Game: D&D 5e Group type: Online Experience: No experience necessary. Everyone is welcome! Location/Timezone: Online (players in all time zones are welcome) Schedule: See individual game posts below. Roles sought: Player Game style: Good balance between roleplay, combat, and exploration.
Curse of Strahd - Official D&D hardcover campaign run by a pro DM - New players welcome!
Curse of Strahd - Official D&D hardcover campaign run by a pro DM - New players welcome!
Curse of Strahd is a retelling of the original Ravenloft adventure, which was published in 1983 by TSR. It has gained a reputation as one of the greatest Dungeons & Dragons adventures ever. Curse of Strahd is a story of gothic horror, which broke new ground by presenting a D&D adventure that was as much story-driven as location-based, featuring a villain who was complex and terrifying.
This campaign includes the entire published hardcover adventure, as well as additional material which expands what we know about the lands around Castle Ravenloft and sheds new light on the dark past of the castle’s lord. The lands of Barovia are from a forgotten world in the D&D multiverse, and this adventure gives glimpses into that world. In time, cursed Barovia was torn from its home world by the Dark Powers and bound in mist as one of the Domains of Dread in the Shadowfell.
A Tale of Gothic Horror
Under raging storm clouds, a lone figure stands silhouetted against the ancient walls of Castle Ravenloft. The vampire Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power-and of madness. His once handsome face is contorted by a tragedy darker than the night itself.
Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his ken, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they have come-all according to his plan. He, the master of Ravenloft, will attend to them.
Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind-or perhaps a lone wolf-fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited...
A Land of Ghosts
Barovia is a land of ghosts, werewolves, and other fell creatures. The wilderness hides many secrets, including forgotten ruins and battlefields that tell the story of Strahd's life as a conqueror. Adventurers who explore the wilderness find the remnants of Strahd's ancient enemies, not all of them as dead as one might expect.
For the people of Barovia, there is no escape from this harsh land. The town of Vallaki stands ready to defend itself against the servants of Strahd, but it's far from the sanctuary it purports to be. The village of Krezk lies near the edge of Strahd's domain, its abbey now in the clutches of evil, misguided creatures.
Of all the settlements in Strahd's domain, the village of Barovia is by far the most oppressed. Many of its shops are closed, and the locals have succumbed to despair. It is well known Strahd desires the burgomaster's adopted daughter, Irena Kolyana. The villagers neither protect nor harm her, lest they incur the vampire's wrath. Few know that Irena bears an µncanny resemblance to Tatyna, Strahd's dead beloved.
A Vampire Named Strahd
In life, Strahd von Zarovich was a count, a prince, a soldier, and a conqueror. After the death of his father, Strahd waged long, bloody wars against his family's enemies. He and his army cornered the last of these enemies in a remote mountain valley before slaying them all. Strahd named the valley Barovia, after his father, and was so struck by its scenic beauty that he decided to settle there.
Peace made Strahd restless, and he began to feel like his best years were behind him. Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality.
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Despite Strahd's efforts, she instead fell in love with his younger brother, Sergei. Strahd murdered Sergei and drank his blood, sealing the evil pact with the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death.
Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows. But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire.
Game Details
Campaign: Curse of Strahd Date: Weekly sessions every Saturday Time: 4:00 PM Pacific / 5:00 PM Mountain / 6:00 PM Central / 7:00 PM Eastern Place: Online Payment: $15 (USD) per session per player paid through PayPal
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every book ever published on Ravenloft, dating all the way back to the original module. It's by far my favorite campaign setting. If you play in one of my Strahd games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are fill up fast, and often end just as quickly because there is no investment by the players and no incentive for the DM to commit long term.
Games run by a professional DM can provide a superior experience for players who are looking to enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
I own everything ever published on Ravenloft, and am steeped in the lore! Want an immersive experience? You've come to the right place!
This is my passion. It's my job. I have an incentive to show for sessions prepared and to provide an outstanding experience week after week.
