventure without any idea of what’s happening, but Curse clearly corrected course.

The Introduction, most of Ch. 1 Into the Mists, and all of Ch. 2 The Lands of Barovia act as a campaign setting supplement to Barovia (and indirectly the entire Ravenloft setting), so you’re getting more than just preamble: you’re getting unbelievably strong methods and mechanics to nail the tone, lore, and mechanics of The Domains of Dread. Tips range from concrete examples of ratcheting up the tension (characters with high Percpetion might catch things that others don’t) to broad strokes “This is what horror gaming means in relation to Dungeons & Dragons,” and there’s not a piece of it that’s not fantastic. Another feature missing from Out of the Abyss but extremely welcome here is a table calling out the expected PC levels when hitting various locations in the adventure. Since it’s a non-linear adventure, this is absolutely critical information.

Additionally, there’s a system for using Tarokka cards — Tarot-like cards used by the Vistani fortune-tellers — to randomly place a few important features of the adventure, just like in the original I6 Ravenloft. Specifically, this reading will determine (1) Strahd’s location in Castle Ravenloft, (2) the location of the Tome of Strahd, the Holy Symbol of Ravenkind, and the Sunsword, (3) and an NPC that will act as a powerful ally. Gone from earlier editions is Strahd’s goals as they are now fixed: (1) turn Ireena Kolyana into a vampire spawn consort of his, (2) find and destroy Ruldolph Van Richten, and (3) search for a successor or consort…among the PCs! The DM can perform a “reading” with the cards to determine these things ahead of time, but there are two NPCs (up from solely Madam Eva in the I6 Ravenloft version of this adventure) who can perform readings for the players, which might alter the results and give them additional clues. More on the Tarokka cards themselves below.

Let’s chat about the random placement feature in a little more depth, because it’s an absolutely killer idea that the original AD&D Ravenloft adventure featured, and which returns for a really good reason: because it is made of 100% pure, unfiltered awesome. By leaving these critical pieces of the adventure up to random card draws from a 54-card Tarokka deck, you’ve just ensured that Curse of Strahd can be replayed dozens of times without much chance of any repeats. The results aren’t just a single line, either: “Draw The Soldier of Swords and place the Doohickey in the Abbey of Alliterative Grave Markers.” Nope, each and every possibility gets a reference in the appropriate location of the adventure titled “Fortunes of Ravenloft” that gives you a succinct-yet-detailed blurb about what happens when the Thing of Great Import™ is placed there. Not only is this awesome because of the replayability — consider, too, that this is a non-linear adventure — but it provides the right level of guidance for newer Dungeon Masters. There’s one flaw: the Tarokka cards for the magic items and the adventure locations they map to don’t follow any internal logic, so if you are running a truncated version of Curse of Strahd, removing certain locations so you have a more streamlined/straightforward experience like in I6 Ravenloft, you’re going to have to fudge the results. You can’t just “remove all 3s” or “remove all aces” and expect to get results that work with exactly whatever it is you’re removing from the adventure. As you’ll see when we touch on certain sections, this is a bit problematic, but if you’re planning to use the whole playing field, then it’s nothing to worry about it.

The Lands of Barovia. An overview of the wilderness areas on the main map of Barovia makes up most of this chapter, but it also provides the general lore of the region and its people (Barovians and Vistani), alterations to various magical spells and effects due to the mists and Strahd’s control over the land, the random encounters that can be triggered both daytime and nighttime, and a few useful sidebars: Barovian Names (60+ male and female first names as well as surnames), and Barovian Calendar, which is a simple calendar that follows lunar cycles.

The Village of Barovia. This chapter covers the partially-abandoned village of Barovia. It was the site of constant wolf attacks and now has a lingering infestation of Strahd zombies and rats. There is little of interest to the overarching story outside of the fact that Ireena Kolyana resides here, who is almost certain to join the group or be the focus of their attentions in ensuring she isn’t turned into one of Strahd’s consorts. Notably, Curse of Strahd states that the burgomaster — Ireena’s adopted father — died three days ago, a number that varied in I6 Ravenloft and RM4 House of Strahd (the longer time-frame was 10 days, which makes for one stinky corpse!). Additionally, Ireena has been bitten twice by Strahd, only requiring one more encounter to be turned, and there’s not a single stated reason for Strahd delaying, other than perhaps the fact that Ireena is a pretty mean swordswoman, so maybe he can’t lift a finger to force her to submit to him? Considering his stats, that’s about as lame-duck an excuse as you can get, so it’s either something you’re going to just roll with or you’re going to want to consider changing. Giving her the Holy Symbol of Ravenkind is one possibility, or simply subjecting her to non-specific protective magics from allied wereravens (see the sections on Vallaki and Wizard of the Wines for more info) is your best bet.

Castle Ravenloft. Castle Ravenloft is where Strahd dwells, and is a haunted place suitable for 9th+ level characters, so it’s going to be the climactic end-piece to the adventure, despite the fact that it is presented up-front in the book. The layout remains entirely unchanged from the original adventures (unless I missed something), but the presentation is vastly improved over the original adventures, avoiding the wall-of-text syndrome of AD&D modules, and adds close-up, top-down maps and diagrams that help explain traps or tight-spaces that in the original version(s) of the adventure were left strictly to text descriptions. There are several monster/NPC changes, but they are often as simple as a monster-swap (for example, there’s an encounter where instead of a spectre in AD&D they use two gargoyles in 5th Edition), or an expansion of some minor character’s role, such as incorporating a clockwork “clone” of the court jester into the adventure, or expanding the role of some of the connections such as Strahd’s right-hand man Rahadin, or the role of the Barovian witches. As in the earlier-edition modules, many of the rooms are exploration-focused and few have set-piece monster encounters, but there is an ever-present threat of wandering monster rolls that are fun and evocative, and might even lead to a few run-ins with Strahd before the climactic battle at a location determined by the Fortunes of Ravenloft Tarokka draw.

