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<blockquote data-quote="MrHotter" data-source="post: 6862365" data-attributes="member: 76055"><p>I liked how in The Lost Mines of Phandelver every pre-gen had a tie to the adventure, so I wanted to keep that going with this one. I'm putting Barovia in my world, so it's easier to have ties for the players. The Vistiani have tricked enough adventurers into going in to the fog that the players should know better than to trust them if they try to get them to enter. </p><p></p><p>I'm starting the campaign just outside the fog in a small inn that used to be along a busy trade route before the fogs surrounded Barovia. Most merchants take a longer path to avoid coming close. The players are either just passing by the fog or are at the inn seeking information about their personal story connection to Barovia. They should have no plans to enter the fog, but the fog (and Strahd) have other ideas. </p><p></p><p>Here is the information I gave the players for when they made their characters. Much of this information is campaign specific and I've changed the Sunsword back to be closer to what it was in I6.:</p><p></p><p style="margin-left: 20px"></p> <p style="margin-left: 20px">The players are at the Abandoned Hope Inn outside the lands of Barovia. We'll need to determine why each player is there and if they know each other. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Possible adventure tie ins. These are in addition (or as an enhancement) to your background choice:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The half sword: A strange man that says he came from Barovia once tried to sell your ancestor a sword that he claimed came from a hero of your family. It was just the blade and your ancestors did not even know who the hero was. Your relative took the sword blade and killed the strange man thinking he was a con artist. Before he died, he put a curse on your family (decide what happened with the curse). The sword blade has been passed down to you and it is either an heirloom or a warning. What happened to your family and why do you want to find out more about the sword? Restrictions: Must be of good alignment and own a sword.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The Tome of Strahd: It is rumored that there is a Journal from the conquering king that may explain where the fog comes from and how to remove it. Figure out why you know about it, and why you want it. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Religious relic seeker/faithful of the Morning Lord: Barovia could hold relics dedicated to the Morning Lord. Why do you know about relics, and why do you seek them? Restrictions: Must be of good alignment and a divine class. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Missing relative/mentor/friend: You have a close acquaintance that thought he could enter the fog and return. He/she did not. Someone at the Abandoned Hope Inn may be able to give you some answers. Was he a powerful wizard, an adventurer, or maybe a vampire hunter? (note to DMs: The players may just see the person among the marching ghosts or it could be an important NPC who is still alive).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Barovia shut in: You live inside of Barovia, but your mother has kept you in your boarded up home since birth. You only have your sister to keep you company and she loves to tell you stories of elves and knights in shining armor to keep you from falling into despair. Last week she tore the boards off the back window and escaped. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Ghost/witch/undead hunter: You belong to a group that hunts evil creatures in blighted lands. Barovia is the largest area of blighted lands, but no hunter has ever returned from the fog. Work with the DM to determine the group name.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Voices of a fiend: Nightmares have brought you here. Do you want to remove the voices in your head, or find out what they are saying?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Fey seeker: You have heard that Barovia was once a fey land that held elves and other magical creatures. What do you seek by coming so close to Barovia?</p></blockquote><p></p>
[QUOTE="MrHotter, post: 6862365, member: 76055"] I liked how in The Lost Mines of Phandelver every pre-gen had a tie to the adventure, so I wanted to keep that going with this one. I'm putting Barovia in my world, so it's easier to have ties for the players. The Vistiani have tricked enough adventurers into going in to the fog that the players should know better than to trust them if they try to get them to enter. I'm starting the campaign just outside the fog in a small inn that used to be along a busy trade route before the fogs surrounded Barovia. Most merchants take a longer path to avoid coming close. The players are either just passing by the fog or are at the inn seeking information about their personal story connection to Barovia. They should have no plans to enter the fog, but the fog (and Strahd) have other ideas. Here is the information I gave the players for when they made their characters. Much of this information is campaign specific and I've changed the Sunsword back to be closer to what it was in I6.: [INDENT] The players are at the Abandoned Hope Inn outside the lands of Barovia. We'll need to determine why each player is there and if they know each other. Possible adventure tie ins. These are in addition (or as an enhancement) to your background choice: The half sword: A strange man that says he came from Barovia once tried to sell your ancestor a sword that he claimed came from a hero of your family. It was just the blade and your ancestors did not even know who the hero was. Your relative took the sword blade and killed the strange man thinking he was a con artist. Before he died, he put a curse on your family (decide what happened with the curse). The sword blade has been passed down to you and it is either an heirloom or a warning. What happened to your family and why do you want to find out more about the sword? Restrictions: Must be of good alignment and own a sword. The Tome of Strahd: It is rumored that there is a Journal from the conquering king that may explain where the fog comes from and how to remove it. Figure out why you know about it, and why you want it. Religious relic seeker/faithful of the Morning Lord: Barovia could hold relics dedicated to the Morning Lord. Why do you know about relics, and why do you seek them? Restrictions: Must be of good alignment and a divine class. Missing relative/mentor/friend: You have a close acquaintance that thought he could enter the fog and return. He/she did not. Someone at the Abandoned Hope Inn may be able to give you some answers. Was he a powerful wizard, an adventurer, or maybe a vampire hunter? (note to DMs: The players may just see the person among the marching ghosts or it could be an important NPC who is still alive). Barovia shut in: You live inside of Barovia, but your mother has kept you in your boarded up home since birth. You only have your sister to keep you company and she loves to tell you stories of elves and knights in shining armor to keep you from falling into despair. Last week she tore the boards off the back window and escaped. Ghost/witch/undead hunter: You belong to a group that hunts evil creatures in blighted lands. Barovia is the largest area of blighted lands, but no hunter has ever returned from the fog. Work with the DM to determine the group name. Voices of a fiend: Nightmares have brought you here. Do you want to remove the voices in your head, or find out what they are saying? Fey seeker: You have heard that Barovia was once a fey land that held elves and other magical creatures. What do you seek by coming so close to Barovia?[/INDENT] [/QUOTE]
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