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<blockquote data-quote="tetrasodium" data-source="post: 9307863" data-attributes="member: 93670"><p>It's not clear if you are trying to say that the mists should be even more impassible than he suggested or if you are suiggesting that a background feature can override them unless the gm adds some houserule. <strong>What would [USER=5038]@Greg K[/USER] be informing them of?</strong></p><p>[spoiler=5e CoS 23-24]</p><p>MISTS OF RAVENLOFT </p><p>A deadly fog surrounds the land of Barovia and engulfs </p><p>any creature that tries to leave. Even flying creatures are </p><p>subject to the fog's effects, which are as follows: </p><p>A creature that starts its turn in the fog must succeed </p><p>on a DC 20 Constitution saving throw or gain one </p><p>level of exhaustion (see appendix A in the Player's </p><p>Handbook). This exhaustion can't be removed while </p><p>the creature is in the fog. </p><p><strong>No matter how far a creature travels in the fog, or in </strong></p><p><strong>which direction it goes, it gets turned around so that it </strong></p><p><strong>eventually finds itself back in Barovia. </strong></p><p>, The area within the fog is heavily obscured (see "Vi</p><p>sion and Light" in chapter 8 of the Player's Handbook).</p><p>[/spoiler]</p><p>[spoiler="VRGtR 61"]</p><p>NATURE OF RAVENLOFT </p><p>Nothing one might assume about any world on the </p><p>Material Plane is necessarily true in the Domains </p><p>of Dread. The following sections detail how the </p><p>Dark Powers manipulate the Land of the Mists, and </p><p>what domain inhabitants accept as the ways of their </p><p>world (or desperately avoid pondering). </p><p>THE M I STS </p><p>The Mists can always be found at a domain's bor</p><p>ders but can also appear in dense banks that rise </p><p>wherever adventures demand. Such banks might </p><p>veil strangers or hidden foes, or they can trans</p><p>port those who enter them to distant lands, other </p><p>domains, or even beyond the Domains of Dread. </p><p>The Mists are inscrutable, but they ever serve the </p><p>schemes of the Dark Powers, delivering creatures </p><p>wherever these wicked forces desire. </p><p>The Dark Powers also grant Darklords limited </p><p>ability to manipulate the Mists surrounding their </p><p>domains, allowing most to open or close their do</p><p>mains' borders to others on a whim. If a domain's </p><p>borders are closed, supernatural agitation is obvi</p><p>ous to any who approach the Mists. This takes the </p><p>form of roiling disturbances within the haze, menac</p><p>ing silhouettes, threatening sounds, or other activity </p><p>themed to the Darklord or domain. Creatures that </p><p>enter the Mists at this time, including flying crea</p><p>tures, are subject to the following effects: </p><p>• A creature that starts its turn in the Mists must </p><p>succeed on a DC 20 Constitution saving throw or </p><p>gain 1 level of exhaustion. This exhaustion can't </p><p>be removed while the creature is in the Mists. </p><p><strong>• No matter how far a creature travels in the Mists, </strong></p><p><strong>or which direction it goes, it gets turned around </strong></p><p><strong>so that it eventually ends up back in the do-</strong></p><p><strong>main it left. </strong></p><p>• The area within the Mists is heavily obscured (see </p><p>the Player's Handbook for details). </p><p>Most Darklords can keep their domains' borders </p><p>closed indefinitely and can reopen them at will. For </p><p>some Darklords, slightly varied effects manifest </p><p>when they close their domains. Others are limited </p><p>in their ability to affect their borders. For each do</p><p>main, specifics appear in the "Closing the Borders" </p><p>portion of the section on that domain's Darklord. </p><p>If a domain's borders are open, the domain is still </p><p>not easy to escape from. The area within the Mists </p><p>remains heavily obscured, but the Mists don't cause </p><p>creatures to gain levels of exhaustion. Characters </p><p>intent on passing through the Mists travel for ld6 </p><p>hours, then roll on the Wandering the Mists table to </p><p>determine what happens. </p><p>WA N D E R I N G TH E M I STS </p><p>dlOO Effect </p><p>01 -20 Characters emerge in a domain of your choosing. </p><p>21-40 Characters wander the M ists for another ld6 </p><p>hours, then roll on this table again. </p><p>41-65 Characters emerge from the M ists on stable </p><p>ground ldlOO feet away from where they entered. </p><p>66-75 Characters emerge on stable ground a mile from </p><p>where they entered the M ists at midnight of the </p><p>night after they entered the M ists. </p><p>76-85 Characters emerge from the M ists inside a struc-</p><p>ture somewhere within the domain they tried to </p><p>leave, perhaps a cave, crypt, shed, or closet. </p><p>86-95 Other creatures appear within the M ists. Roll any </p><p>die. If you roll an even number, a lost and terrified </p><p>commoner appears. If you roll an odd number, </p><p>2d6 skeletons or 1 unspeakable horror (see chap-</p><p>ter 5) appears. After the encounter, another ld6 </p><p>hours pass, then roll on this table again. </p><p>96-99 Characters emerge from the M ists where they en-</p><p>tered to find the domain changed. Perhaps some-</p><p>one the characters knew is gone, and no one has </p><p>any knowledge of them ever existing. </p><p>1 00 Characters emerge from the M ists on a world on </p><p>the Material Plane. After 1 d6 hours, the Mists rise </p><p>around them once more. Roll again on this table. </p><p>[/spoiler]</p><p>It seems as if the mists are far more restrictive than he described, are <em>you</em> aware if the rules or just claiming it's a houserule if it contradicts a background feature?