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*Dungeons & Dragons
Curse of Strahd: alternative exits?
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<blockquote data-quote="Wepwawet" data-source="post: 7140884" data-attributes="member: 56398"><p>In my game I got them all in Barovia because Strahd/the Dark Powers willed it. Like the book says.</p><p></p><p>But when they met Madame Eva she did a card reading for each of them, as a way of divining who these strangers were. This reading showed that each one had a connection to this land:</p><ul> <li data-xf-list-type="ul">Human Monk: He's a Vistana. His tribe was decimated by zombies (that's the tribe van Richten attacked)</li> <li data-xf-list-type="ul">Drow Bard: Her family have been involved with a dangerous dark entity. That entity is here, calling for her (it's the Vampyr vestige in the Amber Temple, I'll try to tempt her to become a vampire)</li> <li data-xf-list-type="ul">Half-orc Fighter: He has family here, a very bad man. He'll find him when he sees wolf heads on spikes (that's Izek)</li> <li data-xf-list-type="ul">Half-elf Druid: You will find the answers you seek here (this was vague cause i wasn't sure what to say. But those answers are planar travel, which they will be able to perform once Strahd is killed; from the mists they will be able to reach anywhere in the multiverse... sort of)</li> </ul><p></p><p>After reading the players she does the official reading to tell them where the items are.</p><p></p><p>Later I had another player join in, she played a Half-elf Assassin. She's the child of a Dusk Elf and has been imprisoned in the Ravenloft catacombs all her life. After she managed to escape she finds the other PCs. She met Kasimir who told her about the Dusk elves and now seeks revenge.</p><p></p><p>It's a brilliant campaign, there's so many stories going on that you can use to hook your players in.</p><p></p><p>Edit: This campaign is fine for new players. In fact I find it even better because they don't play with the D&D hack'n'slash and rules mastery baggage that most veteran players carry. It's refreshing to see them engage with honest fear and wonder</p></blockquote><p></p>
[QUOTE="Wepwawet, post: 7140884, member: 56398"] In my game I got them all in Barovia because Strahd/the Dark Powers willed it. Like the book says. But when they met Madame Eva she did a card reading for each of them, as a way of divining who these strangers were. This reading showed that each one had a connection to this land: [LIST] [*]Human Monk: He's a Vistana. His tribe was decimated by zombies (that's the tribe van Richten attacked) [*]Drow Bard: Her family have been involved with a dangerous dark entity. That entity is here, calling for her (it's the Vampyr vestige in the Amber Temple, I'll try to tempt her to become a vampire) [*]Half-orc Fighter: He has family here, a very bad man. He'll find him when he sees wolf heads on spikes (that's Izek) [*]Half-elf Druid: You will find the answers you seek here (this was vague cause i wasn't sure what to say. But those answers are planar travel, which they will be able to perform once Strahd is killed; from the mists they will be able to reach anywhere in the multiverse... sort of) [/LIST] After reading the players she does the official reading to tell them where the items are. Later I had another player join in, she played a Half-elf Assassin. She's the child of a Dusk Elf and has been imprisoned in the Ravenloft catacombs all her life. After she managed to escape she finds the other PCs. She met Kasimir who told her about the Dusk elves and now seeks revenge. It's a brilliant campaign, there's so many stories going on that you can use to hook your players in. Edit: This campaign is fine for new players. In fact I find it even better because they don't play with the D&D hack'n'slash and rules mastery baggage that most veteran players carry. It's refreshing to see them engage with honest fear and wonder [/QUOTE]
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