DM of the Mists
DM of the Mists
  • Видео 17
  • Просмотров 11 939
How I Ran Dementlieu, the Ravenloft Domain of Dread - 5E version (Saidra & the Grand Masquerade)
How I ran Dementlieu - as depicted in 5th edition's Van Richten's Guide to Ravenloft (so Saidra as the Darklord and her Grand Masquerade parties, etc.) - as part of my ongoing D&D Ravenloft campaign. I cover what resources, maps, music and random encounters I used, what adventures and NPCs I included (including Alanik Ray and Jander Sunstar), what shops, inns, taverns, restaurants, etc. I added to this domain (which is essentially just one big city), and - perhaps most important of all - how I ran the Grand Masquerade, where my players had to fight off a powerful vampire who wanted to become the domain's new Darklord... 🎭
00:00 Intro
02:13 Disclaimers
03:30 Resources
04:50 Maps
06:40 Music
07:2...
Просмотров: 102

Видео

My Top 7 Curse of Strahd Homebrew Changes: Non-RAW Tweaks & Additions I Made to my CoS Campaign
Просмотров 720День назад
Despite running Curse of Strahd as RAW (rules as written) and vanilla as possible, meaning that I played it true-to-the-book, I still added a few homebrew elements to it, based on stuff I'd seen on CoS Facebook groups and the CoS subreddit, and from mod guides such as CoS Reloaded / DragnaCarta and Lunch Break Heroes. In this video, I talk about my seven favourite homebrew additions/changes, su...
5E Ravenloft Campaign: Hooks & Seeds Ideas for a Post-Curse of Strahd Domain-Hopping Campaign
Просмотров 18514 дней назад
Wanting to run a Ravenloft domain-hopping campaign? If you're still running Curse of Strahd (or you're planning to and not started yet), there are ways you can drop hooks and seeds during the campaign that will hopefully encourage your players/PCs to want to explore more Domains of Dread beyond Barovia. And even if you _have_ finished CoS already and they've returned to their homeworld (whereve...
7 Alternative Random Encounters for Curse of Strahd - Cool, Barovia-Friendly Monsters to Put in CoS
Просмотров 66321 день назад
When your PCs wander along Barovia's Svalich Road or venture into the Svalich Woods, Curse of Strahd DMs are meant to roll on a random encounter table. The table is pretty decent, but it can get a bit samey after a while, and become particularly unchallenging for higher-level parties. In this video, I share my favorite Barovian random encounters resources (links to which are further down in the...
Jander Sunstar: Ravenloft (& Potential CoS) NPC - Stat Block Suggestions, Possible Adventures & More
Просмотров 187Месяц назад
Jander Sunstar - who is mentioned in the "Mist Wanderers" section of 5E's Van Richten's Guide to Ravenloft - has a long history in the Ravenloft setting, going as far back as being the protagonist in Christie Golden's 1991 novel Vampire of the Mists. A 'good' sun elf vampire who is originally from the world of Toril (the Sword Coast setting), he has easily become my favorite Ravenloft NPC. In t...
7 Blink-&-You'll-Miss-It Details for DMs in Curse of Strahd
Просмотров 1,8 тыс.Месяц назад
Curse of Strahd has a lot of info in it - some of which is buried away, easy to gloss over and forget about, or where info concerning a particular NPC is spread across multiple chapters. In this video, I cover seven very easy-to-miss bits and pieces of information, based on my own experiences, having played and DMed CoS, and from what I've seen on various CoS forums online, such as on Facebook ...
How I Ran the Sea of Sorrows in my 5E Ravenloft Campaign, incl. Ghastria, Blaustein & the Lighthouse
Просмотров 3052 месяца назад
How I ran the Sea of Sorrows - as depicted in 5th edition's Van Richten's Guide to Ravenloft (so Pietra instead or Pieter, the Sea of Sorrows and the Nocturnal Sea essentially merged, etc.) - as part of my ongoing D&D Ravenloft campaign. I go over what resources, maps, music and hook I used, what adventures my players had while they were there, how I handled sea travel and random encounters, wh...
Thinking of Increasing the Map Size of Barovia in Curse of Strahd? Be Sure to Watch This First!
Просмотров 4,3 тыс.2 месяца назад
A popular modification to RAW (rules as written) Curse of Strahd is to increase the map size and to make Barovia bigger. It's only 20 by 10 miles in the book, which seems really small for the kingdom of a once-great conqueror, so I get why DMs would want to make it bigger - especially if you want to make the campaign harder and scarier for your players. But what if I told you that you might be ...
Luba's Tarokka of Souls - A Deep-Dive into a Very Cool Magic Item For Your 5E Ravenloft Campaign...
Просмотров 1132 месяца назад
This video goes into detail about a magic item - from the D&D 5E sourcebook Tasha's Cauldron of Everything - called Luba's Tarokka of Souls. I explain what it is, how it works, and give guidance on changing the monsters that get released from it (as there's a few repeats in the list and they're all Monster Manual monsters). I also talk about how the 'released souls' business has gone down in my...
DMs' Funniest Moments in Curse of Strahd (Reaction Video) - 5 Funny CoS Stories, Plus 3 of My Own
Просмотров 2293 месяца назад
I love reading stories of funny things that happened in DMs' Curse of Strahd campaigns, so when someone uploaded a Reddit post titled "What's the funniest thing that's happened in your campaign?", I thought it'd be funny to read the Top 5 most upvoted comments/stories and record myself reacting to them. I also share three funny CoS stories of my own. Link to the main post of funny stories on Re...
The 3-Pile Tarokka Technique: Demo Draw - a Supplement for Curse of Strahd's Tarokka Card Reading
Просмотров 1403 месяца назад
A demo draw for the 3-Pile Tarokka Technique, a supplement for Curse of Strahd's tarokka card reading. You can buy and download it here: www.dmsguild.com/product/474875/The-3Pile-Tarokka-Technique A-Curse-of-Strahd-Supplement?affiliate_id=2672868 This video explains what it is and what's included, and provides two example draws of the cards, so you can see for yourself how effective it can be. ...
How I Ran Falkovnia (5E / Zombies / Vladeska) including the Zombie Siege in my Ravenloft Campaign
Просмотров 1,2 тыс.3 месяца назад
How I ran Falkovnia - as depicted in 5th edition's Van Richten's Guide to Ravenloft (so Vladeska instead of Vlad, zombie sieges, etc.) - as part of my D&D Ravenloft campaign. Resources, maps, music, NPC/roleplaying info, pre-siege activities and adventures, how I ran the zombie siege itself (and siege prep encounters), what types of zombies, undead and other monsters I included during combat en...
Starting Curse of Strahd with PCs at Level 5 (instead of Level 3) - What to Do/Change & Other Tips
Просмотров 6634 месяца назад
Curse of Strahd is meant to start with the PCs (player characters) at Level 3 (or at Level 1 if you do the optional CoS starter adventure - Death House - which ends with the PCs reaching Level 3). However, some DMs may be starting CoS with their PCs already at a higher level, e.g. if they did another campaign first - such as Lost Mine of Phandelver or Waterdeep: Dragon Heist - and you're contin...
How I Ran the Carnival! Resources, Maps & Adventures for the Shadowfell/Ravenloft Carnival in 5E
Просмотров 6114 месяца назад
How I ran the Carnival in my D&D Ravenloft campaign. Resources, maps, music, NPC/roleplaying info, Litwick Markets stalls and adventures/side-quests for the Shadowfell Carnival. 00:05 Intro 02:38 Resources 04:28 Maps 05:42 Music 06:52 NPCs 15:30 Litwick Market 19:03 Adventures 25:46 Outro RESOURCES 📚 Main ones mentioned: - Carnival (2E): www.dmsguild.com/product/17478/Carnival-2e?affiliate_id=2...
Campaign Diary: The Story So Far - Running Curse of Strahd & Ravenloft from Apr 2020 to present
Просмотров 1104 месяца назад
The first video of a semi-frequent campaign diary series. This video talks about my campaign to date, starting with Lost Mine of Phandelver in April 2020, then moving onto Curse of Strahd, and then a wider Ravenloft Domains of Dread campaign. On the CoS front, I cover: the Village of Barovia, the tarokka reading with Madam Eva in Tser Pool Encampment, Vallaki, Wizard of Wines, Yester Hill, Van ...
Running Curse of Strahd? Here’s a List of Resources for Getting Started With CoS: Guides, Mods, etc.
Просмотров 4774 месяца назад
Running Curse of Strahd? Here’s a List of Resources for Getting Started With CoS: Guides, Mods, etc.
The Second Tarokka Reading: Demo Draw - a Ravenloft Campaign & Curse of Strahd Sequel Supplement
Просмотров 2145 месяцев назад
The Second Tarokka Reading: Demo Draw - a Ravenloft Campaign & Curse of Strahd Sequel Supplement

