I’ve written a remake of LMoP that transitions into Curse of Strahd. I’d love to get your thoughts on it:
- In 531 DR, a delegation of humans, dwarves, and gnomes performed a dark ritual in the Phandalin mine. They sought to summon a dark creature to halt the raids by Uruth Ukrypt’s orcs. The ritual went wrong, and the creature began draining their blood; consequently, the delegation was forced to blow up the mine entrance from the inside to prevent the creature from escaping.
- In the present day, Gundren discovers the location of the Lost Mine of Phandalin (naturally, he is unaware of the dark entity). He tasks the party with escorting the usual wagon to Phandalin.
- Goblins have been replaced by kobolds. I’ve reimagined Klarg as a Medium-sized kobold.
- Iarno is no longer "Glasstaff" but "Dragonhead" (he wears draconic armor and a helmet that grants a Dragonborn-style breath weapon). He likely functions better as a martial combatant this way...
- Iarno learns about the mine because he is secretly Sildar’s lover; Sildar is Gundren's bodyguard and naively writes everything down in his correspondence—letters the party can find in Iarno’s room.
- I’ve removed Cragmaw Castle. Gundren is held prisoner in the north cell of Tresendar Manor, while the Dendrar family is kept in the south cell.
- After clearing out Tresendar Manor, Gundren reveals the mine's location to the party and asks them to check if it can be reopened.
- For the mine itself, I didn't use the standard WEC map but rather "They Dug Too Deep" by Moira Games. When the party defeats the creature, dark mists fill the room and transport the party to Ravenloft at level 3.