Hi. I was wondering where they appear? They find themselves in a place where they started (i used rest + fog start) or in the Shadowfell? It is kinda logical because this domain is located there
Hi. I was wondering where they appear? They find themselves in a place where they started (i used rest + fog start) or in the Shadowfell? It is kinda logical because this domain is located there
no more logical than saying you can only get to barovia from the shadowfell.
the fog doesn't care about domains/planes/settings
Not gonna lie, I think the best thing is to end the campaign with the characters walking into the fog. Leave their fate ambiguous...they might arrive home, they might die instantly, they might be stuck wandering forever. For me, it's the perfect ending to a gothic horror game like Curse of Strahd.
If the DM plans that the characters will go on to bigger and better things then have them emerge wherever the DM wants them to emerge.
"Strahd's death grants Barovia a reprieve. The fog that surrounds the land thins, and it no longer harms those who pass through it. The dark clouds that have loomed over the valley for centuries give way to sunshine, shocking the Barovians out of their despair."
The mists thin and no longer harms anyone who tries to enter them. The skies of Barovia clear and the sun shines. However, Barovia and its inhabitants still exist which may be an indication that the curse is not truly ended.
In any case, when characters enter the mists they should end up wherever they expect to end up (and wherever the DM wants them to end up), that is the power of the mists.
"Those who have souls can leave the valley, while those without souls fade into nothingness as they take their first steps beyond the edge of Strahd's former domain."
In any case, when characters enter the mists they should end up wherever they expect to end up (and wherever the DM wants them to end up), that is the power of the mists.
"Those who have souls can leave the valley, while those without souls fade into nothingness as they take their first steps beyond the edge of Strahd's former domain."
I must say that adds a convenient last bit of horror to the setting.
Personally I'd have them emerge on the path of the beam somewhere East of Topeka with a shimmering green building on the Western horizon all wearing run down red boots with a small furry companion.
you depart through the gates and journey into the mist. following the long road though the path you travel seems different. the dark oppressiveness of barovia banished by the glitter of light through the trees. for the first time since arriving you hear the welcome sounds of animals other then howling wolves or crows. the colors shift from dead greys and browns to vibrant green. though the air is still chilly it has lost its bite and barely has any moisture when compared to barovias rain ridden landscape. the path is old but well kept and seems regularly used. that night you bed down resting easy for the first time in a long time............................ suddenly you are awakened by a bump in the road you eyes open to reveal you are in a cart with several others all bound with rope. a one of the prisoners turns to you and says " Hey, you, you're finally awake. You were trying to cross the border, right? "
you depart through the gates and journey into the mist. following the long road though the path you travel seems different. the dark oppressiveness of barovia banished by the glitter of light through the trees. for the first time since arriving you hear the welcome sounds of animals other then howling wolves or crows. the colors shift from dead greys and browns to vibrant green. though the air is still chilly it has lost its bite and barely has any moisture when compared to barovias rain ridden landscape. the path is old but well kept and seems regularly used. that night you bed down resting easy for the first time in a long time............................ suddenly you are awakened by a bump in the road you eyes open to reveal you are in a cart with several others all bound with rope. a one of the prisoners turns to you and says " Hey, you, you're finally awake. You were trying to cross the border, right? "
you depart through the gates and journey into the mist. following the long road though the path you travel seems different. the dark oppressiveness of barovia banished by the glitter of light through the trees. for the first time since arriving you hear the welcome sounds of animals other then howling wolves or crows. the colors shift from dead greys and browns to vibrant green. though the air is still chilly it has lost its bite and barely has any moisture when compared to barovias rain ridden landscape. the path is old but well kept and seems regularly used. that night you bed down resting easy for the first time in a long time............................ suddenly you are awakened by a bump in the road you eyes open to reveal you are in a cart with several others all bound with rope. a one of the prisoners turns to you and says " Hey, you, you're finally awake. You were trying to cross the border, right? "
That's going to require a bit of player buy in. Players HATE being captured and even more so if they didn't have a way to avoid it in the first place.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
you depart through the gates and journey into the mist. following the long road though the path you travel seems different. the dark oppressiveness of barovia banished by the glitter of light through the trees. for the first time since arriving you hear the welcome sounds of animals other then howling wolves or crows. the colors shift from dead greys and browns to vibrant green. though the air is still chilly it has lost its bite and barely has any moisture when compared to barovias rain ridden landscape. the path is old but well kept and seems regularly used. that night you bed down resting easy for the first time in a long time............................ suddenly you are awakened by a bump in the road you eyes open to reveal you are in a cart with several others all bound with rope. a one of the prisoners turns to you and says " Hey, you, you're finally awake. You were trying to cross the border, right? "
That's going to require a bit of player buy in. Players HATE being captured and even more so if they didn't have a way to avoid it in the first place.