</p><p></p><p>2024 really <em>needs</em> to get away from this kind of stop the game and prove to me that you as the GM are even allowed to do this thing you didn't bring up as a house rule in sessionzero expectation so many players resort to over actual knowledge of the rules</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9307863, member: 93670"] It's not clear if you are trying to say that the mists should be even more impassible than he suggested or if you are suiggesting that a background feature can override them unless the gm adds some houserule. [B]What would [USER=5038]@Greg K[/USER] be informing them of?[/B] [spoiler=5e CoS 23-24] MISTS OF RAVENLOFT A deadly fog surrounds the land of Barovia and engulfs any creature that tries to leave. Even flying creatures are subject to the fog's effects, which are as follows: A creature that starts its turn in the fog must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion (see appendix A in the Player's Handbook). This exhaustion can't be removed while the creature is in the fog. [B]No matter how far a creature travels in the fog, or in which direction it goes, it gets turned around so that it eventually finds itself back in Barovia. [/B] , The area within the fog is heavily obscured (see "Vi sion and Light" in chapter 8 of the Player's Handbook). [/spoiler] [spoiler="VRGtR 61"] NATURE OF RAVENLOFT Nothing one might assume about any world on the Material Plane is necessarily true in the Domains of Dread. The following sections detail how the Dark Powers manipulate the Land of the Mists, and what domain inhabitants accept as the ways of their world (or desperately avoid pondering). THE M I STS The Mists can always be found at a domain's bor ders but can also appear in dense banks that rise wherever adventures demand. Such banks might veil strangers or hidden foes, or they can trans port those who enter them to distant lands, other domains, or even beyond the Domains of Dread. The Mists are inscrutable, but they ever serve the schemes of the Dark Powers, delivering creatures wherever these wicked forces desire. The Dark Powers also grant Darklords limited ability to manipulate the Mists surrounding their domains, allowing most to open or close their do mains' borders to others on a whim. If a domain's borders are closed, supernatural agitation is obvi ous to any who approach the Mists. This takes the form of roiling disturbances within the haze, menac ing silhouettes, threatening sounds, or other activity themed to the Darklord or domain. Creatures that enter the Mists at this time, including flying crea tures, are subject to the following effects: • A creature that starts its turn in the Mists must succeed on a DC 20 Constitution saving throw or gain 1 level of exhaustion. This exhaustion can't be removed while the creature is in the Mists. [B]• No matter how far a creature travels in the Mists, or which direction it goes, it gets turned around so that it eventually ends up back in the do- main it left. [/B] • The area within the Mists is heavily obscured (see the Player's Handbook for details). Most Darklords can keep their domains' borders closed indefinitely and can reopen them at will. For some Darklords, slightly varied effects manifest when they close their domains. Others are limited in their ability to affect their borders. For each do main, specifics appear in the "Closing the Borders" portion of the section on that domain's Darklord. If a domain's borders are open, the domain is still not easy to escape from. The area within the Mists remains heavily obscured, but the Mists don't cause creatures to gain levels of exhaustion. Characters intent on passing through the Mists travel for ld6 hours, then roll on the Wandering the Mists table to determine what happens. WA N D E R I N G TH E M I STS dlOO Effect 01 -20 Characters emerge in a domain of your choosing. 21-40 Characters wander the M ists for another ld6 hours, then roll on this table again. 41-65 Characters emerge from the M ists on stable ground ldlOO feet away from where they entered. 66-75 Characters emerge on stable ground a mile from where they entered the M ists at midnight of the night after they entered the M ists. 76-85 Characters emerge from the M ists inside a struc- ture somewhere within the domain they tried to leave, perhaps a cave, crypt, shed, or closet. 86-95 Other creatures appear within the M ists. Roll any die. If you roll an even number, a lost and terrified commoner appears. If you roll an odd number, 2d6 skeletons or 1 unspeakable horror (see chap- ter 5) appears. After the encounter, another ld6 hours pass, then roll on this table again. 96-99 Characters emerge from the M ists where they en- tered to find the domain changed. Perhaps some- one the characters knew is gone, and no one has any knowledge of them ever existing. 1 00 Characters emerge from the M ists on a world on the Material Plane. After 1 d6 hours, the Mists rise around them once more. Roll again on this table. [/spoiler] It seems as if the mists are far more restrictive than he described, are [I]you[/I] aware if the rules or just claiming it's a houserule if it contradicts a background feature? 2024 really [I]needs[/I] to get away from this kind of stop the game and prove to me that you as the GM are even allowed to do this thing you didn't bring up as a house rule in sessionzero expectation so many players resort to over actual knowledge of the rules [/QUOTE]
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