D&D 5E LMoP into Curse of Strahd

GlassJaw

Hero
My group is coming to the end of LMoP. I had originally planned to do something homebrew afterwards but one of the players has shown interest in Ravenloft (he doesn't know much about the module but I've dropped hints about the style). And I really want to run CoS.

Originally I wasn't sure if it was the best fit for the group since they have generally exercised a "kick in the door" style of play. That has changed somewhat so I'm not as concerned as much now (and there is plenty of combat in CoS).

So has anyone run CoS directly after LMoP? The group will be higher level than the module recommends (probably level 4) but given the deadliness of CoS, I'm don't think that make much of a difference. I'd like to run Death House too and again, I don't think the level difference will matter much.

I'm thinking about having the Vistani arrive in or just outside of Phandalin while the players are enjoying some downtime after they finish the mines (the Mysterious Visitors plot hook in CoS). The Vistani won't cause any damage per se but are viewed with suspicion and most of the town wants them gone (especially after the deal with the Redbrands). The players encounter the Vistani and get led into the Mists.

Thoughts?
 

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I think that sounds great. My home group players were at level three in our homebrew campaign and wanted to launch into CoS. So... the Vistani were causing a ruckus outside of the homebrew walled town and a noblewoman asked the party to check it out. Next thing you know they are around the campfire and hear the creepy tales then... kaplow... mists take them to Barovia and it's on!

We skipped Death House, but you could certainly run through it. Might boost your players to 5th level so they are not at a complete disadvantage when they get to Old Bonegrinder...
 

I believe CoS has an opening that works more or less like you suggest. If you intend to skip Death House (I know you want to run it, but I personally would skip Death House, as it's mostly there to get you to level 3, and doesn't tie into the larger story that well) then I'd use the werewolf hook to lead them to Krezk, as that would get them started in more level appropriate territory for the story.
 

I have done -more or less- what you describe. I've played LMoP with a group and I've started CoS with the same group at level 5, although they started new characters.

I'd suggest to use the backgrounds and/or factions of the characters to tie them to Barovia. I used the "plea for help"-hook and got the factions involved:
- Harpers: we don't know a lot about Barovia, go investigate
- Order of the Gauntlet/Lord's Alliance: we hear there's an unused castle there, secure the rights to it.
- Emerald order: there is a powerful which in Barovia that has upset the natural order, go investigate.
- Zhentarim: there is a vineyard that used to deliver an exquisite champagne, get us a trade agreement.

That got them on the road to Barovia. They entered Barovia from the Krezk-side, which is tailored to level 5 parties. Once inside I assaulted them with Werewolves and Dire Wolves until the need to rest was urgent. Don't let them enter Krezk, but let them notice a dilapidated mansion down the street and mention how dark it is getting.
Now you get to run Death House. I've spiced up the encounters, but since the party should already be pretty beat: don't overdo it. Once they get to the attic and have had a Long Rest, all bets are off. Be sure to mention Krezk and it's abbey founded on a healing spring somewhere in the fluff.

I've added a Mummy (refluffed as Animated Clothes) to closet 12B and trapped the door so that any character that enters the closet is locked in, alone with the mummy. Set the DC to break the door high and you have a pretty good chance of a player with mummies curse. Which will give them a deadline to enter Krezk and use the healing spring.

They can only enter Krezk when they have handled the Vineyard, which gives them a hook to go to Yester Hill and to Berez. Once inside Krezk, they can go to the monastary to get the mummies curse healed. Which introduces the Abbot and gives a hook to go to Vallaki. I had the card reading done by Esmeralda.

I introduced Ireena and Ismark just outside of Vallaki, defending themselves from werewolves. My party is currently doing the Vallaki quests and is somewhat complaining about "quest overload".
 

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