The Town of Vallaki. This town is a bit better off than Barovia, and features all the fixin’s of a normal town in D&D…but there are twists! The tavern is run by a group of secret wereravens who run a resistance against Strahd, and they are family members of the Wizard of Wines (see below). The burgomaster is a bizarre madman — more wacky than deadly — who forces the people to constantly engage in celebrations and parties to alleviate the gloom of Strahd’s oppression, but instead becomes its own weight on their shoulders. The burgomaster has a crazed son trying to become a mage, and a bodyguard with the right arm of a demon and an interesting connection to Ireena Kolyana, Strahd’s love-interest. There’s also a plot to overthrow the burgomaster. Oh, and Rudolph Van Richten hangs out in disguise here, looking to make a move on a nearby Vistani camp, his plan being to slaughter them with a trained saber-toothed tiger. Worth noting now: most (but not all) of the chapters — especially Vallaki and other settlement-style locations — have a Special Events section at the end of the chapter, providing either set-piece events that the players can witness or muck up, or additional plot threads and direction for the DM to tie various locations, NPCs, and so on together, creating a truly immersive environment and adding to the idea that Barovia is a living, breathing place.

Old Bonegrinder. A windmill overlooking the forested valley in which Vallaki sits has become the lair of three creepy old ladies selling pastries that act as a hallucinogenic drug to help the inhabitants of Barovia escape their grim-dark existence under Strahd’s oppression. Turns out it’s a coven of night hags, and their secret ingredient is the ground up bones of children, many of whom they get in exchange for the pastries once the Barovians are hooked on the pastries but can no longer afford them. There are a couple of kids in need of rescuing, but since they were sold off by their parents, they don’t really want to go home; luckily, the adventure addresses this and gives some options on what to do with the little rascals. This chapter presents some pretty heavy material in the form of child torture and murder; I’m pretty sure there are no dead babies elsewhere in the adventure, but this comes real close to that sort of thing, so be careful with how you handle it.

Argynvostholt. This location features an awesome redemption quest, but it’s going to be hard to fulfill as it requires understanding that a group of knights dedicated to a good order not only were destroyed by Strahd (that’s the easy part to get), but also continue to haunt the location because they fell from grace, having gone wayward in the centuries since Strahd took power over Barovia (much harder for the players to pick up). On top of that, the party has to go to Castle Ravenloft, pick up a fairly random skull (I mean, it’s unique, but there are a LOT of unique skulls in that damn castle!), and bring it back in order to put the revenants here to rest. Interestingly, there is one revenant who can accompany the party regardless of whether the redemption quest is completed, so that adds a unique sidekick to the party. This location — and several of the subsequent ones — feature a lot of really cool, evocative “fake-out” encounters, like weird strangers watching from windows, or bizarre reflections, none of which can be interacted with any useful manner, but heighten the feeling of dread, and reveal how far-reaching Strahd’s evil can be.

The Village of Krezk. This village has an abbey-turned-insane-asylum at one end, and the whole thing — abbey and village — is full of horror movie tropes. It’s like a D&D-version of the American Horror Story TV show. The central conflict is represented by a fallen angel-turned asylum warden stitching together flesh golems to offer as a bride to Strahd in an attempt to backstab him later on. Important to the plot: the angel needs a bridal gown, and getting one is a pretty hefty quest with far-reaching consequences whether or not the party joins in and/or succeeds. Talk about “not your typical D&D fare!”

Tsolenka Pass. This chapter is the only part of the book that is chock-full of missed opportunities. It’s an abandoned bridge-spanning fortress, and it certainly looks cool…but there’s nothing there. The only way this location becomes at all interesting is if the random Tarokka draw places one of the treasures here, which triggers an encounter with some pretty scary spirits. But if the treasure isn’t there, literally nothing happens, and nothing is revealed by going here.

The Ruins of Berez. This town suffered the wrath of Strahd in the past, and now lies hunted and half-submerged in an bug-infested swamp. A very cool encounter with a witchy-hag monster awaits — Baba Lysaga, who has a tree-stump hut that crawls around like a spider on its roots, as well as flying hill giant skull she uses as a hover-bike — and her ties to Strahd ensure that not only does the party learn some interesting backstory-related stuff, but also that they witness some truly horrifying images in the process. In a location filled with great encounter ideas, one of the scariest — bloated, drowned humans that barf up swarms of snakes when they get reduced to zero hit points — is unfortunately only triggered if the Tarokka deck places a treasure here. Not as bad as Tsolenka Pass, which is utterly useless without the random card draw, but still a missed opportunity.

Van Richten’s Tower. Once the lair of a looney fellow that helped Strahd out way back when, this ruined tower fell to the elements and remained abandoned until the famous vampire hunter Ruduloph Van Richten took it over as his headquarters after arriving from Darkon. After some time, he figured out what he needed about Strahd and the Vistani — thanks in part to the mummified skull of a Vistana that the players can now extract info from — and set out to Vallaki. Shortly after he left, his erstwhile compatriot Ezmerelda d’Avenir showed up, and has since made the tower her headquarters. The tower is simple, but has some neat little twists and a lot of potential answers for the characters to discover. There’s even a chance Ezmerelda could show up, providing more info and a powerful ally, if the players don’t mess around.

If (or when) Ezmerelda returns to the tower, it’s because she’s just gotten into a tussle with Strahd and lost. This has the side effect of giving Strahd a new goal in the adventure: to kill Ezmerelda. Not just an interesting twist, this also reinforces that whole replayability thing that’s ever-present in Curse of Strahd, providing yet another angle that can greatly alter the flow of events and the relationships of characters in this campaign. It also shows why using the Tarokka deck to determine Strahd’s goals — a trope from the original I6 Ravenloft — can be unnecessarily limiting in the face of the relationships that the players will form with NPCs scattered throughout this version of the module.