Комментарии

  • @SlicesnDices
    @SlicesnDices 3 дня назад

    Hey there @dmofthemists I just found your channel today as well! We've got a similar domain hopping campaign over on our channel - thanks so much for the great content! We're currently in the Sea of Sorrows as well; this should come in VERY handy!

    • @DMoftheMists
      @DMoftheMists 3 дня назад

      Ahh that's so cool! 😃 I'll check it out. What domains have you covered off so far? And what's in the pipeline...? 👀😈

    • @SlicesnDices
      @SlicesnDices 3 дня назад

      @@DMoftheMists so many! We started doing the MistHunters adventures (and may come back to them at a much higher level, seems a waste to end at level 8!) I wanted to key the adventure in the characters' back stories, so we've concentrated a good portion on domains that "link" them to those domains. So far, we have done Borca (House of Lament), Dementlieu, Kartakass, Barovia, Falkovnia, Mordent, Lamordia, Darkon, The Nightmare Lands, and now The Sea of Sorrows!

    • @DMoftheMists
      @DMoftheMists 3 дня назад

      Wow, that sounds awesome! 🤩 If you're ever planning on doing Valachan, I ran the Trial of Hearts pretty much out of the two Mist Hunters modules that are Valachan-focused - it's going to be one of my next videos (ETA a couple of weeks, all going well). How did Dementlieu and Falkovnia go? I did them as well (and have done videos covering those, too). So far we've done Barovia (as per Curse of Strahd), Markovia, Falkovnia, the Carnival, Mordent (which is where I put the House of Lament), the Sea of Sorrows, Niranjan, Dementlieu, the Rider's Bridge, and Valachan. Lined up we have return visits to Markovia and Mordent, plus Forlorn, Hazlan, and Darkon. Might also do Kartakass as well.

  • @jaysw9585
    @jaysw9585 5 дней назад

    My last homebrew I did the following. 1. Started the party naked in Deathhouse and they had to scavenge for gear. 2. Didnt do the 3rd fortune teller because i wanted to keep it open. 3. At first crossroad to Castle Ravenloft, i had a carriage with nightmares ready to transport them to the castle. If they touch the carriage, they get stuck and the nightmare makes a mad dash for the castle. 4. Strahd, posing as Count Vasli is secretly the partys patron when they get to Valaki. 5. The NPCs in Valaki approach the characters. 6. Added the seeds as a personal goal of Strahd who plans to currupt them and take absolute control of the domain. He already has the 3rd seed. 7. Added more to the druids wanting the seeds. 8. On return to Valaki, had strahd hold seige to Valaki and the church, killing everyone. 9. Had a carriage chase where werewolves chased the party while they were racing to the castle. 10. No long rest allowed in the castle. 11. The priest in Barovia is the party ally and he commited suicide when his son died, so they had to figure out how to resurrect him. 12. All 3 witches polymorph into giant monstrosities with T-Rex stats. 13. Added flashback scenes throughout the adventure that is triggered by an artifact i gave them. The party is able to actively take part in Strahd history, such as the battle for Barovia as a lieutenant, sergios wedding as a guard to Strahds niece. A guard on the ramparts as Strahd murders Leo Dilisnyas guards, that attempted the coup. 14. Added a subplot with Leo Dilisnya being turned into a vampire and buried allive by strahd at the monastery. He wants to replace Strahd as dark lord when the party digs him up. 15. At the end, i had a massive fight in the village of Barovia with all the big bosses left in the game they didnt kill. This was stupid, but fun. I also wanted to prove a point on why i didnt allow long rest in the castle. It was my 4th time running the adventure and i went wild. It barely barely resembled the original plot.

    • @DMoftheMists
      @DMoftheMists 5 дней назад

      Wow! 🤯 Those are some interesting changes! 😃 Which would you say was your favourite? And what was the players' favourite (if you know)?

    • @jaysw9585
      @jaysw9585 5 дней назад

      @@DMoftheMists I personally liked the Naked Death House. I started it by having the party investigate an animal attack in a nearby village, north of Waterdeep. Turned out to be the werewolves that appear later in the module that are kidnapping children to repopulate Barovia. I did this to tie up a loose plot thread later in the game and give the party more incentive than just escaping. The werewolves also had an amulet that permitted escape to the prime material plane, but only if Strahd allows it. This gave the players a clear goal from the start. Save the children and convince or kill Strahd to let them escape. The first time they rest for the night, I had the mist transport them to Death house without their gear. For me, this really set the tone of the adventure and put a lot of dread into the game, right from the beginning. Was awesome watching them scavenge for gear. It encouraged exploration and It also means the players pay close attention to room descriptions. All the stuff a DM loves. My players favorite part was clearly the carriage chase from Vallaki to Castle Ravenloft. I did this by setting 5 markers along the path that required the driver to pass Ability score checks, like fallen logs, potholes, barriers, flame arrows, etc. The werewolves started 1 block away. If they failed a check, 2 werewolves catch the carriage and the rest of the party had to defend it. Was super exciting and they loved it. They ended up with a critical failure, which crashed the carriage, so they had to run that last bit on foot to the castle turn off. My biggest disappointment was the dead priest as an ally. I thought that would work out better. I was hoping for a Weekend at Bernie's, but it just didn't have the emotional effect I was aiming for.

