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Bringing characters from LMoP to HotDQ?
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<blockquote data-quote="Evhelm" data-source="post: 6400846" data-attributes="member: 6781294"><p>I think my first thoughts run along these lines:</p><p></p><p>Premise: The PCs "know" that they're near Neverwinter, along the Sword Coast. Half of them don't have a clue where that is, the other half have read somewhat widely in the FR universe and are aware of the implications of being in that region.</p><p></p><p>Possibilities:</p><p>1) Do the meta-game move; tell the players what's going on (moving the campaign location) and pick up elsewhere. This would be a fairly large problem because of how tied to the geography (Neverwinter, Thundertree, Phandalin) the characters have become. </p><p>2) Do the meta-game move; *don't tell the players*. I'm not sure this is a real possibility since I have players who are aware of the difference in locale between Baldur's Gate and Neverwinter.</p><p>3) "The Letter." The Oghman Wizard particularly has fairly little tying her to the area; a request from an Oghman hierarch to investigate something in the south--particularly if it could be tied into our Paladin's guild merchant finances--might be worth a little side trip. I'd even be willing to (A) do a few travel encounters (Cult agent on the ship? Ambush on the road? Assassin at a tavern?) to keep the PCs engaged and incensed enough to keep going. This one makes the most "plain sense" to me.</p><p>4) The flashy, superstar move. This one involves making use of the fact that this is the "high-magic" Forgotten Realms to make use of teleportation magic through one of the factions or through a "secret" or unknowingly high-powered mentor to "zap" them to Baldur's Gate. This way can be explained (the high-level mentor begs off taking care of this him/herself, but charges his mentee(s) with [insert locale-based quest here] that entangles them). Or, since my players are invested in their characters, but not necessarily in the story (I know, how can you be one without the other?), I could potentially have their mentor move them and then not tell them why "for their own safety." This could be further "trumped up" by having the mentor mysteriously disappear or be killed. This one is very cheesy, but a little cheese can go a long way, and thus far 5e has been (blissfully!) low-cheese.</p><p></p><p>I feel like this one is going to come down to timing, the requirements of HotDQ, and the vibes I get from my players after we finish LMoP.</p></blockquote><p></p>
[QUOTE="Evhelm, post: 6400846, member: 6781294"] I think my first thoughts run along these lines: Premise: The PCs "know" that they're near Neverwinter, along the Sword Coast. Half of them don't have a clue where that is, the other half have read somewhat widely in the FR universe and are aware of the implications of being in that region. Possibilities: 1) Do the meta-game move; tell the players what's going on (moving the campaign location) and pick up elsewhere. This would be a fairly large problem because of how tied to the geography (Neverwinter, Thundertree, Phandalin) the characters have become. 2) Do the meta-game move; *don't tell the players*. I'm not sure this is a real possibility since I have players who are aware of the difference in locale between Baldur's Gate and Neverwinter. 3) "The Letter." The Oghman Wizard particularly has fairly little tying her to the area; a request from an Oghman hierarch to investigate something in the south--particularly if it could be tied into our Paladin's guild merchant finances--might be worth a little side trip. I'd even be willing to (A) do a few travel encounters (Cult agent on the ship? Ambush on the road? Assassin at a tavern?) to keep the PCs engaged and incensed enough to keep going. This one makes the most "plain sense" to me. 4) The flashy, superstar move. This one involves making use of the fact that this is the "high-magic" Forgotten Realms to make use of teleportation magic through one of the factions or through a "secret" or unknowingly high-powered mentor to "zap" them to Baldur's Gate. This way can be explained (the high-level mentor begs off taking care of this him/herself, but charges his mentee(s) with [insert locale-based quest here] that entangles them). Or, since my players are invested in their characters, but not necessarily in the story (I know, how can you be one without the other?), I could potentially have their mentor move them and then not tell them why "for their own safety." This could be further "trumped up" by having the mentor mysteriously disappear or be killed. This one is very cheesy, but a little cheese can go a long way, and thus far 5e has been (blissfully!) low-cheese. I feel like this one is going to come down to timing, the requirements of HotDQ, and the vibes I get from my players after we finish LMoP. [/QUOTE]
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