The Wizard of Wines. The winery detailed in this section is — first and foremost — a really fun building encounter; you can easily strip this section for the maps and layout, reappropriating it for any haunted house, abandoned mansion, or even a fully-stocked noble’s manor (you’ll see this again in Appendix B: Death House). It’s also a fun interlude from the rest of Barovia and Castle Ravenloft, as it basically frames a “woe is us!” quest as some mysterious vintners (actually members of the underground good-guy group of wereravens) have had their winery occupied by a band of evil druids and their blight servitors. There are even swarms of ravens lurking in the rafters that will help the party out! The weakness of it is that it’s really just a handful of druids and like a billion blights that swarm the players en masse. At least this occurs among cool set-piece battles in wine-making vats, barrel-storage rooms, and things like that, so there’s a lot of really interesting ways to use the environment; a few more tips for new DMs along those lines might have been useful. Story-wise, this area ties in with The Ruins of Berez and Yester Hill, continuing plot threads surrounding savage berserker/druid tribes that treat Strahd like some sort of patron deity, as well as some powerful gems that have bizarre effects (make sure to read those sections immediately!). The gems — one of which animates Baba Lysaga’s hut in Berez — seem to make things come to life, and you’ll see this again in Yester Hill, where the evil druids animate a tree that they’ll incidentally point in the direction of this winery and say “Hulk Smash!” There’s a major problem though: the gems came in a group of three, and powered the ability of the winery to make good fruit on otherwise scary, dark land…and all three are gone.

The Amber Temple. The Amber Temple is 5th Edition’s attempt to peel back the layers of the Ravenloft onion and provide a reveal for how the Dark Powers came to forge a pact with Strahd that turned him into the ruler of this land. I really enjoy what they did here: there’s a temple to a god of secrets that has fallen to profane powers, and in it resides a buddy of Strahd’s that has lost all memory…and yep, he’s a lich, because who wouldn’t go that route? Buried amid the traps and undead are several tombs dedicated to the Dark Powers, which have been recast as Vestiges (something that appeared at least as early as the D&D 3.5 Tome of Magic and its Binder class), and each can still offer some great (temporary) magical power if someone is willing to take the (permanent) corruption that comes along with it. In a thoughtful twist, several NPCs are either in the Temple looking for these secrets or could stumble upon them, and there’s a pair of NPCs (Kasimir and Patrina) that would seek these powers out, ultimately in order to take control of the domain from Strahd out of revenge for Patrina’s death and imprisonment in Castle Ravenloft. But therein lies a problem for Ravenloft purists: if you want to keep the Dark Powers secret and mysterious — which in fairness, they will still kinda be — you’ll have to remove the story ties to Strahd or remove the Amber Temple entirely.

Yester Hill. Throughout several random encounters, and later in the Wizard of Wines chapter, there is mention of the berserkers and evil druids that worship Strahd. Well, Yester Hill is their home, and it’s a bit annoying you have to wait this long to figure that out, as this section describes their beliefs and activities in good detail. Yester Hill is a really interesting area largely divorced (physically) from other areas of the setting, but containing two great things: (1) the berserker/druid forces involved in taking out the Wizard of Wines winery and operating throughout Barovia, and (2) a terrifying mirage that both haunts Strahd and provides the players with a glimpse at how truly horrific Barovia is for Strahd (and by dint of proximity to Strahd, everyone else in Barovia). There’s a part of me that wants to spoil it, but it’s so small and yet so awesome…Let’s just say, it has no mechanical implications, so it doesn’t affect the PCs, but it’ll certainly affect how the players view the plight of Barovia, and Strahd in particular.

Werewolf Den. Strahd has a band of werewolves that work for him, ravaging the countryside in his name. Turns out he’s also got one of their members imprisoned in the bowels of Castle Ravenloft, because the guy was attempting to create a schism in the pack, and Strahd was like, “Um, no.” This area is a pretty basic cave setting for a dungeon crawl, but it quickly turns out to be a sort of red herring, as the players will only encounter the “ecology” of the werewolf den: old and young, members that have been reduced in station for helping create the schism in the pack, and some captive children who might get turned into werewolves later on (after beating on each other as a sort of initiation ritual). In other words, the typical family and non-combatants of a generic dungeon crawl, except they are werewolves, so they aren’t really non-combatants! But, the werewolf pack warriors are likely to return, and if the party was in “kill everything” mode, the werewolves quickly realize something is up and be able to flank the party in the caves, making the encounter much harder. And I can’t forget one more cool twist: if the players allow (accidentally or not) any of the werewolves to live, there’s a good chance that the pack will either become more numerous or become more closely allied with Strahd, so it’s kind of a catch-22 for the players. If they just decide to kill everyone and let the gods sort out the dead, well, the fact is that the spirits of the dead remain in Barovia as long as Strahd is still active, so there’s really no win condition here.

Epilogue. The Epilogue covers what happens if Strahd wins (I’m pretty sure he curb-stomps them, the whole time yelling, “T.P.K., bitches!”) or if the players defeat Strahd. While there is some manner in which things are “wrapped up neatly,” this is a horror adventure after all, so literally nothing goes perfectly right. Tying in with that beautiful glimpse of the nature of Barovia that I wouldn’t spoil in the Yester Hill chapter, there’s a very real chance that even the best possible ending simply sees Barovia falling under the darkness of Strahd’s spell yet again, only he’s even more angry since Ireena met up with the ghost of Sergei and no longer reincarnates among the people of Barovia. As Curse notes, souls can only leave if/when Strahd is defeated, and that’s exactly what the best possible ending is for Ireena, which in a way, is the worst possible ending for everyone else when Strahd eventually reforms within his domain and doles out his anger on the populace.

Luckily, there are other characters involved who may try to tip the balance, or who might try something else that makes big waves in Barovia, which radically changes the situation for Strahd. For example, Ezmerelda d’Avenir remains behind, expecting (rightfully so) that Strahd will rise again. Patrina Velikovna, a dusk elf that was stoned to death for trying to marry Strahd and is currently chilling as a banshee in Castle Ravenlfot’s crypt, might be resurrected by her brother (Kasimir, a dusk elf in Vallaki), and her plotline involves some serious repercussions as she and Kasimir hit up the Amber Temple, and she tries to become the Dark Lord of Barovia in Strahd’s absence. His inevitable return will create some serious conflict there.