  • @orgixvi3
    @orgixvi3 6 дней назад

    Shout out to PhDnD, who is also doing a lot of Ravenloft content

    • @DMoftheMists
      @DMoftheMists 6 дней назад

      Yes! Big fan of Dr Bowers' stuff. I ran his version of Niranjan for my players and it went down a treat.

    • @orgixvi3
      @orgixvi3 6 дней назад

      @@DMoftheMists I just found your channel today, and I gotta say, it's some really great stuff. I love seeing new content for Ravenloft, as I feel it's pretty overlooked as a campaign setting.

    • @DMoftheMists
      @DMoftheMists 6 дней назад

      Thanks! How did you find the channel, out of interest? I know right? It's quite surprising. AFAIK there's only a handful of people doing in-depth Ravenloft videos. It's one of the reasons I wanted to put content out as well, to help other Ravenloft DMs.

    • @orgixvi3
      @orgixvi3 6 дней назад

      @DMoftheMists It came up randomly in my recommendations.

  • @Prokidneytheif1
    @Prokidneytheif1 6 дней назад

    "200 sessions, 4 years." Not that experienced though, guys! haha

    • @DMoftheMists
      @DMoftheMists 6 дней назад

      Haha yeah, sorry... 😅 I meant more in terms in breadth of experience/campaigns. Sure, I've done one looong campaign, but not done much beyond that. Or maybe I'm just modest, hehe.

    • @Prokidneytheif1
      @Prokidneytheif1 6 дней назад

      @@DMoftheMists It's part of what makes your content so engaging. You're very down to earth and relatable even though you have such a vast wealth of experience to draw from. Don't change!

    • @DMoftheMists
      @DMoftheMists 6 дней назад

      Thank you! 😍

  • @ghostsuru8429
    @ghostsuru8429 7 дней назад

    I haven't finished reading all the way through, so this was good info to keep in mind as I prep for my first Strahd campaign. Thank you for the video!

    • @DMoftheMists
      @DMoftheMists 7 дней назад

      You're welcome! Thanks for the kind words! 😀

  • @Jebbtube
    @Jebbtube 8 дней назад

    Jander? I always thought it was pronounced "Yander," like the German pronunciation.

    • @DMoftheMists
      @DMoftheMists 8 дней назад

      I'm pretty sure I looked into it ahead of introducing him in my campaign, and the consensus was Jander with a hard 'J' - but I did see a few people suggest "Yander". I'm not 100% sure TBH. Maybe I'm wrong. A good way to know for sure would be via the audiobook version of Vampire of the Mists - at least I'm hoping they'd get it right (you'd hope so eh?).

  • @Jebbtube
    @Jebbtube 8 дней назад

    I'm planning on introducing Jander and his daughter(?) Savra at some point in my campaign. Don't know a ton about her character, so I'm open to suggestions.

    • @DMoftheMists
      @DMoftheMists 8 дней назад

      Yeah, she's his daughter (or "who [he] considers his daughter," to use the exact wording from the book). No, I don't know a ton about her, either (other than what I put in the video). She has the tiniest mention in VRGtR (IIRC) - probably intentionally made as a 'blank slate' type of NPC so that DMs can do their thing and roleplay her however they want. If I find anything substantial on her, I'll let you know.

  • @TheWarlockDM
    @TheWarlockDM 11 дней назад

    OMG! I saw a post long ago in Reddit that explained something similar with Victor so it was you lol , I love the idea of the teleporting Wizard, I was going to add it to my Barovia games but my groups were very pro Vargas so I never had the chance

    • @DMoftheMists
      @DMoftheMists 11 дней назад

      Hehe! It might've been me - I've mentioned it a few times, on the subreddit and a CoS DMs Facebook group - but I want to stress that I'm not the originator of the idea, so it could've been someone else... maybe even the person who originally came up with it. 🤩 Ahh that's a shame, about not being able to do it because they were pro-Vargas. I was about to say "pro-Vargas" is a phrase you don't see very often (I'd wager that 9 out of 10 parties side with the Wachters), but thinking about it, when I played CoS (before DMing it for myself), I'm sure we were pro-Vargas too... Or perhaps pro-no-one, as I think we kept away from the politics and left them all to it... 😅😬

  • @coolman4202
    @coolman4202 11 дней назад

    I’m so excited to add the undead guard drake pet!! The sun sword is there in my game.

    • @DMoftheMists
      @DMoftheMists 11 дней назад

      Silvia was (and still is) the GOAT. 😊🐲 That's a cool place for the sunsword! Is it in Vladimir's possession or elsewhere?

  • @miguletio9175
    @miguletio9175 11 дней назад

    Love the suggestions. Love your energy as well. Very eloquent, keep it up! It would be great a video for not combat encounters too!

  • @dario5178
    @dario5178 11 дней назад

    Giving the Brides some class abilities is definitely something I will try

    • @DMoftheMists
      @DMoftheMists 11 дней назад

      Yeah, it definitely helps to make them a bit more interesting - especially if the players have already fought other vampire spawn at that point (the ones in the coffin shop, the ones in the Amber Temple, etc.).

  • @xxTerraPrimexx
    @xxTerraPrimexx 14 дней назад

    If you use uncharted journeys, with the way they use hit dice it makes long journeys more interesting and you get the bigger map as well

    • @DMoftheMists
      @DMoftheMists 14 дней назад

      Ooo I'm not familiar with this - I'll check it out. Thanks.

  • @Bondanalloy
    @Bondanalloy 17 дней назад

    one day walk/ride from one town to the next to emulate medieval life.

    • @DMoftheMists
      @DMoftheMists 17 дней назад

      Yeah, I've seen a few people make that point on discussions on this topic. Maybe that was another reason the game designers made it that way - although, that said, in other campaigns, the towns are further apart (e.g. Lost Mine of Phandelver), so I don't know... although Barovia certainly seems more medieval-feeling (and more 'primitive', for lack of a better word?) than other locations/worlds as well...

  • @misterdad490
    @misterdad490 17 дней назад

    So everyone knows, "romani" are germanic and Slavic. Even though they were dark washed in CoS to look Spanish.

  • @craigbox6918
    @craigbox6918 18 дней назад

    Would doing something like dotting fortified inns along the road help keep that 'fear the night' mentality? Due to them no longer being forced to sleep outside but having to race against (or even through) the darkness to reach some degree of safety in the hostile wilderness. Then you can play around with even their belief in that little torch of safety. What if the inn's been taken over by a vampire who feasts upon the unknowing guests, keeping the innkeep and his family under a mix of domination and hostage via the children kept locked in the basement. If the players don't notice the first time, maybe when they come back through somebody's missing and everyone is pretending they've just gone off to pick up supplies somewhere or something. Or the inn comes under attack, werewolves scale the walls or gargoyles drop into the courtyard from above and smash through windows sowing chaos in the night. Basically playing with that idea of safety by having these declared safe places along the road, and then making the players question 'but are they really safe?'. And honestly should be aiming for the answer to be 'No, but it's better than being caught up in this stuff out on the open road.' or at least that's what I think answer should be.

