Strand's Curse: From Folklore to Modern Paranormal Encounters

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The curse of Strand is a folklore tale that has been passed down through generations in various coastal communities around the world. According to the legend, Strand is a malevolent spirit that haunts the shores and brings misfortune to anyone who encounters it. The origins of the curse are shrouded in mystery, with different versions of the story being told in different regions. However, the common theme is that Strand was once a human who incurred the wrath of the sea gods and was therefore condemned to eternal punishment. In many versions of the tale, Strand is said to be a sailor who was reckless and disrespectful of the ocean. He would brag about his skills and mock the sea gods, which ultimately led to his downfall.

Curse of strand

He would brag about his skills and mock the sea gods, which ultimately led to his downfall. As punishment, he was transformed into a malevolent spirit bound to the shores, forever haunted by the waves he once taunted. The curse of Strand is believed to bring about various types of misfortune to those who encounter it.

Mid-campaign - Worth buy-in Curse of Strand

So.  I have several questions involving the new Curse of Strand content.  I purchased all the maps from Mike Schley.  I've resized and uploaded several of them, aligned the grid, and did dynamic lighting.  I've created NPCs as well.  All-in-all, I'm about 20% in and the characters have just finished Death House.  I've also got the Tarroka decks completed. So here are my questions.  Do you all think the content is worth it for an additional $50?  It certainly would save me some serious hours - mainly in aligning the grid, creating NPC's (which is optional), and dynamic lighting setup. Ok, second question. If I already have a game setup can I import the content without messing up the current game?

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It probably depends on how much your time is worth.  If it takes you 10 hours to set it up yourself, you're paying yourself $5 an hour to do it.  It is very nicely setup, I've been poking around it off and on today. Second question, it would probably be easier to move your content (assuming characters and handouts?) over to a fresh game with CoS as a base.  You could certainly move everything from a CoS game into your own game, it just might take you awhile.  Either way, you'd use the Transmogrifier to do the moving.  Here's the breakdown: Pages: 44 Characters (npcs, monsters, etc): 192 Decks: 5 Handouts: 336 Rollable Tables: 10

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Thanks for the reply.  I'm pained by all the hours I've already spent as well.  Arg!  I've never used Transmogrifier.  If I use a fresh game, can I move the forums?  My players are very active on them.

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Ah, no.  You wouldn't be able to move those.  However, you could continue to use the old forums.  Also, check your PMs, I sent you a few messages.

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For what it's worth, I too bought Schley's maps and spent a decent amount of time fidgeting with grids, handouts, portraits etc. My players are about 40% of the way through, having dealt with the Winery, Yester Hill, Krezk and are in Argynvostholt now. For me, if it saved me at least 10 hours of prep it was a steal at this point. And having only just started with the colossal maps of Castle Ravenloft, and having not touched Amber Temple, I'd rather just save myself the time. There's also the bonus that all of the book's content is within roll20, so it saves having to look away form the screen to read a book. They've also added some quality of life links, like Sunsword linking to Sunblade etc. I was able to bring everything over through transmogrifier that I wanted, the big one being maps of towns etc that the players noted up, so I replaced the Module ones with those. I upgraded my membership just to do this. I don't really use forum posts, but I can understand that being a pain.

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The cool thing is that you don't have to transmogrifier everything at one time (except the jounals so they work properly). You can just transfer as you need to prep for the next session (maps and tokens). This might help if you think you will experience lag due to any large amount of assets in the game.

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Thanks for the replies!  Special thanks to The Aaron who walked me through his game.  After trying to do dynamic lighting in the small church it became abundantly clear that this would probably save me 30-40 hours of work.  I bought CoS last night and used Transmogrifier to port in most of what I needed.  I actually liked the work I did on the Tarroka decks a little better so I just kept those.  (Plus it made me feel that some of my contributions will remain.)  Great purchase.  Thanks, everyone!! Pat S.:  When you say that you should import all the journals "so they work properly", are you referring to the fact that they link to each other?

For what it's worth, I too bought Schley's maps and spent a decent amount of time fidgeting with grids, handouts, portraits etc. My players are about 40% of the way through, having dealt with the Winery, Yester Hill, Krezk and are in Argynvostholt now. For me, if it saved me at least 10 hours of prep it was a steal at this point. And having only just started with the colossal maps of Castle Ravenloft, and having not touched Amber Temple, I'd rather just save myself the time. There's also the bonus that all of the book's content is within roll20, so it saves having to look away form the screen to read a book. They've also added some quality of life links, like Sunsword linking to Sunblade etc. I was able to bring everything over through transmogrifier that I wanted, the big one being maps of towns etc that the players noted up, so I replaced the Module ones with those. I upgraded my membership just to do this. I don't really use forum posts, but I can understand that being a pain.
Curse of strand

Some say that anyone who hears the moaning of Strand will suffer from bad luck or illness. Others claim that any ship that sails near Strand's haunt will be doomed to sink or encounter treacherous storms. In coastal communities where the curse of Strand is prominent, there are often rituals and offerings made to appease the spirit and protect against its wrath. These might include leaving gifts of food or trinkets on the shore, or performing specific prayers and incantations. While the curse of Strand may be dismissed by many as mere superstition, there are those who claim to have witnessed its effects firsthand. Tales of ships disappearing in calm waters or fishermen suddenly falling ill after hearing the haunting moan of the spirit continue to be shared in these communities. Whether the curse of Strand is real or not, it serves as a cautionary tale about the power and unpredictability of the sea. It reminds us to approach the ocean with respect and humility, for even legends and folklore can carry valuable lessons..

Reviews for "The Dark History of Strand: Trapped by an Ancient Curse"

1. Emily - 2/5:
I was really excited to read "Curse of the Strand" as I am a fan of mystery and suspense novels. Unfortunately, this book fell flat for me. The plot was incredibly predictable, and I found myself losing interest halfway through. The characters lacked depth and development, making it difficult for me to connect with them. Additionally, the pacing was inconsistent, with moments of intense action followed by long stretches of dull dialogue. Overall, I was disappointed with "Curse of the Strand" and would not recommend it to others looking for a thrilling read.
2. James - 1/5:
I found "Curse of the Strand" extremely frustrating to read. The writing style was overly verbose and filled with unnecessary details that bogged down the story. It felt like the author was trying too hard to impress with their knowledge rather than focusing on creating a compelling narrative. The dialogue was cringeworthy, with characters speaking in unrealistic and forced ways. Furthermore, the ending felt rushed and unsatisfying, leaving too many loose ends. I struggled to finish this book and would caution others against wasting their time on it.
3. Sarah - 3/5:
"Curse of the Strand" had an intriguing premise, but it failed to live up to my expectations. While the initial setup was intriguing, the story quickly became convoluted and difficult to follow. The writing style was confusing and disjointed, making it hard to grasp the overall plot. Additionally, the characters felt one-dimensional and lacked personality, making it hard to invest in their journeys. Although there were some interesting twists along the way, they were overshadowed by the overall confusion and lack of coherence in the storytelling. "Curse of the Strand" had potential but fell short in execution.

The Curse's Grip: Surviving the Terrors of Strand

The Ghostly Curses of Strand: Spirits That Linger