What resources would make Reloaded easier to run?
Added 2025-11-19 01:05:35 +0000 UTCTitle says it all - would love to hear your thoughts/ideas/requests!
PS: The epilogue is humming along! The players' return to Vallaki and the "Festival of the Dawn," as well as the players' return to Tser Pool and the Village of Barovia are now fully written. To be completed: Return to Krezk, Escher's Epilogue, and Endings & Beginnings (the eventual fate of the valley, Muriel, and Ireena + Ez).
Comments
That's a great idea; thanks Blake!
DragnaCarta
2026-01-19 22:10:29 +0000 UTCHI DragnaCarta After reading through your guide and just getting started in the campaign, one of the things I struggled with the most is remembering each NPC and where the party may have encountered said NPC (based on your guide). You have the NPC section in the Appendix but it would be beneficial to have a separate section within each profile that details each time the party could run into said NPC and where that's happening within the guide. Thanks for all the work you've done putting this together!
Blake Mc
2026-01-16 18:05:43 +0000 UTCHappy New Year, and thank you for the suggestion! I don't think I'll be able to add it, but that sounds like a really cool addition! And huh - that's a really weird error! I haven't had any experience trying to import into Notion; I'm really not sure what could be causing it. Have you tried breaking it down into quarters instead (or even eighths) to try and pinpoint which section is causing the issue?
DragnaCarta
2026-01-04 18:44:13 +0000 UTCFirst things first: Happy New Year!! And a big thank you as for I'm DMing for the very first time this campaing (just after the typical LMoPhandelver) aaaand I must say that its very useful: I've got no time to prepare things just after reading the original book so, I read the book, and then I found all your material... incredible work, all is completely put in order, possible different ways, it is simply perfect. As a suggestion, since I had to play this part in Halloween: I added myself a villain since we had to split the party, so, for 2 players after leaving Barovia: as alternative to play again against werewolves, I had to add a villain before the encounter with the wolves and Morgantha: the payers got lost in the woods: I added a "Sleepy Hollow"-kind with its own Nightmare to confront 2 players: it worked perfectly as they almost died but could finally recover from 0 PG to each other (How can I share the stats block with you?) However, I must report that I'm not able to import Arc T, it always throws error. At first I thought it was a matter of size: so I split the *.md file in two: approx from T3k is my second half and it worked, I succesfully imported into Notion, but the first half... impossible to import.
AndresQuintela
2026-01-03 16:33:02 +0000 UTCI'm using reloaded as my very first time DMing (and haven't even ran session 0 yet) and I would benefit a lot from having hyperlinks. Especially when you're referring to the source material having a hyperlink to the DNDBeyond chapter would be very helpful. But also when you're mentioning an NPC or something that had an info dump somewhere else in the guide, easily being able to click on the NPC or location that I need to fresh up on would benefit me a lot.
Storm
2025-11-30 21:12:59 +0000 UTCGood thoughts, thank you! I definitely want to make the lycanthropy plotline more robust, so this is good stuff to keep in mind!
DragnaCarta
2025-11-25 03:25:47 +0000 UTCThis is probably a minor issue that won't affect too many DMs, but my party is on Day 1 in Vallaki at level 4, and 2 of the 4 are infected lycanthropes (1 had as a part of her tragic backstory, 1 got bitten by a werewolf right before they entered Vallaki & failed the CON check). This is normally not that big of a deal for a DM (in fact, I love it, lol: my players are trying to keep their infections secret from each other but worry what the heck they're going to do about it on the full moon). The problem, though, is that Arc H - The Lost Soul has VIctor's ritual occur on the night of a full moon, which obviously is a problem for the party if the group still has infected lycanthropes who aren't cured. I was coming up with an elaborate plan of action on how to get around this issue when I stumbled upon the plot hook for the cure in the addendum added at the very end of Arc E - The Missing Vistana that Van Richten can brew that calming draught that can help the players chill out instead of go on full murderous rampage by getting wolfsbane at the Blessed Pool (and then getting cured by the Abbott), but that factoid is missing everywhere else in the module, including the section where players first have the opportunity to become infected werewolves ( the green info box in Arc C - Into the Valley "Curing Player Lycanthropy" only mentions that a cure can be found in Arc I - The Walls of Krezk w/out saying how the plot hook to pursue the cure is actually in Arc E). Because I saw the hint at the end of Arc E, I won't forget to include that as a conversation item when the group asks Van Richten's opinions on werewolf cures (if they ask), but I think there needs to be more info or hyperlinks scattered in Arc C to direct DMs to this part in Arc E (the only location for the plot hook to the cure), otherwise some DMs might miss it. Especially if you get a super sneaky party that manages to follow Rictavio on Day 1 undetected & find Arabelle early: if the DM hadn't read 100% of every Arc & remembered that single blurb in Arc E (which they may not end up doing if they find Arabelle early), the plot hook for the werewolf cure may be missed. All in all, a minor thing & seasoned DMs will be able to deal with this no problem, but I think it prudent to include a "In Case Your Players Have Lycanthropy at the End of Arc H" info blurb to give some DMs some tips on how to handle in case you still have infected players at this point in the story. My suggestion: in a land full of werewolves, I think Van Richten would be the paranoid sort to have a few vials of the werewolf calming elixir already on hand for himself to give to the players, but stress "I can't give you anymore because I'm out of wolfsbane & I need to keep one vial for myself. But if you go to Kresk... [insert cure plot hook]." The advantages here: 1) The infected players get to go through a traumatic transformation if they so choose (great story telling, lol) which necessitates roleplaying for finding a secure location to hole up in & befriend NPCs as a contingency; 2) Emphasizes the dire need for them to get to Kresk before next full moon to get more wolfsbane (where they inevitably get cured by the Abbott); 3) Allows them to not fail Arc E or other quests due to them missing the deadline of traveling back & forth to Kresk to get cured. As for Arc E: I plan on saying that the curse of lycanthropy only affects them in the Material Realm, but in the Ethereal Realm, they are themselves & have access to their spells & abilities. Lady Wachter & Victor will need to be in the know that the players are cursed, lol. I plan on having the calming elixir operate as a Harry Potter wolfsbane potion that grants them full conscious control of their actions while in werewolf hybrid form, but without the benefits of werewolf regeneration or other stat buffs (wolfsbane is poisonous) so as not to tempt them with an easy workaround of being "good-aligned" werewolves & not wanting a cure.
David Pop
2025-11-24 23:36:34 +0000 UTC