Charging a small entry fee per person virtually eliminates postponed sessions and broken campaigns due to player no-shows.
People who are willing to pay a modest fee tend to approach the game with a more mature attitude. They typically don't quit impulsively when something doesn't go their way.
Players do not make any additional purchases at all to participate. Everything is included.
Access to all relevant sourcebooks is provided free of charge via my compendium sharing.
I purchase additional materials, such as high-quality maps, to make your gaming experience even better. There is no extra charge to you.
Via my compendium sharing, you'll have access to over a dozen sourcebooks, at no additional cost, when you make your character. This includes over 120 classes and subclasses, 100 races and subraces, 80-plus feats, and over 40 official backgrounds.
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please send me a private message with the following information:
Your name:
Your Discord username:
Campaign: Curse of Strahd, Saturday 4:00 PM Pacific
Your D&D experience: none / beginner / intermediate / expert
Do you understand that this game costs $15 per player per session paid through PayPal?
What are you looking for in a gaming experience?
Briefly tell me a few things about your proposed character, such as race and class. (It's OK if you haven't decided).
Vecna: Eve of Ruin - Official D&D hardcover campaign run by a pro DM - New players welcome!
Vecna: Eve of Ruin - Official D&D hardcover campaign run by a pro DM - New players welcome!
This adventure celebrates fifty years of Dungeons & Dragons history. The story spans many beloved settings and wondrous planes of existence, including Toril, the Underdark, the Astral Sea, the Mournland on Eberron, Ravenloft, the Northern Dargaard Mountains on Krynn, the Isle of Serpents on Oerth, and Avernus in the Nine Hells. Its cast includes characters iconic to longtime fans. This adventure’s stakes involve the fate of all worlds—in other words, the multiverse. If the player characters finish this adventure successfully, they’ll reach 20th level and will have thwarted one of the most notorious villains in D&D’s history.
This campaign includes the entire published hardcover adventure, as well as additional material designed to immerse players in the wonderful locations and lore found throughout this rich story.
Existence in Peril
For many years, the lich Vecna has imagined remaking existence. When this adventure starts, Vecna is already a god. Never truly satisfied, he yearns to become the most powerful being in the multiverse. Unfortunately for his enemies, Vecna recently devised the Ritual of Remaking to turn his dreams into reality.
The Ritual of Remaking
Vecna’s Ritual of Remaking involves gathering powerful secrets, extracting energy from them, and interweaving this energy with the lich’s essence and magic. After Vecna and his cultists extract enough secrets, the lich plans to weave the ritual alone in the Cave of Shattered Reflection on the plane of Pandemonium.
The cave holds the power to harness energy and reveal fundamental truths, making it the perfect location for the ritual. The combined power of Vecna’s magic and the collected secrets reaches critical mass at the end of the ritual, triggering an explosion of sufficient magnitude to destroy Pandemonium and unravel the multiverse. Vecna, with his consciousness preserved inside a magical singularity, can then reknit the multiverse exactly as he wants, sealing the multiverse’s terrible fate.
Vecna plans to elevate himself above all others and to rewrite the histories and details of the entire multiverse. In Vecna’s new reality, all people serve him, he has never known defeat, and all who oppose him live in torment.
By the time this adventure begins, the lich has gathered a hoard of secrets and is nearly ready to begin the Ritual of Remaking. Only the characters can stop Vecna’s evil plan.
Vecna’s History
Throughout the adventure, Vecna proceeds with his plans as if nothing can stop him. However, the waves of magic the lich and his cult unleash in preparing for the Ritual of Remaking garner the attention of powerful individuals.
One is Kas, a vampire warrior who once served Vecna but is now Vecna’s eternal enemy. Kas learns the details of Vecna’s plans and plots to co-opt the ritual for himself. The characters are destined to become embroiled in the legendary hatred between the lich-god Vecna and the warlord Kas.
