Here's your prep info, guys. The module is written for (4) 6th level characters. 30 pt buy and standard equipment per our chart, prestige classes only if approved by me in advance. (I'd like the other DMs' advice as per how to handle the fact that we'll probably have more than 4 characters per session. I'm currently thinking to just go with all 6th level chars, and the decreased xp gain will eventually even things out.)
I'm going to rule that the PCs know and have adventured with each other previously. This will allow table talk and meta decisions to be made by the players, ensuring class balance and the like.
I'll defer to the Greyhawk veterans to determine the actual location of Barovia within the world. It's a Romania-type locale, in a mist-enshrouded forest valley in the SE foothills of a large mountain range.
Having recently returned from a successful sacking of the haunted dungeons of Castle Indeterminate, your adventuring party settles into an evening of revelry and celebration in your favorite local tavern.
The next morning, you are awakened, bleary-eyed and disoriented, to a vigorous pounding on the doors to your private rooms. Constable Grignard, a local official of some power, has a task for your merry band.
It seems that a merchant caravan conveying, in part, a cherished family heirloom was intercepted and pillaged by brigands. He has charged your band with retrieving this item. He will not divulge the specific identity of the heirloom, but assures you that it is marked with his family crest, and gives you a ring bearing the same as an example.
The constable offers a very tidy reward for the safe return of the item, enough to make even your cleric's eyes light up, although not enough to seem overly fishy.
The caravan was traveling through a remote area known as Barovia - possibly a week's ride from your current location. Grignard believes that the human and halfling "gypsies" who travel throughout Barovia are transporting the stolen goods. The constable points out in a round-about fashion that Barovia - and hence the smugglers' headquarters - is situated just outside the jurisdiction of any larger governments, including the province in which you currently reside...
After the proper preparations, your party sets off towards Barovia. About a days' ride from the village of Barovia itself, you come upon an inn and settle in for the night.
With the dying of daylight, a fog creeps across the land, clutching everything in its clammy grasp. Inside the Weary Horse Inn, though, the fire is warm enough, and if the few patrons are sullen and stare at you a little boldly, at least the food and drink are good.
For an inn's common room, it's quiet. It holds no more than a handful of customers. They keep their voices low, and even the clink of their mugs seems subdued as the fog gathers outside. When the door swings open, every head turns to see who has arrived.
This new arrival loudly stamps the mud off his boots in the doorway, then strides confidently over, throwing a letter down on the table in front of you.
"The village of Barovia is in need of heroes," he says in a thick accent. "You'll do as well as any." Without another word, he turns to leave.
The letter reads as follows:
Hail to thee of might and valor:
I, a lowly servant of the township of Barovia, send honor to thee. We plead for thy so desperately needed assistance within our community.
The love of my life, Ireena Kolyana, has been cursed by the witches of Lysaga Hill, and even the good people of our town are powerless to free her from this enchantment. She wastes away under the witches' curse and I would have her saved from this menace.
There is much wealth in this community. I offer all that might be had to thee and thy fellows if thou shalt but answer my desperate plea.
Come quickly, for her time is at hand! All that I have shall be thine!
Kolyan Indirovich,
Burgomaster of Barovia