    • @DMoftheMists
      @DMoftheMists 18 дней назад

      Those sound like cool ideas. They'd be a lot more work for the DM to put into motion, but if a DM is up for that then totally. You could even change Donavich to be an innkeeper along the road instead of the priest in the Village of Barovia (with Doru in the inn's basement rather than in the church) - something like that.

  • @Matanlimer
    @Matanlimer 22 дня назад

    Im intending on running Jander in my campaign (which is a continuation of COS) soon, so this vid was nice. As abit of a twist to the multi Jander issue, I fleshed it out further with the idea that his multiple clones are different facets or possibilities for him (essentially "what if's"). As such the party will be sent by Jander and RVR to slay an evil version of Jander ("what if he abandoned his morality and spend his unlife as a vampire lord"). As a further but of complication, the party had Ireena Kolyana as an ally traveling with them - so Jander's reaction ought to be interesting.

    • @DMoftheMists
      @DMoftheMists 22 дня назад

      Thanks! That's such a cool idea! Reminds me of the Domain Jam idea I had and posted in the Ravenloft subreddit, a "what if one version of Jander turned evil and became a Darklord?": www.reddit.com/r/ravenloft/comments/19819mf/homebrew_domain_solicallor_where_the_darklord_is/ Oh yes, gosh, travelling with Ireena/'Anna' would definitely be interesting... 😬

  • @dario5178
    @dario5178 26 дней назад

    I like the idea of a monster only children can see, very creepy

    • @DMoftheMists
      @DMoftheMists 26 дней назад

      Indeed! Very Ravenloft. 😈 And I like the idea that the children have to try and communicate where it is to the PCs so they can fight them off. I really enjoyed it when I ran it for my players.

    • @robbieabel9053
      @robbieabel9053 25 дней назад

      My players are in the process of trying to adopt an orphan that they grew attached to after saving him from the Old Bonegrinder. Despite warnings that I was not above having enemies attack the kid (if they bring him with them) they seem intent on the idea. This monster sounds perfect to use after lil Justy joins the group!

  • @zoboothemafoo
    @zoboothemafoo 29 дней назад

    Having Majesto spy on the players disguised as a raven and making them think it's one of the wereraven's birds is just devious. (I'm doing it)

  • @PatriceBoivin
    @PatriceBoivin Месяц назад

    The novels sometimes added other sections to Barovia, the land of the mists had one area for the Death Knight, one for the strange Carnival, and so on. Not normal transition from one section to the other however, the mists can be fickle.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Yeah, I read a bunch of the Ravenloft novels recently, and I think it might be the start of the I, Strahd sequel where Strahd visits a settlement that's not a part of the 5E/CoS map. And it was fun reading about how others interacted with his domain (Jander Sunstar, Lord Soth, Azalin Rex, etc.).

  • @DaDunge
    @DaDunge Месяц назад

    I'd say thois is the reason to increase it, in my experience CoS suffers from a tension cycle problem. In real horror you want tension and release tension and release, Cos is all tension which doesn't lend itself ti horror it lends itself to the players getting annoyed and irritated. I think the eternal darkness is actually kind of boring. I think horror campaigns should have daylight so you players can watch the hours tick away until there is night again and there is no safety anywhere. As you may have noticed I didn't particularly enjoy being a player in CoS, I felt it was a big exercise in being told no a lot by the DM, and was more annoyed than tense. I also very quickly found myself suffering from darkness induced audience apathy.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      I get what you're saying. I actually liked the whole "no sunlight" thing because it's like a plot twist where the players _expect_ to be safe in the daytime, then realise Strahd and his consorts can just wander out freely at any time of day - and that's pretty terrifying. I'm sorry to hear you didn't have a good time as a player in CoS. TBH, before DMing it, I was a player in a CoS game, and while I mostly enjoyed it, I had a few moments like that with my DM, too - and I think it was a DM vs player thing. A lot of it can come down to what the DM is like. Have you DM'ed CoS as well, or plan to?

    • @DaDunge
      @DaDunge 29 дней назад

      @@DMoftheMists No, we never finished it, covid hit and out DM got total burnout trying to convert to digital tools and we ende dup dropping the campaign. But a player in another campaign is talking about running it so I might play it again (though we may have to make some changes to account for half the players having played the begining before), so I am holding off on running it/reading the module to after that.

    • @DMoftheMists
      @DMoftheMists 29 дней назад

      Cool - I hope it works out for you. I can think of 1-2 possible ideas for alternate starts, but I don't want to spoil anything for you (albeit they're minor spoilers plus you might know the places mentioned anyway), so either let me know and I'll pass them on (in the least spoilery way possible) or feel free to send your DM my way. Or I'm sure the new DM will stumble on them anyway when they're doing their research.

    • @DaDunge
      @DaDunge 29 дней назад

      @@DMoftheMists I think we visited all locations on the map before the end of the last campaign so I'll risk it feel free to give me your ideas.

    • @DMoftheMists
      @DMoftheMists 29 дней назад

      Cool. One idea is that some DMs start their CoS campaigns on the west side of the map - so near Krezk - rather than Death House / Village of Barovia. It's not something I'd encourage or recommend for first-time players/DMs, but for people who have played before, it might help to mix things up a bit. The other idea - depending on how far you actually got - is just to limit it to Castle Ravenloft (and maybe 1-2 other places before it). There's a one-shot version of CoS called Strahd Must Die Tonight (www.dndbeyond.com/posts/359-strahd-must-die-tonight-how-to-play-ravenloft-in-a), which is limited to just Castle Ravenloft - but your DM could also include a few extra places to expand it out (so it's not _just_ the castle). Hope that helps.

  • @philosophicalneanderthal5501
    @philosophicalneanderthal5501 Месяц назад

    One of my favorite characters from the original ravenloft lore.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      He's great, isn't he? Such a great character.

  • @mr.quantum4543
    @mr.quantum4543 Месяц назад

    Anyone else made the map a tiny bit bigger. But, added that all of your long rests on the roads turn into short rests and short rest turn in half a regular short rest. The nights in barovia are brutal. To me, it's supposed to be ramped up. For example, the video game "Dying Light." My players got so scared and mistrusting when they got interrupted multiple times by quick interactions I made up. For example. I had just a plain old black cat, nothing unique about it, sat there and cleaned itself just at the edge of their campsite light. A player on watch woke the entire party thinking something would happen.... the cat started to walk in the thick fog, back and forth, meowing and making eye contact with them because it was hungery. I moved it along every hour in the game, asking what they wanted to do every minute to keep the game moving. They ended up staying up all night and rolled for exhaustion. So my point is. You don't even need to throw battles. Throw normal encounters that don't take up all the time out of game and keep it moving.

