DMs Guild Review- Terror in Krezk

Happy Wednesday with Ravenloft vibes!

Terror in Krezk is a D&D adventure for characters at 10th-15th levels, crafted by Travis Legge and an electrum best seller on the DMs Guild. It takes place in the land of Barovia, a dark and melancholic place that was ruled by none other than the well-known vampire lord, Strahd.

Disclaimer: We were provided with a free digital copy of this product.

The scenario

The adventure takes place in the village of Krezk, where something feels off. The party learns rumours about strange disappearances of the village’s citizens. After two of them vanished from guard duty, 8 more Krezkites were abducted from their homes in their sleep, without signs of forced entry or struggle. It is up to the players to investigate and uncover the mystery behind them. I do not want to spoil too much of the story, but although Barovia was freed from Strahd, it has become infested by Ilithids, which may or may not be part of the disappearing incidents.

The setup leans heavily on investigation, encouraging the party to follow clues and even supporting players if they get stuck. I really appreciate that, for example, if the party fails to track or defeat the kidnappers, the scenario naturally introduces someone to aid them. It feels like the adventure adapts to the player’s style, ensuring that the show will go on, while still making their choices matter.

Encounters

As for the encounters, they feel intentional, adding more to the narrative, rather than feeling interuptive. Not every encounter is combat-heavy, but when combat appears, it carries weight. Players are encouraged to think before acting, observe, gather information and question what they are told. The supplement allows different approaches, as some situations can be avoided entirely, negotiated through clever roleplay, or approached in a direct and dangerous way. The finale depends on the choices made throughout the story, and I enjoyed the “If You Want to Let Things Get REALLY Crazy” text blocks – for parties that feel fancy.

Layout & Art

A clean 2-column format is used for the supplement’s layout, although a table of contents is absent. Sections are logically divided, and big headers and bold text are used to guide the eye through the pages with ease. The overall flow feels smooth enough without having to constantly flip pages mid-section, and breaking the party’s immersion.

Practical maps are included, providing overviews to help the party visualise where they step, with numbered areas described in the document. They are simple but effective, exactly what you need for a smooth session.

The art supports the tone of the adventure nicely, leaning to the Barovian atmosphere, without cluttering the pages. And don’t forget to say hello to the cutie below.

A beholder?

Extras

The supplement provides additional details and guidance to support the game master in shaping the story according to the group’s needs and playstyle. Moreover, six new creature statblocks are included in the appendix: Barovian Thrall, Mind Flayer Arcane Apprentice, Mind Flayer Cenomorph, Mind Flayer Tadpole, Ulithalich, and Wereraven Scout. Two magic items are also introduced: The Nautiloid and the Soulwrack.

Final thoughts

If you are looking for something darker and stranger, then Terror in Krezk is an adventure worth trying. I can definitely see it becoming a side quest for Curse of Strahd, but that does not mean that you cannot play it as a one-shot. It is easy to run, fun and engaging, and flexible to fit into almost any campaign. Have you tried it yet?

Did I mention that it is currently discounted by 25%? I do now.

Stay crafty and stay awhile if you dare,
Your new favourite author.

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