![]() With regard to your original question, my general advice would be to stay the hell away from the Amber Temple (it's deadly) and be careful with some of the other locations as well. Perhaps your players are actors, instigators, and storytellers, not fighters, optimizers, and problem-solvers. It sounds like they're having fun, even if they're not as tactical as more experienced players might be! Would you say you have a good sense of what they enjoy most about D&D? I really like the 'Know Your Players' page in the introduction to DMG. ![]() For example: reminding them of the Help, Dodge and Disengage actions as well as encouraging them to focus down enemies as oppossed to spreading out damage. In some cases I address the players, not the characters, to explain some of the rules. I am in a very similar situation with my current group who have the same Elder Scrolls and the like background.You have advantagen on Charisma(Intimidation) rolls but disadvantage on Charisma(Persuasion) rolls). These Dark Powers will revive a dead player, leaving behind a permanent side effect (e.g Your eyes melt away and you can blindsight up to 60ft. The other is the resurrection capabilities of the Dark Powers, the very same that gave Strahd is vampirisism. Two in particular are a spellcaster for hire who can be found and paid for spellcasting services. The Adventurer's League has added some nice stuff to the Currse of Strahd module.If the group REALLY need help towards the end he could seek them out, as they have common goals, once he's found a way to overcome his madness. He's incredibly dangerous and he's suffering from madness, he could kill the group. Avoid the Mad Mage (Mordenkainen) encounter north of Lake Zarovich.I believe the Sun Sword should be kept for late game, not just because it's a great weapon but it's a great moment and step up in power for the whole group and they might feel like they're ready to fight Strahd after this. Failing that give it to Van Ricthen / Ezmerelda. As for items you could give them the Symbol early on to help them, the book states that his needs a Paladin or Cleric, failing this you could have it be usable by the most lawful good character possible. Give them a good ally, likely Van Richten or Ezemerelda who are strong Clerics and have great knowledge of Strahd and his land. Stack the deck, which I'm guessing you already have in mind.I'm in no way a master, but a couple of things come to mind: I’d like to have their tarokka readings lead to an easier campaign experience while still being fun, would any of you CoS masters be able to recommend me a good card reading for new and arguably bad D&D players? However, knowing CoS is a harder module, I would like to make it a bit easier without having to fudge rolls or remove content. ![]() Over the course of the game they got better and I think they have the hang of it. I guess they see it more of like Skyrim or other single players games where stuff just naturally comes to them instead of realizing that they have to think for themselves in real life. ![]() ![]() Come around to the wolves turn and of course they all attack him and kill him in one turn. Well first thing they do is the Druid who got highest initiative runs up to the pack of wolves and cast beast bond on one of them. I went through the beginning of the module and threw some quick wolves at them for their first encounter. It’s actually their first time seeing it. I am DMing a group of personal friends who are playing D&D for the first time. ![]()
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