Thus begins RamaD&Dan. After a lot of dilly-dallying and second-guessing, I picked an old Ravenloft adventure because it was written by the same dude that wrote a couple Al-Qadim things I liked a lot. My concern was that it was light on combat and slightly rail-roady, but my other option, Feast of Goblyns, looked a bit bigger and I only have four sessions this year to run this game in. In retrospect, that felt more D&D as it has a couple dungeons strewn about but also feels very old school Ravenloft with domain hopping, and Evil Eye felt like I could reskin it as a separate things, kings like how Curse of Strahd is Barovia, not Ravenloft. Feast of Goblyns, Bleak House, and Walking Dead are consistently rated (along with Evil Eye and the original Ravenloft module) as some of the best of Ravenloft, so I hope to try my hand at all of these eventually. Minor spoilers for how I'm running this follow.
The Evil Eye is firmly a 2nd Edition and Ravenloft module, but that's not necessarily a bad thing. In the grand scheme of Ravenloft, it seems to be in the golden era of Ravenloft adventures, focusing on investigation with a horror trope that other Ravenloft adventures hadn't covered before. Totally obvious, as my player's guessed it already, but there's time to make them second-guess it and grow to fear things plus there's some good questions in this adventure about who is really the villain.
So, I spent the past month and a half prepping this bad-boy, and some of it seems useful so far. First-off, there's the expected cut-and-paste work of getting the likely enemies into 5e form for about the right level. This involves converting the major NPCs, but thankfully Volo's guide plus the basic 5e Monster Manuel made it fairly obvious, though I gave out some legendary and lair powers for encountering the main adversaries.
Next, I wanted to make eyes important. A simple eye-color chart (with minimal human eye-color research) lets me assign everyone an eye color. With the modifications in Curse of Strahd, I plan on describing all the important/souled NPCs as having an eye-color, and less important husks as having dull, grey eyes. One draw from the Tarokka deck will do it, but I also have 2+ descriptors for eyes for each alignment, so for NPCs I'm only drawing a suit because the colors are a red herring, the descriptors might reveal a character's allignment if the player's are canny.
I also find Ravenloft adventures a little difficult, since they're the weekend-in-Hell trope. So I used the high-deck to assign an ideal, bond, or flaw that I expect to come up to each character. Each player had two options to choose from and I asked them to replace one of their background traits with one based on the card they got. Also, because I'm using the high deck to track inspiration (like others might use poker chips or some other physical item), if they draw their card it'll be advantage plus 1d6. As an aside, I allowed players to swap a language granted from their background for a tool proficiency.
Finally, I added in 2 major NPCs who can potentially replace the main ally faction in this adventure. I just wanted a little less railroad. What I want to add in is some more combat options, and I think I've got some solid ideas on that.
The Evil Eye is firmly a 2nd Edition and Ravenloft module, but that's not necessarily a bad thing. In the grand scheme of Ravenloft, it seems to be in the golden era of Ravenloft adventures, focusing on investigation with a horror trope that other Ravenloft adventures hadn't covered before. Totally obvious, as my player's guessed it already, but there's time to make them second-guess it and grow to fear things plus there's some good questions in this adventure about who is really the villain.
So, I spent the past month and a half prepping this bad-boy, and some of it seems useful so far. First-off, there's the expected cut-and-paste work of getting the likely enemies into 5e form for about the right level. This involves converting the major NPCs, but thankfully Volo's guide plus the basic 5e Monster Manuel made it fairly obvious, though I gave out some legendary and lair powers for encountering the main adversaries.
Next, I wanted to make eyes important. A simple eye-color chart (with minimal human eye-color research) lets me assign everyone an eye color. With the modifications in Curse of Strahd, I plan on describing all the important/souled NPCs as having an eye-color, and less important husks as having dull, grey eyes. One draw from the Tarokka deck will do it, but I also have 2+ descriptors for eyes for each alignment, so for NPCs I'm only drawing a suit because the colors are a red herring, the descriptors might reveal a character's allignment if the player's are canny.
I also find Ravenloft adventures a little difficult, since they're the weekend-in-Hell trope. So I used the high-deck to assign an ideal, bond, or flaw that I expect to come up to each character. Each player had two options to choose from and I asked them to replace one of their background traits with one based on the card they got. Also, because I'm using the high deck to track inspiration (like others might use poker chips or some other physical item), if they draw their card it'll be advantage plus 1d6. As an aside, I allowed players to swap a language granted from their background for a tool proficiency.
Finally, I added in 2 major NPCs who can potentially replace the main ally faction in this adventure. I just wanted a little less railroad. What I want to add in is some more combat options, and I think I've got some solid ideas on that.