  • @DarthArachnious
    @DarthArachnious Месяц назад

    We expanded Barovia, but we added new locations. Strahd didn't create Barovia. He's trapped there like we are. So there's remnants of shrines and holy places frequented by travelers. Strahd would have destroyed them like he did The Silver Knights. Destroying them didn't deconsecrate the ground. So there were places where he couldn't see us. We also had nature trying to reclaim the land. So random beds of flowers and groves of trees that aren't infested with evil.

  • @RandalxFlagg
    @RandalxFlagg Месяц назад

    Really well articulated points. My first thought was about encounters in the night, but I totally glossed over the idea that long rests would be more plentiful. I guess you would need to pair a larger Barovia with rules that you must be somewhere "safe" to gain long rest benefits? Things like Van Richtens hideout, inside city walls, or in the werewolf lair on friendly terms.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Yeah, that could work well - a few other comments have said the same.

  • @james35813
    @james35813 Месяц назад

    I increased the size of the map and use gritty realism rules (long rests are a week), because I want to create situations where the party needs to choose between staying ahead of events and getting a long rest. It also makes things like the hags sapping their max hp every night really dangerous.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Gritty Realism rules definitely sound like they'd work well (and side-step the issue) of a bigger Barovia for sure.

  • @PangoriaFallstar
    @PangoriaFallstar Месяц назад

    Are you telling me you can eldritch blast across hexes?

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Chuck a zero at the end of its range, and it's a hard maybe for sure.

    • @PangoriaFallstar
      @PangoriaFallstar Месяц назад

      @@DMoftheMists one of the invocations: Eldritch Spear + Spell Sniper, gets halfway there (600ft), so not fully middle to middle, but that's a lot more than I expected.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Holy moly. That is indeed about halfway there. (Note to self: don't sing Bon Jovi, don't sing Bon Jovi, don't sing Bon Jovi...)

    • @cringeroll
      @cringeroll 17 дней назад

      ​@@DMoftheMistsand here in barovia indeed we are living on a prayer.

    • @DMoftheMists
      @DMoftheMists 17 дней назад

      Living on a Morninglord prayer, for sure. 😇😬

  • @Prokidneytheif1
    @Prokidneytheif1 Месяц назад

    Sometimes the places where they hide information amazes me. A lot of this I would miss very very very easily!

    • @DMoftheMists
      @DMoftheMists Месяц назад

      I know right? 😬 Glad it was helpful! 😃

  • @Crogon
    @Crogon Месяц назад

    Your train is on the wrong track: Mike's map displays pre-conjunction Central Barovia at 46.5 hexes high = 11.625 miles North to South by 72.85 hexes across = 18.2 mi (@ 0.25mi/hex) East to West. (GIVEN, this is north central Barovia, NOT the entire width of Barovia. (Most people miss that tidbit entirely.) Realms of Terror has pre-conjunction Barovia at 52 miles high x 57 miles wide, and a breadth of about 35.7 hexes = 71.4 miles from the northwestern tip to the southeastern tip. A later 2nd Ed Ravenloft boxed set has post-conjunction Barovia at ~66 miles north-south by ~80 miles across (Post-conjunction Barovia absorbed Gundarak, and had a few other minor border changes, so it's not a 1 to 1 comparison.)(The scale on that boxed set is REALLY corny, that's why the measurements for this set are reported as about (~) 66x80 miles.) Actual Wallachia = 426km = 264.7 mi So yes, for historical precision, Mike Schley's map of Central Barovia should be scaled up precisely 4 times. For further reference.. the original i6 map of the Barovian Basin is a lie. Tracy Hickman had to scale his original map down multiple times, because in that day, TSR was scared to death that no one would want to (buy) play the game if it lasted longer than one evening. What you see in i6 is the tiniest map possible, that could represent a feasible the countryside of Barovia as described. That is all. Its actual scale is meaningless. Throughout Barovian canon, we are told to lean on the Historical Vlad Draculae where the Barovian lore is lacking. That is because Strahd = Vlad. You see, Strahd is not Bram Stoker's Dracula. Strahd is the historical Vlad Draculae, who then gets transformed in to a vampire. Brilliant, right? There is even a Ravenloft Guide to Transylvania. However, contrary to popular belief, Dracula didn't reside in Transylvania. His personal castle, and his castle fortifications were all in Walachia. So, if we use the size of Walachia to scale the (full) maps of the older versions of Barovia, which pictured the entire country.. we can deduce that we simply need to scale up Mike's map of Central Barovia to 4x to get to the correct size. You see? Also, as others have pointed out, your characters don't get a successful long rest if they're (low-level and) between villages. They get harried and harassed by any number of undead critters roaming the Barovian countryside at night. Someone compiled a tome of all of the creatures found in Barovia by canon, and there are over 300 of them. (Try fitting THAT in a 10x20 square mile block!) Anyway, the bestiary is on DMsGuild, so just look it up and grab it there. :)

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Hey James. Thanks for the in-depth reply - I knew some of that stuff but not all of it (interesting the tidbit about TSR's views on Tracy's original map scale - I didn't know that). Sorry for my late reply - I've been away this past week and tried to be as deviceless as possible. Completely get what you're saying. I said this in another comment (although I think that thread's 'gone' now, as a commenter was being abusive to other commenters... 😬), but ultimately what's being talked about is old editions vs 5E - which is fine, and I completely get why people want a 'classic' experience (and I certainly don't want to get into an 'edition wars' debate here, especially as I don't know much about rules/mechanics pre-5E), but the problem is if people use a 2E/3E-style map, but use 5E's ruleset - _that's_ when there's potential problems. I also agree about harrying the players between settlements - IIRC I make that point in the video (like I said, it "depends on how you do it"), and if you're doing that, that's fine. But this is intended more for DMs who 1) increase the map size, 2) use 5E's rules, and 3) don't harry the PCs that much. Heck, I mentioned this in another comment, but I remember seeing a comment on Reddit once when someone said they increased the map size but hated random encounters between settlements and so they didn't do many or any (😵), so it's more intended for those folks. Sounds like you have the right thinking on it though. Thanks again!

  • @louisgirard832
    @louisgirard832 Месяц назад

    I was about to put it bigger and after I eared your argument I think you are right. Putting short distance put extra stress on the grp. The only thing about that is the master must be very prepared to answer any decision the party would go with. Their will be no time for any reminder or preparation between the game. Sounds more funny like that thx

    • @DMoftheMists
      @DMoftheMists Месяц назад

      That's a fair point - I know what you mean. In those instances, I don't think it hurts between sessions to ask your players if they have their sights on Argynvostholt, or Berez, or the Werewolf Den (or whatever other place) as their next destination, in order to help you to prepare for it - especially given the campaign's sandbox nature. You could also potentially slow them down with a 'random' encounter or two on the way.