Appendices
*Appendix A: Character Options. A new Background appears here, good for any horror setting or just a really grim-dark character: Haunted One includes all the stuff found in every Background of the PHB, along with a Harrowing Event table that’d be fun to roll on for any random NPCs encountered throughout Curse of Strahd. This is followed by a pretty extensive table of Gothic Trinkets, which can be used alongside or separate from the regular Trinkets table in the PHB.
*Appendix B: Death House. Death House is a level 1 adventure that sees the party forcibly entering a haunted house in Barovia village to escape the Mists, and therein discovering the horrifying legacy of a cult dedicated to Strahd, but who failed to receive anything from the vampire lord other than his disdain. It’s a great little standalone encounter area, featuring a house haunted by the spirits of children and angry cultists, and a basement filled with ghouls and ghasts. It should be noted that crunching the numbers for the encounter math in the basement area of Death House reveals no less than three that are considered Deadly for Level 2 characters. Considering that the party is trapped in the house (remember, they are there because the Mists have closed in around them), and there’s not a single healing item among the few treasures littered throughout the manor, so kind DMs may want to sprinkle a few healing potions about the place, or pre-equip the characters with such things.
*Appendix C: Treasures. The following magic items get descriptions and stats: Blood Spear, Gulthias Staff, Holy Symbol of Ravenkind, Icon of Ravenloft, Saint Markovia''s Thighbone, and the Sunsword.
*Appendix D: Monsters and NPCs. Over a dozen new creatures and NPCs get their own unique stat blocks here: The Abbot, 4 new Animated Objects, Baba Lysaga, Barovian witch, Tree blight, Ezmerelda, Izek, Kasimir, Madam Eva, Mongrelfolk, Phantom warriors, Pidlwick II, Rahadin, Rictavio, Strahd von Zarovich, Strahd zombies, Vladimir Horngaard, and Wereravens.
*Appendix E: The Tarokka Deck. Describes the Tarokka cards, and pictures all of them. See below for more chatter about these guys.
*Appendix F: Handouts. There’s a few letters, an invitation, some pages from journals, and some pages from the Tome of Strahd, all of which can be photocopied. Is this stuff available to download for printing anywhere? Because I can’t find them, and that’s a big miss if that’s the case, because you’ll be bending the crap outta this book’s spine!

Whether we’re talking about the tropes and tricks of horror-fantasy in Dungeons & Dragons, or covering a non-linear adventure where artifacts and NPCs can be randomly placed at times, Curse of Strahd is a win on every front, and — as I mentioned earlier — a strong adventure for newer DMs to pick up. Now, I think a lot of other reviewers are going to say the opposite, reflecting on how difficult non-linear adventures can be to both read and run, but much like the less linear portions of Lost Mine of Phandelver from the D&D Starter Box, Curse provides such good, succinct advice on these topics that I think it’s astronomically better at teaching how good D&D adventures can be, and how non-dungeon-crawly they can get and still be every bit as much “Dungeons & Dragons” in every way (well, except it maybe needs a few more dragons). By breaking things down into chunks — even when those chunks are 50 pages of haunted castle ruled by evil vampire lord — this adventure shows a DM how to handle all the pillars of play extremely well, and how to create a good variety of locations, encounters, and plot threads. And manage it all, too. Never an easy feat, but if you’re going to do it, why shouldn’t it be with one of the Most Popular Adventures of All Time according to popular vote? Kudos.

Curse of Strahd is an update, and not something new, so there’s going to be issues for both the grognards and the new folks showing up at Strahd’s door. Instead of a generation of gamers getting their own story to tell about Strahd the vampire and the foreboding mists of Ravenloft, we’ve got a generation of gamers who have to sit there and be lectured about how their thing is the same but not as good as the nostalgic thing. How their thing is more video gamey, or was made easier by the presence of healing surges, or was a pale shadow of the expansive world that Ravenloft became under the auspices of its own, full-on campaign setting. Or whatever the ramblings of some old fogeys suggest.

The other annoyance is the “General Features” sidebars that are common to most locations in pretty much all D&D adventures up to this point (not just 5th Edition, either!). In a case of some truly bad editing for consistency, these sidebars are a regular thing right up until Chapter 4: Castle Ravenloft. They entirely disappear for maybe 8 chapters! Not consecutively, but still. There are instances where it’s okay, since the locations vary so much from room to room that they’d be useless, but that’s rarely the case (probably only Tsolenka Pass and The Ruins of Berez). Not having these guidelines throughout Castle Ravenloft creates a situation where you don’t know how high the ceilings are in rooms like K7. Entry, where four red dragon wyrmlings lurk in the “vaulted foyer” overhead. They are flying creatures…and I have no clue how high they can fly in this room that they won’t leave. Annoying.

The only weakness in the core story itself that runs throughout this module is that Ireena’s part feels a bit too much like a plot device, with Strahd simply forgetting to bite her for a third time until the players conveniently show up, or the players having to basically trip and drop her into the hands of Sergei’s waiting ghostly embrace in order to free her from Strahd’s endless hunting…it’s all a bit too convenient and ham-handed. A simple fix would be to have some of the apparition-related non-encounters just be Sergei trying to reach out for Ireena, literally or symbolically, and perhaps some journal or something of Sergei’s left behind to explain the fact that he’s not one of the “bad guy ghosts.” We’re talking like 3-5 lines of text here, or maybe a single additional player handout, and this would be solved.

