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An essential aspect of any Dungeons & Dragons campaign is the adventure hook, and the renowned Curse of Strahd module is no different. Since players don’t start their journey in the ominous land of Barovia, you’ll need an engaging hook to pique their curiosity about this mysterious place and convey the stakes involved in the campaign.
Fortunately, the adventure module presents four distinct hooks for players to consider for their campaign. In this guide, we will explore each adventure hook and provide insights to help you lead an unforgettable Curse of Strahd adventure.
What is the Purpose of an Adventure Hook?
As mentioned, adventure hooks serve as plot devices that draw players into the narrative of a horror-themed campaign like Curse of Strahd.
When deciding which adventure hook to use, consider the following aspects to determine what fits best for your group:
Feature of the Adventure Hook |
Description ADVERTISEMENT |
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Connection to the Party |
When you choose an adventure hook, consider how it connects to your players. Can this hook tie into a player’s backstory, their character traits, or the overall vibe of the group? If it does, it’s a good fit for your party. |
Setting the Tone |
A good adventure hook sets the right tone for your campaign. Think about what atmosphere you want to create. Do you envision a campaign that’s dark and gruesome or a more classic gothic horror? Or perhaps something different altogether? ADVERTISEMENT |
Party Playstyle |
What playstyle does your group thrive on? Are they more inclined toward combat or roleplaying? Tailor your adventure hook to fit your group’s preferences. |
If you plan on having Session Zeros before diving into Curse of Strahd, use that opportunity to understand what type of adventure hook would work best for your group.
Plea for Help
In this first adventure hook, a uniquely dressed stranger approaches the party while they are at a tavern.
The stranger hands the party a letter inviting them to Barovia and seeking the help of brave heroes.
Dungeon Masters can customize the details of the letter to entice the party by offering a reward that appeals to them.
If the party accepts this call for help, they will head towards Barovia, only to find themselves engulfed by the mists, trapping them in the land.
This adventure hook features three important NPCs:
- Burgomaster Kolyan Indirovich
- Arrigal
- Ireena Kolyana
Arrigal, the NPC who delivers the letter, is a Vistani who appears to serve Burgomaster Indirovich but is actually loyal to Strahd.
This hook works best if your party enjoys roleplaying and is motivated by treasure, as this could draw them into the adventure.
This adventure hook centers around trickery—the players are led to believe that Ireena is in need of rescue and that the Burgomaster can offer them great wealth.
For more information about the letter and this hook, check the Appendix in Curse of Strahd to see the forged letter by Arrigal.
Mysterious Visitors
In this second adventure hook, local residents request that the players drive away a group of unruly travelers camped nearby. This group turns out to be a band of Vistani.
If the players agree to scare off the Vistani, the travelers will depart on the condition that the party sits with them by the fire and hears a tale.
This hook features two key NPCs:
- Duchess Morwen
- Stanimir the Vistani
If your players seem disengaged or reluctant to accept the adventure, simply have the mists of Barovia surround them.
This adventure hook leans heavily into roleplay and is ideal for parties with good or lawful characters.
Duchess Morwen is an NPC from the Daggerford town, part of the Sword Coast setting in the Adventurer’s Guide.
Stanimir shares much about Strahd’s background and the land of Barovia, making this an excellent hook for lore-focused groups.
Once the party hears the tale of Strahd and Barovia, they will be invited to assist the land, only to be engulfed by the mists of Ravenloft.
Werewolves in the Mist
This adventure hook is designed to be more combat-oriented and assumes a connection to a larger campaign set in Daggerford that utilizes factions like the Harpers featured in the Adventurer’s League.
If you choose to use this adventure hook, consider highlighting the werewolf enemies and NPCs in Barovia to tie this hook into the overarching story.
The “Werewolves in the Mist” adventure leads players to investigate a series of werewolf attacks troubling Daggerford.
If players are affiliated with a specific faction, they will receive unique intel on the werewolf attacks, depending on their faction.
While each faction provides different insights regarding the werewolf threat, the central premise remains the same: the werewolves are coming through a portal to assault Daggerford, and the party must stop them.
Should the players accept the challenge to combat the werewolves, they can either seek them out or face off against them, pursued by the lycanthropes through the mists.
As an alternative, if players fail to locate the werewolves, the mists will engulf them regardless.
Creeping Fog
This final adventure hook is the simplest and can be used alongside any of the previous hooks if players deviate from the main path.
Many DMs opt for the ‘Creeping Fog’ hook when incorporating Curse of Strahd into an ongoing campaign, as it requires minimal preparation.
In this hook, the players are merely traversing a forest or any wooded area, and the mists of Barovia will envelop them, leading them to Strahd.