  • @smeekings
    @smeekings Месяц назад

    Great vid, didn’t know any of these and I thought I’d devoured the entire book

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Thank you! 😃 Glad you found it useful.

  • @dking6021
    @dking6021 Месяц назад

    mate please, in the future, theres 3 minutes of you saying "people make maps bigger that could be bad" and just edging us on why, at least say sort of reasoning so I can decide on if there is anysense to it,

    • @dking6021
      @dking6021 Месяц назад

      8mins...

    • @dking6021
      @dking6021 Месяц назад

      so like, I think the better solution is either adding in longer long rests, or only long rests in "safe" places, ie towns, look at Darker Dungeons (homebrew packet) so you can have a camping system to get some hitdice back, but you long rests you need to wait a week so be in a safe space, tho I also like just take a day in a fortified place. This both makes travel important, and means that the party will have lost some resources by the time they make it to the sites

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Thanks for your feedback. I do - after a brief intro and then explaining why people do it, I explain it's because of the long rest and Hit Dice recovery issue. That's about 5 mins in (bearing in mind the intro is the first 1-2 mins). It's not 8 mins (as per your other comment). It wasn't my intention to pad out the video or "edge [people] on" or anything like that. But sure, I'll bear this in mind for future videos I put out. Thanks again.

    • @dking6021
      @dking6021 Месяц назад

      Also what you are describing about players going from site to site is the players actively making decisions to make the game harder, with such a small map there is nothing stopping them from just taking a long rest and going to and from safer places to long rest each time, or to travel up and down the map long resting before taking on things on opposite sides of the map, same as your problem of larger spaces

    • @dking6021
      @dking6021 Месяц назад

      I do think that you can also mess with strahds stat block, there's isn't really a reason you cant say that his mist form couldn't last longer, or move faster then the basic vampires one, when I played in the game my dm buffed the hell out of strahd, and we still kicked his ass, so I would say that I see some merit to your point of view if you consider game rules immutable, but I think in this case changing the game rules to fit the campaign better is actually the better move, If I went to run this I would actually consider looking into older maps tho and also adding in the extra settlements as if the map is bigger the kingdom might start to feel empty

  • @diegolamanya345
    @diegolamanya345 Месяц назад

    The way I do long rests is that the hags are worshippers of dendar and every night the serpent devours the dreams of all barovians. So noone gets to long rest, ever. Unless they eat one of the dream pastries. It's evil, and I love it.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Oof, that sounds brutal (but in a good way)... 😈 If people never get to long rest, then how do you handle stuff like Hit Dice recovery, spell slot recovery, etc.? EDIT: Ohh unless they eat a dream pastry. Got it. Ohh that _is_ evil...!

    • @diegolamanya345
      @diegolamanya345 Месяц назад

      @@DMoftheMists the players have been forced to accept that they just don't have any other choice, so they have been buying and eating the pastries from morgantha. I have planted a plot hook in which if they manage to restore the three fanes then the ability to long rest in Barovia will be restored. Once this happens I'm certain they'll go after the hags with vengeance on their hearts.

  • @diegolamanya345
    @diegolamanya345 Месяц назад

    I don't really count miles. I'm very geographically impeded. I can't understand distances or spaces at all. I made the trip from the village of barovia to vallaki to last 3 days because it suited me narratively. I might be on the wrong but the players have not complained or appear to be any bothered by it

  • @diegolamanya345
    @diegolamanya345 Месяц назад

    great video. The idea about vilnius is actually pretty good. About strahd's minions I think this is intended. It's a tragic villain, in the end, he's just alone, he has no more allies, no friends, noone to mourn his death, all he has is his ungodly powers and oh boy is he going to unleash their full potential unto the players. It's a high stakes tragic ending for a horror campaign. As it should be.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Thanks! I really like that perspective on Strahd - I agree! Also, "high stakes" - pun intended? 😆😉

    • @diegolamanya345
      @diegolamanya345 Месяц назад

      @@DMoftheMists Pun very much intended ;) I think the overall narative is that the charismatic but cruel tyrant is slowly stripped of any allies while the party on the other hand has been gathering them. The end is meant to be a confrontation of what good leadership and kidness can do that pure raw evil power can't. It's the trope that fuels almost all horror stories.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      I like this thinking a lot.

  • @maestrosdelcalabozo1899
    @maestrosdelcalabozo1899 Месяц назад

    Great video, do you have a favorite homebrew to add to the adventure? I added a whole dragon zombie buried beneath Vallaki.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Thanks! Funnily enough I've been meaning to do a video called something like "My 5 Favourite Homebrew Additions to CoS". Similar to your dragon zombie (cool idea!), I planned for Argynvost to appear as a ghost dragon (from Fizban's Treasury of Dragons) if/when they tried to return the skull, but we had to end the campaign sooner than expected as two players moved away, so it didn't play out, sadly!

    • @maestrosdelcalabozo1899
      @maestrosdelcalabozo1899 Месяц назад

      @@DMoftheMists thanks! And yeah, that would be a great video :)

  • @joshuabraddy6264
    @joshuabraddy6264 Месяц назад

    Great vid! The Patrina stuff is definitely a good shout as her and Kasimir's info is soo spread out over the book. Also love hearing you hired a romani sensitivity consultant for your published material! I'd be curious re a Strahd combat video around your experience of his wall phasing ability as the community often seems pretty divided on this and how much 'fun' it is if you really play smart with it.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Thanks! 😃 Yeah I've been weighing up doing a video on Strahd's combat tactics. When I ran him, I used his RAW stat block (albeit with spells amended) and had him phase through walls - AFAIK all my players enjoyed the battle and saw it as a challenge more than a frustration, but it might be different from table to table. I've also been meaning to look into DragnaCarta's (of CoS Reloaded) three-phase Strahd, plus the CR 27 Strahd that's on DMsGuild, both of which would negate the need to do the wall-phasing (I think).

  • @dario5178
    @dario5178 Месяц назад

    Interesting video, good points. Have you ever ran Death House or the House of Lament from Van Richten's guide? I'm interested in running those adventures in my campaign.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Thanks! I didn't run Death House when I ran CoS because we did Lost Mine of Phandelver before it, so they would've been overlevelled for it. I'd love to run it as a one-shot one day (maybe over Halloween) or if I do another run of CoS. I ran House of Lament but adapted it for a higher-level party and changed some of the story. So instead of them helping just 1 of the 3 'spirits' (IIRC), they helped Mara take down Dranzorg but then had to fight her as well.

    • @AzraelThanatos
      @AzraelThanatos Месяц назад

      If you don't mind buying the pieces of it, there is also the Misty Fortunes & Absent Hearts campaign that was created for the Adventurer's League as an alternate full campaign that also has a bunch of additional content.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Oh yeah! I didn't use that during my run of CoS, but I considered buying it anyway to take a look at it. Maybe I can do a video on it giving my thoughts - we'll see. Thanks for suggesting it.

