---
product_id: 25103014
title: "Curse of Strahd (Dungeons & Dragons)"
brand: "dungeons & dragons"
price: "$168"
currency: NZD
in_stock: true
reviews_count: 10
category: "Dungeons & Dragons"
url: https://www.desertcart.nz/products/25103014-curse-of-strahd-dungeons-and-dragons
store_origin: NZ
region: New Zealand
---

# Levels 1-10 gameplay range Expansive Castle Ravenloft setting Hardcover immersive adventure Curse of Strahd (Dungeons & Dragons)

**Brand:** dungeons & dragons
**Price:** $168
**Availability:** ✅ In Stock

## Summary

> 🧛‍♂️ Enter the shadows of Ravenloft—where legends are born and nightmares come alive!

## Quick Answers

- **What is this?** Curse of Strahd (Dungeons & Dragons) by dungeons & dragons
- **How much does it cost?** $168 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.nz](https://www.desertcart.nz/products/25103014-curse-of-strahd-dungeons-and-dragons)

## Best For

- dungeons & dragons enthusiasts

## Why This Product

- Trusted dungeons & dragons brand quality
- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Command the Dark and Dynamic Villain:** Engage with Count Strahd von Zarovich, a multi-layered antagonist whose evolving tactics keep every session thrilling and unpredictable.
- • **Dive into a Legendary Horror Campaign:** Experience a masterfully crafted fantasy-horror adventure designed for characters from levels 1 to 10, perfect for both new and veteran players.
- • **Explore a Living, Breathing Gothic World:** Navigate richly detailed towns, eerie locations, and haunting NPCs that bring the cursed land of Barovia to life with immersive storytelling.
- • **Endless Replayability with Tarot-Driven Mysteries:** Unique randomized story elements via tarot card readings ensure no two campaigns are alike, fueling fresh adventures every time.
- • **Perfect for Dungeon Masters Seeking Creative Freedom:** Comprehensive guidance paired with room for improvisation lets DMs tailor the experience, making each game a unique legend coauthored by players.

## Overview

Curse of Strahd is a critically acclaimed hardcover Dungeons & Dragons adventure module that plunges players into a gothic horror campaign set in the cursed land of Barovia. Designed for character levels 1-10, it features an iconic vampire villain, Count Strahd von Zarovich, and offers a richly detailed world with dynamic storytelling, randomized elements for replayability, and extensive support for Dungeon Masters to craft unforgettable roleplaying experiences.

## Description

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.

Review: Best 5e adventure, crammed with good ideas and a great overall story arc - 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).
Review: Easily the Best Module Available that could easily Serve as a Setting - 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.

## Features

- Unravel the mysteries of Ravenloft in this dread adventure for the world’s greatest roleplaying game
- A fantasy-horror adventure for characters levels 1-10, Curse of Strahd provides everything a Dungeon Master needs to create an exciting and memorable play experience
- The master of Castle Ravenloft is having guests for dinner and you are invited
- In D&D, you and your friends coauthor you own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination
- Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming

## Technical Specifications

| Specification | Value |
|---------------|-------|
| ASIN | 0786965983 |
| Best Sellers Rank | #18,854 in Toys & Games ( See Top 100 in Toys & Games ) #993 in Toy Figures & Playsets |
| Customer Reviews | 4.9 4.9 out of 5 stars (7,929) |
| Date First Available | January 17, 2016 |
| Is Discontinued By Manufacturer | No |
| Item Weight | 5 ounces |
| Item model number | WTCB65170000 |
| Language | English |
| Manufacturer | Wizards of the Coast |
| Product Dimensions | 8.54 x 0.86 x 11.14 inches; 5.01 ounces |
| Release date | March 15, 2016 |
| Type of item | Hardcover |

## Images

![Curse of Strahd (Dungeons & Dragons) - Image 1](https://m.media-amazon.com/images/I/81ibdqvFn6L.jpg)

## Customer Reviews

### ⭐⭐⭐⭐⭐ Best 5e adventure, crammed with good ideas and a great overall story arc
*by A***S 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 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).

### ⭐⭐⭐⭐⭐ Easily the Best Module Available that could easily Serve as a Setting
*by J***. 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 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.

### ⭐⭐⭐⭐⭐ The best 5e campaign printed.
*by J***N on October 8, 2025*

There's no greater 5e adventure, continuing the proud tradition of the greatest Gothic masterpiece in DnD history.

## Frequently Bought Together

- Curse of Strahd (Dungeons & Dragons)
- D&D Curse of Strahd Tarokka Deck

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*Last updated: 2026-02-25*