FORM (4/5)

Wizards has done a great job with all of their releases, but there are flaws, to be sure. Some folks complain of smudging; yep, it’s there (mine’s on page 28). Also, “WHY ARE THEY USING OLD NEWSPAPER AS A DESIGN ENHANCEMENT?” Shouldn’t there be mist or something? Maybe some bats and skulls? Luckily, Curse includes about 50 zillion maps, all of them of great quality, clean and easy on the eyes, and perhaps best of all — if nostalgia is your thing — there’s both top-down maps of Castle Ravenloft’s interior as well as the return of the isometric maps!
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Anonymous
5.0 out of 5 starsVerified Purchase
Best 5e adventure, crammed with good ideas and a great overall story arc
Reviewed in the United States on February 24, 2018
I am familiar with every 5e adventure up through Tomb of Annihilation (and I have DM''d Out of the Abyss, Storm King''s Thunder, and Lost Mine). In my opinion this is the best, though the best parts of OOTA are at this level. I was skeptical about running a horror-themed... See more
I am familiar with every 5e adventure up through Tomb of Annihilation (and I have DM''d Out of the Abyss, Storm King''s Thunder, and Lost Mine). In my opinion this is the best, though the best parts of OOTA are at this level. I was skeptical about running a horror-themed adventure b/c my group is sort of into traditional swords and sorcery, but the story was so good that this objection was quickly swept away. What I like (and the below includes spoilers that are inappropriate for any non-DMs):

1) The overall atmosphere is wonderfully spooky, with lots of superb little touches -- a pool of water that reflects a character''s face but much older, abandoned children''s toys, dead people hanging mysteriously from a gallows beside the road, villagers who are afraid to speak to the PCs, a duplicitous invitation to Strahd''s realm to kick things off, a tower with a huge live heart beating in it that causes the tower to shake and tremble, and that explodes in blood when attacked.

2) Strahd is a wonderful villain -- it is fun for everyone the way he is supposed to escalate his attacks on the players. First he might just watch them, or send his spies to gauge the characters'' powers (which is itself a spooky encounter), then he might change shapes (a lost dog scratching at the door, an orphaned child) to try to lure the players to allow him to come close. Then as they become a true threat he tries to kill them, most likely in his castle, which contains all sorts of areas ripe for an ambush. As the DM, you control Strahd and get to cook up his murderous schemes, but the book also gives you plenty of ideas and guidance. It is also fun to have him identify particular players that he particularly likes or hates; I had him try to kidnap a player he fell in love with, and another player he tried to destroy above all others (after first charming that player and trying to chop off his hand, in full view of the others).

3) The basic structure is straightforward to run, and the players are never left to feel that they are wandering around pointlessly (as occasionally occurs in SKT); they have a clear objective, which is to escape from the valley controlled by Strahd, and which can be done only by killing Strahd. Such a simple plot, but so many twists along the way. To succeed the players have to (a) visit two towns, both of them fully brought to life and invested with dread in dozens of little ways, with great NPCs, (b) visit several locations to obtain magic items that will help them defeat Strahd, and then (c) go to Strahd''s castle to kill him. The locations with the magic items are determined by a tarot card reading -- a really great and spooky thing in and of itself. Of course I rigged the card reading to pick my favorite locations, e.g., a mill where children''s bones are ground up into pastries sold by night hags, or an abbey run by a lunatic, full of his gruesome Frankenstein-like creations, including a bride to be offered to Strahd and made from dead bodies....

4) There are some great fun traps -- eg a doorway that can be opened only by mimicking the body positions of the stick figures etched into the lintel, in the order indicated by a line connecting the stick figures. Strahd''s castle is just excellent in every way, full of wonderful NPCs, and far from the standard hack and slay D&D climax.

5) The writing is excellent. This adventure has gone thru multiple iterations, and it has the feel of a classic that has been improved and deepened and broadened several times. Chris Perkins is the writer for pretty much all the best D&D modules, and he said this one he wrote easily and quickly -- I think he really got in a groove and did a great job adding on to the older versions (which were justly celebrated in their own right).
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A. mazon Customer
5.0 out of 5 starsVerified Purchase
A different locale, a different mood
Reviewed in the United States on March 15, 2016
First, a confession: I never played the original Ravenloft. Other settings, certainly, but Ravenloft, beloved as it was, never made it into my collection. At the time, it just seemed a poor fit for me; why on earth would I want to use a fantasy game system to play a game... See more
First, a confession: I never played the original Ravenloft. Other settings, certainly, but Ravenloft, beloved as it was, never made it into my collection. At the time, it just seemed a poor fit for me; why on earth would I want to use a fantasy game system to play a game about vampires? In my mind, the genre was inseperable from the game system, and it seemed too incongruous for me.

Fast forward a few decades. 5E has revitalized my interest in tabletop role-playing after a long hibernation, and the older me now sees D&D as a mechanical system for collaborative storytelling, and a very versatile one at that. So, it is with impeccable timing for me that Wizards releases this book, the first official 5E book to leave the Forgotten Realms behind.

EDIT: A closer reading reveals a brief mention that the default setting for Barovia is, in fact, the Sword Coast of the Forgotten Realms. There is, however, a qualifier immediately after that stating the story can transpire in any campaign setting one wishes. Mood-wise, I feel Curse of Strahd is sufficiently different from the 5E materials that have come before it that a change of setting is more than justified and will do literally nothing to impact the story negatively. I apologize for the initial error.

Designed to move players through levels one through ten, Curse of Strahd looks to be an interesting campaign, with a mood that evokes dread rather than high adventure. I can very much see myself DMing this in such a way that my players would be more concerned with their survival than with glory and treasure. Even if I choose not to run the adventure itself, there are plenty of bits and pieces that could easily be borrowed for a homebrew campaign.

Of particular note are the rules for the Tarokka deck, a separate add-on which can be used to randomize locations of key items and persons within the adventure. It’s a neat idea, but I do wish the Tarokka deck wasn’t a separate purchase. To be fair, however, the rules allow for the same effect to be achieved with standard playing cards.