  • @tobyakers2936
    @tobyakers2936 Месяц назад

    Humor helps to relieve the tension of a horror game. Tension and release repeat, that's what keeps the horror up, so well done :)

  • @Prokidneytheif1
    @Prokidneytheif1 Месяц назад

    I'm really enjoying watching your backlog of content! This is such a nice channel. Keep it up :)

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Thank you! 😃 I really appreciate the kind words. Cheers!

  • @jinxtheunluckypony
    @jinxtheunluckypony Месяц назад

    I didn’t even think about the hit die situation, I always figured the intimate size of Barovia was meant to facilitate the time crunch element of the adventure. If you make the map too big then you’ll disincentivize exploration since the players won’t want to get too far away from Strahd’s castle once they hit the final count down.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      That's a good point as well, RE: the time crunch element - I think that's a part of it as well.

  • @Falruk
    @Falruk Месяц назад

    I would say that a neat solution could be that you cannot gain the benefits of a long rest outside of a a 'sanctuary', and then certain locations count as sanctuaries, such as towns, and perhaps the vistani camp and the winery after it's free of the pest. So then you have the same problems for player resources as a smaller map, but you get to make it more reasonable for Ireena needing an escort to Vallaki, when she can't just have a day's stroll over yonder.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      That sounds like it could work. A few people have commented about the "less than a day for Ireena" aspect now. I get what people mean, but surely that just goes to show how scary Barovia is as-is? That Ismark and Ireena are too scared to take a 7-ish-hour trip without help? Because Barovia is that scary; _Strahd_ is that scary. That's what the players should be thinking/realizing IMO. Sure, extending the distance / number of days justifies it even more, but I don't think it's needed. If the DM - through I&I - makes it clear how dangerous the roads might be, there's no need to make it longer. IMO anyway.

    • @Falruk
      @Falruk Месяц назад

      @@DMoftheMists Well, then to bring up your point "spend a few nights outside of settlements and realize they aren't that dangerous", if they travel to Vallaki in one day and don't really feel it's that dangerous, you also break the illusion that "it's even too dangerous to travel during daytime". Another point is that this old kind woman travels to her windmill and doesn't need any escort there. Let's say we upscale the map so that Barovia Village > Old Windmill is one day's travel, and Vallaki is one day plus an hour or two, Morgantha can keep up her ruse that she can make it to her home during daytime when it's not as dangerous.

  • @jaysw9585
    @jaysw9585 2 месяца назад

    Could always just pull the 2e and 3e map which is 2x as big as the curse of strahd module and has 2 more cities and extra content. The map in the curse of strahd module isnt rhe whole domain, it just the portion you play in.

    • @DMoftheMists
      @DMoftheMists 2 месяца назад

      Indeed. I've heard of some DMs who do that. E.g. there's a town called Immol, right? If any DMs who did this read this, I'd be curious to know how it went in your games.

    • @jaysw9585
      @jaysw9585 Месяц назад

      @@DMoftheMists the base game is fine as it is. Expanding the hexes to a larger size doesn't make the story better. It's just more flavor. Adding more regions does add more content, which causes another problem. The players need room to grow, which means they will be higher level when they confront Strahd. There was a remake in the 90s of the original Castle Ravenloft that had a low level campaign and a high level one, I believe level 15, that could be used to adjust the difficulty of the castle. Do you and the players want to spend more time in Barovia? Do you want to add homebrew. Personally, I have run COS 4x now and already homebrew the crap out of it so it doesnt bother me. I have been a Ravenloft DM since the mid 90s so I know my way around pretty well. Last game, I took the players into neighboring domains.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Sounds cool. I'm much newer to D&D (only started playing in 2018 & DMing since 2020), but I'm running a post-CoS Domains of Dread campaign at the mo, and the players and I are having a blast. They're Level 14 and in Valachan right now.

    • @jaysw9585
      @jaysw9585 Месяц назад

      @@DMoftheMists it's all good. Would really recommend checking out some of the 2e and 3e resources. 5e did a good job making the domains more interesting but they really watered down the domain lords to a pg rating. The domain lords were a lot scarier and more tragic in older editions.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Thanks. Yeah, I've been doing that already to an extent. I tend to use 5E's VRGtR as a base / starting point, but look at older lore for further inspiration. When I ran Markovia I borrowed from Neither Man Nor Beast (especially the maps and info for the estate and the monastery), and I'm gonna do the same with Castles Forlorn when I run Forlorn. Helps to flesh it all out a bit more.

  • @Yogurtmaster123
    @Yogurtmaster123 2 месяца назад

    Great collection of resources! It sometimes helps to have these kinds of lists in video format instead of just a post to read. I am about to run CoS so your content has found me at the best possible time! Your videos give me a lot to think about but not in an overwhelming manner, and before I forget, the cat cameos are amazing! Also, I love the spoiler alert for Harry Potter 😂

    • @DMoftheMists
      @DMoftheMists 2 месяца назад

      Thanks for the kind words! 😃 And yeah... 😂 Hey, I guess you never know who hasn't watched/read it - and I'd hate to be the one to spoil the decades-old story, haha!

  • @joshuabraddy6264
    @joshuabraddy6264 2 месяца назад

    Great vid! Very thoughtful.

  • @mammonclarke
    @mammonclarke 2 месяца назад

    I am sorry but I think you are completely wrong in your judgement on this topic. I have to disagree in regards to you having more hit dice if you make the map bigger. If you make it bigger so on average the party has to spend 1 night outside, the whole point is that there will be some type of encounter that makes it impossible to have a long rest. Strahd is not going to allow the party to go off on some boy scout overnight camping trip. If you can get from the village of Barovia to Vallaki in just a daytime hop down the road, Ismark could have easily gotten his sister to Vallaki without the party's help. Trade between the towns would be easier. You need a nighttime on the road to not just be scarier for the party but for the citizens as well. Making it an overnight excursion through the dangerous Svalich woods is what makes each location an island surround by a sea of terror. It makes the party think and prepare before heading out each time. Making multiple trips back and forth between locations becomes far more dangerous. There are enough possible oitdoor encounters within the game and plenty of gothic horror troupes out there to ensure that each night is something different and depending on the status, health and condition of the party. As for your point that once they survive outside because younare jotngonna TPK them with some wolves, well first off if it is still early in the game mayne they will TPK unless they run on the road back towards the village barovia and even if they do best them they are not gonna think "That wasn't so bad" as you state. They are going to think "Shit evey time we are stuck iutside at night something attacks us and we get no rest." I am not trying to be mean or anything but even after hearing you out, and actually even more.than before your opinion, I think the exact opposite is true. Making it bigger is not only better it is necessary.

