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<blockquote data-quote="DEFCON 1" data-source="post: 6852285" data-attributes="member: 7006"><p>I know I'm going to be adding in some of the plotlines that have appeared in the other Barovian adaptations, because as far as I'm concerned, the more stuff and areas in the valley, the more interesting it will be. So for instance... from <em>Expedition to Castle Ravenloft</em> I'm going to keep Lysaga Hill as an area, probably with a small coven of Barovian Witches. As the ruins of Lysaga Hill are on the road from the Village of Barovia to the Castle... it will introduce the concept of the Barovian Witches early, as well as indicate there is Lysaga out there. I think I might also re-introduce the three fanes of Barovia... the three unhallowed landmarks that need to be cleansed in order to help weaken Strahd. I'm afraid that since I intend on doing a live tarokka reading that I might very well get like five areas that are all in the village or in the castle proper, thus reducing the reason for the group to venture west past the castle to find Vallaki, Kresk and all the other locations. But if I move some of the fanes... like change the fane at the Vistani camp at the Tser Pool to the werewolf caves, and the Lysaga Hill fane to the Ruins of Berez... and then make mention of them in the Tome of Strahd... it'll help sending them out throughout the land.</p><p></p><p>I also am thinking of re-introducing a few things from the <em>Fair Barovia</em> adventure that [MENTION=607]Klaus[/MENTION] did for 4E. I really like the Ba'al Verzi assassins guild, and think having a few breadcrumbs for them might be a cool hook-- especially since I intend on putting character creation on a long leash... meaning that if a player wanted to be a Rogue and then be an Assassin, they'd need to find a trainer/method to learn the trade. So dropping hints of the Ba'al Verzi might inspire a PC or two. Plus... I also like the idea of Leo Dilysnia perhaps finding his way back to undeath and remain a thorn in Strahd's side, rather than just be a pile of bones in Wachterhaus. Also add in the ideas of a new Dukkar on the hunt for the Vistani, plus adding in the location of the Monastery of the White Sun somewhere along the road heading towards the Ruins of Berez would give potential Monk players a location to learn/get trained/gain influence.</p><p></p><p>By combining info from Curse, Expedition, Fair, plus a handful of other modules that have a distinct Ravenloft flair. I'm definitely incorporating <em>A Rhyme Gone Wrong</em> from Dungeon 217 because it has an awesome Children of the Cornish vibe-- parents magically aslumbered while the kids are out playing on their own after having made a deal with an evil fey-- that I think would work really well with Baba Lysaga. Or perhaps even Baba Yaga? Another thing from <em>EtCR</em> was that there were three hags that were Strahd's enemies that controlled the three fanes (of which they made Madam Eva one)... but perhaps I could adapt it such that there are three Babas in the valley, each of them watching over one of the fanes-- Lysaga, Yaga, and another one (which I'll make up, or maybe make the hag from Old Bonegrinder a Baba as well-- Baba Roga perhaps?). Put Baba Yaga in the Ivlis Marsh (watching over the Swamp Fane), Baba Lysaga watches over the Bog Fane in the Ruins of Berez, and Baba Roga and her daughters watch over the Mountain Fane at Old Bonegrinder (while capturing children and making them into pies.) Lots of different ways to go.</p><p></p><p>I'm really looking forward to start mushing all these things together to expand Curse out even further.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6852285, member: 7006"] I know I'm going to be adding in some of the plotlines that have appeared in the other Barovian adaptations, because as far as I'm concerned, the more stuff and areas in the valley, the more interesting it will be. So for instance... from [i]Expedition to Castle Ravenloft[/i] I'm going to keep Lysaga Hill as an area, probably with a small coven of Barovian Witches. As the ruins of Lysaga Hill are on the road from the Village of Barovia to the Castle... it will introduce the concept of the Barovian Witches early, as well as indicate there is Lysaga out there. I think I might also re-introduce the three fanes of Barovia... the three unhallowed landmarks that need to be cleansed in order to help weaken Strahd. I'm afraid that since I intend on doing a live tarokka reading that I might very well get like five areas that are all in the village or in the castle proper, thus reducing the reason for the group to venture west past the castle to find Vallaki, Kresk and all the other locations. But if I move some of the fanes... like change the fane at the Vistani camp at the Tser Pool to the werewolf caves, and the Lysaga Hill fane to the Ruins of Berez... and then make mention of them in the Tome of Strahd... it'll help sending them out throughout the land. I also am thinking of re-introducing a few things from the [i]Fair Barovia[/i] adventure that [MENTION=607]Klaus[/MENTION] did for 4E. I really like the Ba'al Verzi assassins guild, and think having a few breadcrumbs for them might be a cool hook-- especially since I intend on putting character creation on a long leash... meaning that if a player wanted to be a Rogue and then be an Assassin, they'd need to find a trainer/method to learn the trade. So dropping hints of the Ba'al Verzi might inspire a PC or two. Plus... I also like the idea of Leo Dilysnia perhaps finding his way back to undeath and remain a thorn in Strahd's side, rather than just be a pile of bones in Wachterhaus. Also add in the ideas of a new Dukkar on the hunt for the Vistani, plus adding in the location of the Monastery of the White Sun somewhere along the road heading towards the Ruins of Berez would give potential Monk players a location to learn/get trained/gain influence. By combining info from Curse, Expedition, Fair, plus a handful of other modules that have a distinct Ravenloft flair. I'm definitely incorporating [i]A Rhyme Gone Wrong[/i] from Dungeon 217 because it has an awesome Children of the Cornish vibe-- parents magically aslumbered while the kids are out playing on their own after having made a deal with an evil fey-- that I think would work really well with Baba Lysaga. Or perhaps even Baba Yaga? Another thing from [i]EtCR[/i] was that there were three hags that were Strahd's enemies that controlled the three fanes (of which they made Madam Eva one)... but perhaps I could adapt it such that there are three Babas in the valley, each of them watching over one of the fanes-- Lysaga, Yaga, and another one (which I'll make up, or maybe make the hag from Old Bonegrinder a Baba as well-- Baba Roga perhaps?). Put Baba Yaga in the Ivlis Marsh (watching over the Swamp Fane), Baba Lysaga watches over the Bog Fane in the Ruins of Berez, and Baba Roga and her daughters watch over the Mountain Fane at Old Bonegrinder (while capturing children and making them into pies.) Lots of different ways to go. I'm really looking forward to start mushing all these things together to expand Curse out even further. [/QUOTE]
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