All in all, another great addition to my 5E library, and further validation of Wizards’ “quality over quantity” publishing strategy.
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Josh W.
2.0 out of 5 starsVerified Purchase
Nice adventure, not so nice product quality.
Reviewed in the United States on April 17, 2019
Several pages in this book have smeared ink so bad that words are nearly illegible. I know this adventure is rated as one of the best 5e DnD has to offer, but Wizards really needs to tighten up their quality control. The back cover of my new book is also beginning to tear... See more
Several pages in this book have smeared ink so bad that words are nearly illegible. I know this adventure is rated as one of the best 5e DnD has to offer, but Wizards really needs to tighten up their quality control. The back cover of my new book is also beginning to tear away from the spine, so that''s great!
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Jason Scott Whetzel
5.0 out of 5 starsVerified Purchase
Easily the Best Module Available that could easily Serve as a Setting
Reviewed in the United States on September 2, 2020
I have now run this adventure 4x. Once as a player and 3x as a DM. Everyone of my games have been a far different experience. Like all the 5e Pre-made adventures, there is quick introductory one-shot adventure before the campaign starts, called Death House, which alone... See more
I have now run this adventure 4x. Once as a player and 3x as a DM. Everyone of my games have been a far different experience. Like all the 5e Pre-made adventures, there is quick introductory one-shot adventure before the campaign starts, called Death House, which alone is one of the best adventures available in 5e. After the introduction, the land of Barovia is open to the players to explore. This is both good and bad.

The Good is that the players have complete freedom to explore and pick their battles. The book is well crafted to accommodate most any off the cuff player decisions.
The Bad is that the players can easily find themselves well over there head. There is one particular early encounter that is well above the players level and 100% deadly if the players are not discerning.

The most unique part of this adventure is an early encounter that randomly determines the location of 3 story items, which will then determine some of the locations the players explore and even the pacing of the overall game. This allows room for repeat sessions without retreading too much. There is still a good bit of retread for return players, but a DM will find freshness with multiple play throughs.

Additionally, there is a lot room for DM improvisation. In the 3 runs I have DMed, I have added a great bit of content of my own. In my 2nd game, I even had the players working directly for Strahd to rid his land of rivals.

The biggest grip is that there are parts of the land that will likely go unexplored if the players do no draw the properly random adventure hooks. Another small grip is that there little reason why escorting a vampire victim to a neighboring town is safer than where she is. This is doubly a problem considering this adventure is the hook that sets the adventure. This can be reasoned when its presented in a later chapter that the church in the town has a permanent protection against evil that repels vampires.

Overall, Curse of Strahd is a very dynamic adventure that can easily serve as a Campaign setting with near endless potential for DM expansion and creativity.
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Lluewhyn
4.0 out of 5 starsVerified Purchase
Awesome adventure with delicious detail is flawed only by lack of summary and good organization. Be prepared to make many notes!
Reviewed in the United States on August 12, 2016
This is a very well-done adventure that is somewhat of an adventure/campaign hybrid. Probably a lot more places that the PCs can go than you''ll need for a standard adventure, but not enough for a fully detailed campaign. This adventure rocks on two accounts... See more
This is a very well-done adventure that is somewhat of an adventure/campaign hybrid. Probably a lot more places that the PCs can go than you''ll need for a standard adventure, but not enough for a fully detailed campaign.

This adventure rocks on two accounts
1. It has many sub-plots with complex characters that will help the DM weave the outlines of a detailed story, and the resolutions are open-ended enough that the PCs can use their decisions to help flesh out those stories.
2. It doesn''t skimp on the crunch either, with many fully detailed maps, traps, interesting encounters, etc.

So, it''s a great boon for DMs who like the story assist, and for those who don''t want to have to design dungeons, come up with reasons for rooms, set up traps, determine multiple monsters and challenges for parties of different levels, etc.

However, it does have one big drawback -with all of the detail in this book, it is very challenging to run the adventure due to a lack of summary, important details scattered, and just general lack of good organization. It basically says, "Here''s how the PCs start, they''ll search around to find 3 items and 1 ally, they''ll level up, and here''s how it ends". As a result, there are quite a few people asking how to actually run the adventure on the D&D forums, because it''s not very clear.

There are actually a smattering of details in each area that help link to other areas, but they''re often buried in the text so it''s very easy for the DM to forget to drop hints about where the PCs can go next. It would have really helped if the adventure had included 1-2 pages of a few sample ways that the PCs might progress from the adventure -They start in Barovia and are recruited by Ismark, who suggests they then go to Vallaki or Krezk. If they run into Rictavio in Vallaki, he drops clues about his tower, ...etc. I know the adventure is supposed to be open-ended, but at least a vague outline of at least ONE possible way to run the adventure would have been really helpful. It is a lot easier to modify/adapt an existing outline than to create one from scratch!

As I said, there are a few details in each section that can lead into other sections. My suggestion would be for DMs to make a list of each area (perhaps in a spreadsheet), and then document the following:
1. The suggested level for the area. (The PCs might not be at this level, but at least the DM will have a head''s up).
2. What quests or NPCs suggest going TO this area. For example, Ismark suggests Vallaki, and he and Donavich both suggest Krezk.
3. What quests/tasks can the PCs do while AT the area, which includes what interesting NPCs can they deal with.
4. What quests/tasks lead FROM this area to other areas.
5. What treasure is in this area (Optional). I include this because the intro Death House adventure contains a modest and balanced amount of treasure, but then the adventure is pretty skimpy until near 10th level at Amber Temple and Castle Ravenloft. Either treasure doesn''t exist (defeating the very difficult Hag Coven at Old Bonegrinder gets you a total of only 150 gp in necklaces!), or it exists as the PCs robbing/burgling innocent NPCs.

This kind of outline should help the DM be prepared for setting up future sessions, and to know where to go if the PCs get stuck and don''t know what to do in any given area. "Aha, since the PCs are at Krezk, I can hook the following quests/dungeons!"