    • @DMoftheMists
      @DMoftheMists 2 месяца назад

      Thanks for passing on your thoughts, and also for doing so in a respectful way. Sorry for the delay in replying - I've been sick the last few days. You make some well thought-out points, and removing long rests from journeys would indeed entirely side-step the main issue I raised, but your version sounds brutal, perhaps too brutal - in an already brutal campaign. Now I'm not saying that means you're wrong, but out of interest, have you run CoS, and if so, have you run it in the way you've described? And if so, how did it go? I'm not meaning to sound gatekeepery at all, but because I think it's one of those things where DMs _think_ making it harder than it already is automatically makes it better (in theory), and that not making it near-impossibly hard isn't true to the CoS spirit, but the way you describe it - while it sounds awesome running it as a DM - sounds like it'd lead to burnout and frustration for the players, so that'd be something I'd be conscious of. But then again I guess it depends on the players as well. If you have veteran players who want a challenge and love horror, they'll probably welcome it. Other types of players, not so much. My video was more aimed at DMs who may think "I want to make the make bigger" without giving it much further thought beyond that, not realising the wider consequences of doing so. In your case, you've obviously thought about it and suggested measures to counteract it (by not allowing long rests at all) - in which case power to you. I meant to mention this in the video as well but forgot, but I read a thread once where a DM said they made the map bigger to "make Barovia scarier" but also didn't bother with on-the-road encounters because they didn't like them(!), soo… y’know, that's not good. Maybe that's an extreme example, but my advice was meant for people who increase the map but then maybe also keep everything else as-is (the random encounter types, their frequency, etc.) or make other changes that actually undo the effect they’re going for. In your case, while I don't think I'd ever run it the way you've said, with the right DM and players, it could work well - but I don't necessarily think it'd be that way for everyone. Here's an analogy I thought of. RAW CoS (and RAW CoS map size) is Dark Souls. Your version is Dark Souls on hard mode. When people make the map larger but don't compensate for the change they've made, they think they're gonna get Dark Souls on hard mode but may be accidentally making Dark Souls on easy mode. That's what I'm trying to get across. I don't think that means my way is easy - it's just not as difficult as yours, as yours is harder still. I've also seen stories (on Reddit, etc.) where CoS DMs complain that their players get to a point where they don't want to leave settlements. Now this might be due to lack of direction, but I bet once or twice it's been because the journeys have been too long and too tough. Every DM wants to make CoS scary and hard, but making it _too_ scary and hard can equally bring problems and bring campaigns to a halt. I do also partially disagree with - and could argue against - the points about Ismark & Ireena "hopping down the road" and what you said about the trade between towns, plus there's the fact that making the distances longer risks drawing out the campaign (which may be fine for a long-lasting campaign and if the players are fine with that and invested), but this comment's already pretty long as it is. Thanks again.

    • @mammonclarke
      @mammonclarke Месяц назад

      @@DMoftheMists Hey thanks for the long reply. I definitely respect your opinion. Yes I have run it twice this way. Neither time would I say it was too brutal. In neither campaign was there a TPK and actually none of the players had to roll up a new character, they all survived till the end. Also you don't have to throw a deadly encounter at them every time they step outside. I am not fan of random encounters .I feel as a DM you should know your players, the characters, and their current status before deciding what they might or might not encounter on the road. As an example in one of the campaigns, while on the road they stopped for the night to make camp and they were pretty beat up. It was on the way back from Berez so they were not in the best shape. My players were all talking about where they were headed and what they were going to do next and when they said they were taking a long rest I gave them plenty of opportunity to say it but they never said they were going to post watch. They all went to sleep. so they awoke to hearing logs being thrown onto the fire and poked their heads out of their tents to find Strahd sitting in a chair poking at the fire. They were shocked and horrified for sure. Strahd was just there to express his impatience that they had not yet accepted his invitation to dinner and maybe they needed a little incentive. It was also a moment for him to let them know that one among them could not be trusted and had already made a deal with him. Once the conversation started to become rude, mostly because of the parties Paladin, Strahd got annoyed whistled into the night then vanished in a cloud of mist. A pack of wolves then came crashing into the camp. At this point the party was high enough level that the fight only last a round but it ended their chance at a long rest. My point being that each encounter on the road at night doesn't need to be deadly. Another night they got drunk with a group of traveling Vistani. That night they did get a long rest on the road. I also expanded COS in other ways and have implemented some of the suggestions from Lunch Break Heroes here on RUclips. They have many great ideas for giving more depth to the campaign. I don't follow all their advice but a lot of it was really good.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Ahh that is such a *good* encounter with Strahd - good work! I get what you mean and what you're saying - I agree. Thanks! Already a fan of LBH - I used their version of the Werewolf Den and I felt it worked much better than the RAW.

  • @StefanLokietek
    @StefanLokietek 2 месяца назад

    I made 1 hour per hex, makes every major location 1 to 2 days travel from any other safe haven. Enough for a random encounter or two, without getting tedious.

    • @DMoftheMists
      @DMoftheMists Месяц назад

      Can I ask what your reasoning was for increasing it to 1 hour per hex?

  • @alhyde1269
    @alhyde1269 2 месяца назад

    Barovia village cannot be very far from the Durst Mill. You know very well why.

    • @DMoftheMists
      @DMoftheMists 2 месяца назад

      I take it you're referring to poor Granny's old, tired legs...? 😉 That's another reason for not increasing the map size. The trip between the two doesn't become feasible - when it comes to 'shopping' for 'ingredients' - if the distance is made even longer than it already is. Good catch with that one.

    • @diegolamanya345
      @diegolamanya345 Месяц назад

      @@DMoftheMists Granny's old tired legs you say? sure sure

  • @Azreal231916
    @Azreal231916 2 месяца назад

    I love your cat so much! She deserves the world. How weird, I was looking at this artifact just last night and I managed to come up with yet another way to work in something involving Azalin. The basic idea is the final soul that was trapped, the Lich, is Azalin himself. And it is, of course, another escape attempt. Basically getting himself trapped in the Tarokka deck of a Vistana who can in theory leave the Demiplane of Dread and essentially be smuggled out. I like Azalin too much...

    • @DMoftheMists
      @DMoftheMists 2 месяца назад

      Thanks! She's the best. 😸 Ohh that's a cool idea! Smart. And so someone takes the deck out of Darkon and 'frees' him? That sounds just like the kind of scheme Azalin would dream up. I like it.

  • @MarshmallowMadnesss
    @MarshmallowMadnesss 2 месяца назад

    Stretching it too much makes Barovia feeltoo empty. However RAW, its just a short afternoon hike to take Ireena to Vallaki.

  • @ricku2311
    @ricku2311 2 месяца назад

    The players only get rests if you let them. Just make sure any night outside a proper building is a deadly encounter. Preferably forcing the players to make a mad dash for the nearest village in the dark. The map shouldn't be too big, it is a prison after all. It should be just large enough so that they have to make choice between camping outside or risking exhaustion to make it to the next village😈

    • @popularopinion1
      @popularopinion1 2 месяца назад

      One hex = 1/2 mile instead of 1/4 mile. Bigger, but not so big that moving at a fast pace isn't a viable option for covering the distance before nightfall