Game Details
Campaign: Vecna: Eve of Ruin Date: Weekly sessions every Saturday Time: 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern Place: Online Payment: $15 (USD) per session per player paid through PayPal
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are fill up fast, and often end just as quickly because there is no investment by the players and no incentive for the DM to commit long term.
Games run by a professional DM can provide a superior experience for players who are looking to enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
I own everything ever published on Ravenloft, and am steeped in the lore! Want an immersive experience? You've come to the right place!
This is my passion. It's my job. I have an incentive to show for sessions prepared and to provide an outstanding experience week after week.
Charging a small entry fee per person virtually eliminates postponed sessions and broken campaigns due to player no-shows.
People who are willing to pay a modest fee tend to approach the game with a more mature attitude. They typically don't quit impulsively when something doesn't go their way.
Players do not make any additional purchases at all to participate. Everything is included.
Access to all relevant sourcebooks is provided free of charge via my compendium sharing.
I purchase additional materials, such as high-quality maps, to make your gaming experience even better. There is no extra charge to you.
Via my compendium sharing, you'll have access to over a dozen sourcebooks, at no additional cost, when you make your character. This includes over 120 classes and subclasses, 100 races and subraces, 80-plus feats, and over 40 official backgrounds.
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please send me a private message with the following information:
Your name:
Your Discord username:
Campaign: Vecna: Eve of Ruin, Saturday 7:00 PM Pacific
Your D&D experience: none / beginner / intermediate / expert
Do you understand that this game costs $15 per player per session paid through PayPal?
What are you looking for in a gaming experience?
Briefly tell me a few things about your proposed character, such as race and class. (It's OK if you haven't decided).
Baldur's Gate: Descent into Avernus - Official D&D hardcover campaign run by a pro DM - New players welcome!
Baldur's Gate: Descent into Avernus - Official D&D hardcover campaign run by a pro DM - New players welcome!
iabolical dangers await in this adventure for the world’s greatest roleplaying game. Welcome to Baldur's Gate, a city of ambition and corruption. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur's Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?
Welcome to Baldur’s Gate
Even the most hardened adventurers watch their steps in Baldur’s Gate, where lives hold prices in copper and greed proves deadlier than dragon fire. Baldur’s Gate has a reputation for being a rough place, where crime and opportunity walk hand in hand, and where anything can be bought, sold, or seized at sword point. If something can be given a price, it’s for sale somewhere in Baldur’s Gate. Drugs and poisons sit on shelves alongside tinctures and remedies. Trade goods from Chult, mechanical wonders from Neverwinter, tomes of magic from Calimshan, and the most believable counterfeits of each can all be found in the city’s stalls.
Beyond all its dangers, Baldur’s Gate is an adventurer’s city, a place where a sword-for-hire can find a rich patron, join a secret guild, stalk killers for a bounty, or come to the aid of desperate citizens. Good-hearted champions fight against corruption and bring murderers to justice, while less moral mercenaries find a good price for their services. The city offers opportunities as well as the most reliable and ruthless market on the Sword Coast. Information, treasures, secrets, and souls can be bought or sold for the right price.
Since its beginning as a quiet backwater community, Baldur’s Gate has undergone a dramatic transformation, becoming the hub of danger and adventure it is today. As a great hero of Baldur’s Gate once said, “Watch your step in the shadows. Watch your back in the light. Win a prize beyond your wildest dreams or disappear into forgotten history. Every day your life is on the line. Every day you could become a legend. Welcome to Baldur’s Gate.”
Evil Schemes
Centuries ago, the hero Balduran spent years questing in lands across the Sea of Swords and beyond. When finally he returned to his village of Gray Harbor, he brought fantastic wealth with him. These boons greatly improved the town's fortunes, launching businesses, expanding its docks, and seeing the creation of a defensive wall around the town. In honor of their heroic patron, the citizens came to call one of their new wall’s passages Baldur’s Gate. Within a generation, the settlement known as Baldur’s Gate began appearing on maps of the Sword Coast.