Other drawbacks in my opinion:
1. The book comes with a very nice fold-out map of Barovia, which includes maps of other areas. However, it would have been helpful if the maps did NOT have the labeling on them, so you can use them for the PCs (unless they play dumb). After all, the maps otherwise exist in the book, so the fold-out would be better suited for the PCs.
2. The book is organized in the order of the areas from East to West, not necessarily the order in which the PCs would encounter them. For example, the first area chapter is in the Village of Barovia (near where the PCs start), but the very long next chapter is Castle Ravenloft itself, which is the end-game!
3. There are a number of useful bits of information, such as a list of random Barovia names, details on which spells work different, suggested level for different areas, etc. Unfortunately, they tend to be scattered in different areas and it can take many rereadings and searching to find something that you knew you read but can''t remember where to find. An index would certainly have helped too!

There are some random good points that I rather liked though:
1. There are quite a variety of NPCs in this adventure, both good and evil. The PCs can actually work with quite a few of the evil NPCs due to converging goals, which gives greater nuance.
2. I was worried that the adventure was going to be somewhat coy with Strahd, as it was in the old computer game Strahd''s Possession, and it would take half of the adventure before the PCs realized what he was and that he was the villain. My fears were unfounded -he''s established as the main villain from the beginning, and everyone in Barovia knows that he''s evil and a vampire.
3. I was curious how actually "horrifying" this adventure could be, since it takes place in an action game. While the adventure may or may not be horrifying to the players depending upon their personalities and how the DM runs the game, there are certainly many, many unsettling things found within the adventure itself. A common one involves various horrifying things done to children, and/or loves ones (one NPC casts Gentle Repose on the corpse of her dead husband so she can sleep with him every night!). I think many of these stories work well with the Gothic Horror concept, as many stories in this genre involve horror caused by the weaknesses and/or moral failings of humanity (Dracula, Frankenstein, Dr. Jekyll & Mr. Hyde, etc.), as opposed to Eldritch Horrors being scary because they defy human comprehension.

Anyways, as my headline says, this is a very awesome sandbox to run a horror game. You''ll have plenty of interesting dungeons for your PCs to explore and dramatic stories to tell -just be prepared for a lot of note-taking to help you do so!
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James N. Seda
2.0 out of 5 starsVerified Purchase
Quality is lacking. Edges and corners bent and banged up.
Reviewed in the United States on September 18, 2019
This is the first D&D book I have received from Amazon in rather nasty condition and it''s unfortunate because it was one of my most anxious purchases''. I guess I could have returned it for another one but whatever. The only reason I buy these types of RPG hardcover books on... See more
This is the first D&D book I have received from Amazon in rather nasty condition and it''s unfortunate because it was one of my most anxious purchases''. I guess I could have returned it for another one but whatever. The only reason I buy these types of RPG hardcover books on Amazon is the price but this time I would have rather bought a mint condition $50 one if I had known better, even after reading the reviews, I thought I would miss that bullet. Guess not. Corners and edges are severely bend and banged up. No ink problems as far as I could tell though. It is a known fact that book quality and handling at Amazon/Wizards is lacking... or a very disgruntled handler so buyer beware.
All in all a fantastic book which I do highly recommend with my eyes closed. I gave it a 2 star because of the damage.
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Luna4x0
4.0 out of 5 starsVerified Purchase
A great adventure book for any D&D lover
Reviewed in the United States on November 16, 2016
A great adventure book for any D&D lover. The illustrations are beautiful, and the story arcs well put together. I loved the maps! The adventure leaves many things open ended, so you are free to build the adventure as you see fit. Has a good re-play value since you can pick... See more
A great adventure book for any D&D lover. The illustrations are beautiful, and the story arcs well put together. I loved the maps! The adventure leaves many things open ended, so you are free to build the adventure as you see fit. Has a good re-play value since you can pick and choose with events take place when.

My only complaint was that I wish they provided a little more Strahd soundbites. You are creating most of his personality, which can be a great thing, but I prefer having a good character foundation to start on. They provide plenty of his history and motivation (to a lesser degree though), just not a lot of his mannerisms. I wish Strahd''s endgame was a little more concrete, it just seemed weak to me - but you can adjust that with a simple homebrew solution.

