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LMoP into Curse of Strahd
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<blockquote data-quote="David Boute" data-source="post: 7395819" data-attributes="member: 6804568"><p>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.</p><p></p><p>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:</p><p>- Harpers: we don't know a lot about Barovia, go investigate</p><p>- Order of the Gauntlet/Lord's Alliance: we hear there's an unused castle there, secure the rights to it.</p><p>- Emerald order: there is a powerful which in Barovia that has upset the natural order, go investigate.</p><p>- Zhentarim: there is a vineyard that used to deliver an exquisite champagne, get us a trade agreement.</p><p></p><p>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.</p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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".</p></blockquote><p></p>
[QUOTE="David Boute, post: 7395819, member: 6804568"] 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". [/QUOTE]
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