General Campaign Notes
The adventures will not be from Ravenloft. They will be pulled into Ravenloft through a temporal two-way mistway (triggered by a planetary conjunction on their home world) in the area of Mordentshire. The general plan is to have the PC’s based out of the van Richten’s old herbalist shop. They will work alongside the Weathermay-Foxgrove twins, traveling around Ravenloft to gather information, explore, and battle evil. Ultimately, they want to find a way home but that’s not terribly important here.
I struggled for a few months with how to mechanically move the PCs around Ravenloft. I’m not a fan of running games where we play every minute of time or come up with unrealistic transitions between adventures. I found my solution in the Middle-earth 5E role playing game. That system has a few mechanics that I think will work exceptionally well in Ravenloft: Travelling phase, Fellowship phase, and Sanctuaries.
Sanctuaries are places that the group has to discover that are safe (generally speaking) for them to live their day-to-day lives. The group can only take long rests and perform Fellowship phase activities in a Sanctuary. Time in the Sanctuary is played in a slightly different way, the PCs will have weeks or even months to heal up and work on learning new skills, learning new languages, or forging new equipment. The first Sanctuary that the PCs unlock will be Mordentshire.
The Travel phase abstracts travel from a Sanctuary to the adventure destination or another Sanctuary. Travel isn’t eventless but rather the events happen in travel time rather than combat rounds. This provides a mechanic to explore the flora, fauna, landscapes, and denizens of Ravenloft in a more interactively narrative way rather than through random encounter charts and daily travel logs.
The Fellowship phase will allow players to develop and pursue some of their own goals (research, experimentation, love interests, healing, self improvement, etc). In other words it’s a wrapper for D&D downtime activities.
Really loose adventure idea
Part One - PCs are hunting a serial killer in Port-a-Lucine. The serial killer gets sloppy and the PCs catch him/her. The serial killer will fight ferociously and the battle will be desperate for the young heroes, but ultimately the PCs will be victorious. However, they will not have any idea as to the motive of the murderer.
Part Two - The murders in Port-a-Lucine have started again. However there is no immediately noticeable connection - murderer had no relatives that could be the obvious culprits, it hasn’t been a ritually significant length of time. The serial killer gets sloppy again, some things happen the same way but not everything. This time though, the PCs uncover a clue that some greater game is afoot.
Part Three - ?
My very general idea is that the Living Brain was using the serial killer to eliminate d’Honaire’s Obedient. Once the high priority targets were eliminated then the serial killer became expendable.
Obviously the idea needs a lot of work.