I also would have liked a general timeline to work with, especially if your characters are from the Forgotten Realms universe. I had to go online to find better references. But overall, a really enjoyable adventure!
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Mr. C. W. Turner
5.0 out of 5 starsVerified Purchase
A work of Art.
Reviewed in the United Kingdom on September 6, 2018
A work of Art. I remember seeing the original Ravenloft module, in Mercers toy/hobby shop, Blackburn. Back in 1984. I remember the amazing artwork by Clyde Caldwell. At the time i was a teenager, and couldnt afford it. Well, now, years later as a Dad aged 47,getting his...See more
A work of Art. I remember seeing the original Ravenloft module, in Mercers toy/hobby shop, Blackburn. Back in 1984. I remember the amazing artwork by Clyde Caldwell. At the time i was a teenager, and couldnt afford it. Well, now, years later as a Dad aged 47,getting his Sons into D&D I can afford it. This is a revised, updated, modernised, with much added extras of the original Ravenloft adventure for 5e D&D. And its a masterpiece. Awesome Artwork, beautifully crafted storyline, superb plot, intense, dark and at times humorous. A masterpiece. Worth every penny. Dont hesitate. Dont second guess. Buy it....Otherwise I''ll send the Count round.
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M. Wilcox
5.0 out of 5 starsVerified Purchase
Possibly the best adventure for 5th edition so far
Reviewed in the United Kingdom on August 1, 2019
This is an excellent adventure, well written, and extremely fun - as long as you as the DM and your party as players are clear right at the outset that this adventure is _gothic horror_. When run "straight", and with a role-play centric game style, it is likely to destroy...See more
This is an excellent adventure, well written, and extremely fun - as long as you as the DM and your party as players are clear right at the outset that this adventure is _gothic horror_. When run "straight", and with a role-play centric game style, it is likely to destroy your party from the inside as much as from attacks by monsters. Winning is... unlikely, if you play by the rules and define winning as "beating the boss". But, that''s by design. If everyone is on board with the fact that this game is meant to be like that, then you''re going to set off on some of the best drama I''ve seen in any adventure for 5th edition. It has kept our party of five players busy for 18 months, played once a week for 3-4hrs each week. We''ve had multiple character deaths, and characters turned so paranoid and hopeless that... well... Many unforgettable table moments have been had running this game. We have had characters and players break down crying over events in this game. That''s part of the fun, that''s how invested you can get. It can be intense. I will say that there is a lot of information you as a DM will need to read well - and have notes on - before running the campaign; there are many NPCs, locations, and relations you''ll need to be on top of. So, it''s a bit daunting to run. You can, of course, tweak it to a different style of play - dole out additional magic items, mix it up, de-power a few monsters, and run a more standard fantasy "the hero''s are going to go hero!"... but I think you can get that in most other adventures. Treat this one like the dark brooding horror it is and see how that changes your game. Just don''t forget to offset it with humour from time to time.
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M. Whalley
5.0 out of 5 starsVerified Purchase
the quality of the book itself is excellent. The accompanying artwork
Reviewed in the United Kingdom on January 9, 2017
I bought this book to run for my group once we finish our current campaign, Princes of the Apocalypse. Wanting something of a change from the big, glorious dungeons of Princes, we talked back and forth and decided to go for Curse of Strahd thinking the atmosphere and horror...See more
I bought this book to run for my group once we finish our current campaign, Princes of the Apocalypse. Wanting something of a change from the big, glorious dungeons of Princes, we talked back and forth and decided to go for Curse of Strahd thinking the atmosphere and horror elements would be refreshing. After receiving the book and reading through, I honestly can not wait to run this adventure. Firstly, the quality of the book itself is excellent. The accompanying artwork, layout, color scheme and maps are all beautifully thought out, well ordered and presented on very good quality paper. DnD books obviously cost a good amount of cash and, thankfully, this book feels like you are really getting your money''s worth. The campaign is very well written with solid characters, lore and locations. Strahd himself is described well, he is a fun villain and there are plenty of tips on how to make him a diabolical, scheming foe for your players. There''s also an interesting semi-random element to the campaign structure, which I won''t go into detail about for spoiler reasons, but it''s a novel idea that I think will be a lot of fun, especially if you end up running this adventure again. This is a pretty open ended game which means you, as a DM, will need to put the work in beforehand to get it all ready, but every step of the story is well explained and laid out so once the work is done I think even new DMs will be able to run this easily. Again, the book guides you with helpful tips and details on how to create the atmosphere of horror, run the monsters and role play all of the non-player characters. The only minor gripe I have is Castle Ravenloft. Though the included map is beautiful, expansive and will make for an incredibly memorable location, the map is isometric and highly stylized. This means it is quite impractical as a battle map if you want to use it like that, either online or with miniatures. With all of the maps in the book being really wonderful Mike Schley top-down examples, the jarring difference for Castle Ravenloft, the finale and main focus of the entire game, is a big shame. Saying that, the map is still usable, even if just for reference and flavor but personally I am going to re-draw it in a more practical format for when my players decide to visit.
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Mark Hannatt
5.0 out of 5 starsVerified Purchase
The Best 5e Campaign so far.
Reviewed in the United Kingdom on January 9, 2019
When I started to run D&D 5e for a group of friends, my aim was to start with the Rise of Tiamat Adventurers League adventures, set in Phlan. As that reached it''s climax, I threw them a curve ball and dropped them into Barovia. The book itself is a sandbox, with the...See more
When I started to run D&D 5e for a group of friends, my aim was to start with the Rise of Tiamat Adventurers League adventures, set in Phlan. As that reached it''s climax, I threw them a curve ball and dropped them into Barovia. The book itself is a sandbox, with the chapters set out to describe and details areas places and people that all tie together for the confrontation with Strahd. It is not set out in a linear fashion, which may confuse some first time GMs and it takes you on a journey into the gothic horror that is Barovia. There are many enhancements to be found online at the DMs Guild web store which really can help to add flavour and horror to the setting. My players are on their 3rd session and have barely scratched the surface. I''d recommend getting the Tarrokka cards if you feel they will be helpful. We play online so they weren''t really going to be helpful to me. The book has good guidelines on how to effectively use them for the storyline plot hook, and to give the players their own nightmarish future readings. Considering this is an updated version of the original Ravenloft box set, I have already thrown them through the opening village of Barovia, encounters in the mists and "Old Bonegrinder". They began with the classic "Death House" which was made even better using Roll20 and the vast library of sound effects - believe me, creepy music box playing with ghostly whispers and child like giggling really set the tone and freaked the players out. This is widely regarded as the current number 1 D&D campaign setting for 5th Edition by many GMs and players alike. Reviews on youtube really do not hype it, Curse of Strahd is a MUST for any GM who wants to throw their players into a challenging, unique setting against a villain who doesn''t just wait til the end to appear. Oh no, you are encouraged to allow the Vampire Lord of Barovia to travel his lands as he sees fit and to appear at the most unfortunate times - for the players - and to instill fear in them that he really is unbeatable. 10/10 Fantastic retelling of a classic tale.
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Adam
1.0 out of 5 starsVerified Purchase
Badly bound book - can’t remove maps
Reviewed in the United Kingdom on June 17, 2020
Great adventure, however buyers beware; the maps at the back of the book that are supposed to be removable via a perforated edge are bound incorrectly. This means that there is no way (unless destructively) to remove the maps. Very unfortunate. This adventure looks...See more
Great adventure, however buyers beware; the maps at the back of the book that are supposed to be removable via a perforated edge are bound incorrectly. This means that there is no way (unless destructively) to remove the maps. Very unfortunate. This adventure looks fantastic but such a shame that the book was bound incorrectly.
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