They are also going to have to want to play in the province of Skyrim on Tamriel :) ... though I suppose the lead in could be set anywhere :)
you depart through the gates and journey into the mist. following the long road though the path you travel seems different. the dark oppressiveness of barovia banished by the glitter of light through the trees. for the first time since arriving you hear the welcome sounds of animals other then howling wolves or crows. the colors shift from dead greys and browns to vibrant green. though the air is still chilly it has lost its bite and barely has any moisture when compared to barovias rain ridden landscape. the path is old but well kept and seems regularly used. that night you bed down resting easy for the first time in a long time............................ suddenly you are awakened by a bump in the road you eyes open to reveal you are in a cart with several others all bound with rope. a one of the prisoners turns to you and says " Hey, you, you're finally awake. You were trying to cross the border, right? "
That's going to require a bit of player buy in. Players HATE being captured and even more so if they didn't have a way to avoid it in the first place.
Khajit thinks it was a joke and not meant to be taken seriously
you depart through the gates and journey into the mist. following the long road though the path you travel seems different. the dark oppressiveness of barovia banished by the glitter of light through the trees. for the first time since arriving you hear the welcome sounds of animals other then howling wolves or crows. the colors shift from dead greys and browns to vibrant green. though the air is still chilly it has lost its bite and barely has any moisture when compared to barovias rain ridden landscape. the path is old but well kept and seems regularly used. that night you bed down resting easy for the first time in a long time............................ suddenly you are awakened by a bump in the road you eyes open to reveal you are in a cart with several others all bound with rope. a one of the prisoners turns to you and says " Hey, you, you're finally awake. You were trying to cross the border, right? "
That's going to require a bit of player buy in. Players HATE being captured and even more so if they didn't have a way to avoid it in the first place.
Khajit thinks it was a joke and not meant to be taken seriously
it was! i could not help myself (google so you finally awake skyrim meme if you dont understand). BUT it still could work the mist placing the players some where where they should not or were not allowed to go do to border closures or simply a lack of paperwork making them look like spies.
Someday, when my party actually finishes the campaign, they will find out they are already dead and been dead this whole time. Their throats slit in the night way back in the beginning by the Vistani camping just outside the Misty forest. In the end, their spirits will be freed. Full on Sixth Sense rip.
Hi. I was wondering where they appear? They find themselves in a place where they started (i used rest + fog start) or in the Shadowfell? It is kinda logical because this domain is located there
The module is finished and they wind up wherever the DM feels like continuing the campaign.
no more logical than saying you can only get to barovia from the shadowfell.
the fog doesn't care about domains/planes/settings
Guide to the Five Factions (PWYW)
Deck of Decks
Hm. I guess you are right
Thanks
Just have them click their heels three times and say "there's no place like home" before walking through the fog.
Not gonna lie, I think the best thing is to end the campaign with the characters walking into the fog. Leave their fate ambiguous...they might arrive home, they might die instantly, they might be stuck wandering forever. For me, it's the perfect ending to a gothic horror game like Curse of Strahd.
Wizard (Gandalf) of the Tolkien Club
If the DM plans that the characters will go on to bigger and better things then have them emerge wherever the DM wants them to emerge.
"Strahd's death grants Barovia a reprieve. The fog that surrounds the land thins, and it no longer harms those who pass through it. The dark clouds that have loomed over the valley for centuries give way to sunshine, shocking the Barovians out of their despair."
The mists thin and no longer harms anyone who tries to enter them. The skies of Barovia clear and the sun shines. However, Barovia and its inhabitants still exist which may be an indication that the curse is not truly ended.
In any case, when characters enter the mists they should end up wherever they expect to end up (and wherever the DM wants them to end up), that is the power of the mists.
"Those who have souls can leave the valley, while those without souls fade into nothingness as they take their first steps beyond the edge of Strahd's former domain."
wooow this is freaking sick! This is so cool
Yeah, just put them wherever you want. Have the gates close behind them, then they travel through the forest. If they turn back, the gates are gone.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I must say that adds a convenient last bit of horror to the setting.
Personally I'd have them emerge on the path of the beam somewhere East of Topeka with a shimmering green building on the Western horizon all wearing run down red boots with a small furry companion.
Nice
When players get creative.
That's going to require a bit of player buy in. Players HATE being captured and even more so if they didn't have a way to avoid it in the first place.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
They are also going to have to want to play in the province of Skyrim on Tamriel :) ... though I suppose the lead in could be set anywhere :)
Khajit thinks it was a joke and not meant to be taken seriously
When players get creative.
it was! i could not help myself (google so you finally awake skyrim meme if you dont understand). BUT it still could work the mist placing the players some where where they should not or were not allowed to go do to border closures or simply a lack of paperwork making them look like spies.
Someday, when my party actually finishes the campaign, they will find out they are already dead and been dead this whole time. Their throats slit in the night way back in the beginning by the Vistani camping just outside the Misty forest. In the end, their spirits will be freed. Full on Sixth Sense rip.
Yeeeee dark tower ❤️ references