
After spending two years running two parallel Curse of Strahd campaigns (one in-person, one on Roll20), I learned fast that you can’t run this module like a normal D&D adventure. The book is brilliant, but it’s also a maze: scattered NPC info, sidequests buried in boxed text, and “random” elements that can derail your pacing if you leave them to chance.
The breakthrough came when I stopped treating CoS as a pure sandbox and started treating it like a horror TV season: tightly outlined in advance, with clear recurring characters, preplanned twists, and deliberate reveals. The tips below are exactly what I wish I’d done from day one-tested across two full campaigns with very different groups.
The single most important thing I did, especially when juggling two groups, was building a dedicated “Barovia Bible.” The book’s layout will fight you during play unless you externalize the important stuff.
What finally worked was splitting my notes into four sections:
At the table, this meant that when my group walked into Vallaki, I grabbed the “Vallaki” one-pager and the stack of Vallaki NPC cards (Fiona, the Vallakoviches, the coffin maker, Izek, etc.) instead of flipping 30 pages back and forth.
Common mistake I made: Early on, I trusted the book’s organization. By the third session in Vallaki, I was stalling mid-scene while hunting for tiny details like “what does Ernst want right now?” Don’t do that to yourself. Pull those details out into your binder before players ever set foot in town.
If you’re running digitally, do the same thing with folders and handouts. On Roll20 I used:
The module sells the Tarokka reading as wonderfully random. In practice, fully random results can shove players toward locations that don’t fit your pacing or their interests.
After one chaotic “pure random” run, I now always preselect the Tarokka results and then perform the reading theatrically as if it’s fate.
My process before session 2 (the first reading) now looks like this:
Then I stack the Tarokka deck or simply pull the “correct” cards from a digital deck. The players still get the eerie fortune-telling experience, but I’m not at the mercy of a bad draw that sends them to the Amber Temple at level 5.

Do the same with Dark Gifts and vestiges from the Amber Temple and related material. For each PC, I pick one or two specific temptations that match their flaws and backstory. That lets me foreshadow those gifts in dreams, whispered voices, or Strahd’s taunts long before they reach the Temple.
This turns the Amber Temple from “weird side dungeon” into “the payoff for a season-long corruption arc,” and you’re not scrambling mid-session to pick a random vestige that might not land.
Curse of Strahd lives or dies on its NPCs. Vallaki alone has enough personalities to fill a whole campaign, and it’s easy to lose track of who promised what to whom.
What finally saved my sanity was treating NPCs and quests like a mini-CRM system:
Example: In one game my group accidentally triggered three competing factions in Vallaki in the same session. Without my cards, I would have forgotten that one NPC had already promised to sabotage another. Because it was all on the card, I could effortlessly play out the double-cross without pausing.
Tip: At the end of every session, spend 10 minutes updating your NPC cards and timeline. Write down how they feel about the party now on a scale from -2 (hates them) to +2 (devoted ally). Future you will be very grateful.

On my first run, I tried to run CoS “pure.” On the second, I embraced community resources and it was a night-and-day difference-for both prep and story depth.
Here’s how I used them without turning prep into a full-time job:
Compatibility warning from experience: If you pull ideas from both MandyMod and Reloaded, decide which one “wins” for any given subplot (e.g. how Vallaki collapses, what’s really happening at the Abbey). Trying to run both versions at once creates plot holes.
This is where Curse of Strahd shines. A few physical or digital props created some of the most memorable moments I’ve ever had at a table.
You don’t need an expensive prop box. Even simple touches—tea-staining paper for a letter, dimming the lights when Strahd appears, using a single recurring music track for Castle Ravenloft—do a ton of work for immersion.
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The module tells you to use Strahd often. In my first run, I didn’t. He turned into a distant legend until the final fight. In the second run, I aimed for 4–5 meaningful appearances before the finale, and he became unforgettable.
Patterns that worked best:
I also made a point of giving him distinct emotional modes: amused, bored, furious, wistful. Not just “evil vampire 24/7.” That contrast makes the final rage much scarier.

Don’t make my mistake: In one game I overused Strahd as a jump-scare cameo—bat on a windowsill here, ominous laugh there. It diluted him. When he shows up, something must change: an NPC dies, the castle shifts, a bargain is offered.
Curse of Strahd can be swingy. My online group (optimized min-maxers) chewed through early encounters; my in-person group nearly TPK’d on wolves. You should absolutely adjust things.
Things I now do as standard:
The key is to decide your approach before the fight. In my notes, I outline Strahd’s three main “phases,” how he reacts at 75%, 50%, and 25% HP, and what triggers his retreats. That keeps the battle dynamic without turning into DM fiat.
Curse of Strahd is turning 10, and it’s still the campaign my players talk about the most. Not because I followed the book perfectly, but because I treated it like raw material for a tightly run horror story: preplanned Tarokka results, disciplined NPC and quest notes, carefully chosen community tweaks, and a Strahd who felt like a real, terrible person watching them from the dark.
If you put in a few hours of smart prep up front—building your Barovia binder, rigging the reading, choosing your mods, and deciding how Strahd behaves—you’ll save yourself dozens of hours of scrambling later. And more importantly, you’ll give your table a version of Barovia that feels coherent, oppressive, and unforgettable.
If I could run two simultaneous campaigns without burning out, you can absolutely run one great one. Start with the structure here, then twist it to match your group’s tastes—and let Strahd do the rest.