Over the years, Baldur’s Gate has harbored countless evil schemes and conspiracies. Perhaps the most dastardly, though, was that perpetrated by Bhaal, god of murder, who foresaw his own death during the Time of Troubles. While in mortal form, Bhaal conceived multitudes of offspring, plotting to have them resurrect him. They actively hunted and slew each other, with the survivors collecting ever more of Bhaal’s godly essence.
Sarevok, a Bhaalspawn and member of the Iron Throne merchants’ guild, sought to spark war with the nation of Amn and become the new Lord of Murder. Another Bhaalspawn, aided by powerful allies, thwarted Sarevok’s plan and brought stability, if not peace, to Baldur’s Gate once more. Yet, Bhaal and his faithful have menaced the city ever since.
The Angel Zariel
On the plane of Mount Celestia, the angel Zariel chastised her peers for not getting involved in the Blood War. She felt that it was the responsibility of the angelic host to destroy evil in the multiverse, rather than stand back and watch demons and devils annihilate one another, destroying vast swaths of the multiverse in the process. In defiance of her superiors, Zariel left Mount Celestia and went to Elturel, where she rallied an army of warriors and trained them to fight in the Blood War.
Zariel led her army out of Elturel amid a throng of cheering well-wishers and proud citizens. In an epic charge known as the Ride, Zariel's army entered Avernus and took the fight to the archdevil Bel and his infernal legions. Many of Zariel's warriors fought bravely, but for others, the horrors of the Nine Hells proved too great. They fled back through the portal, sealing it behind them and never revealing their shameful retreat and betrayal.
Zariel's Fall
Zariel lost more than her army on Avernus. She also lost a hand, which was severed in battle. As her sword fell to the ground, Zariel ordered Yael, her most devoted general, to take the weapon and hide it, so that the devils would not destroy or corrupt it. Zariel's other two generals, Olanthius and Haruman, refused to leave Zariel's side. All three were captured and sent to Nessus, the lowest of the Nine Hells. There, Zariel was brought before Asmodeus, who welcomed her with open arms.
The Lord of the Nine commended Zariel for her battle prowess and the strength of her convictions. He offered her rulership of Avernus, much to Bel's chagrin. By swearing fealty to Asmodeus and the Nine Hells, Zariel could bring her rage to bear against the demons and continue to fight in the Blood War, with legions of devils under her command. Zariel accepted Asmodeus's terms, completing her fall from grace.
Diabolical Dangers
The holy city of Elturel has disappeared from the Forgotten Realms and descended into Avernus, the first layer of the Nine Hells. This event came about as the result of an infernal bargain between the archdevil Zariel, who rules Avernus, and the treacherous High Overseer of Elturel, Thavius Kreeg. Zariel is capturing cities and using their citizens as fodder in the ongoing conflict between demons and devils known as the Blood War. Next on Zariel's list of cities is Elturel's neighbor, Baldur's Gate. The characters can be the heroes who descend into Avernus, save Elturel from certain destruction, and prevent a similar fate from befalling Baldur's Gate.
Game Details
Campaign: Baldur's Gate: Descent into Avernus Date: Weekly sessions every Tuesday Time: 4:00 PM Pacific / 5:00 PM Mountain / 6:00 PM Central / 7:00 PM Eastern Place: Online Payment: $15 (USD) per session per player paid through PayPal
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are fill up fast, and often end just as quickly because there is no investment by the players and no incentive for the DM to commit long term.
Games run by a professional DM can provide a superior experience for players who are looking to enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
I own everything ever published on Ravenloft, and am steeped in the lore! Want an immersive experience? You've come to the right place!
This is my passion. It's my job. I have an incentive to show for sessions prepared and to provide an outstanding experience week after week.
Charging a small entry fee per person virtually eliminates postponed sessions and broken campaigns due to player no-shows.
People who are willing to pay a modest fee tend to approach the game with a more mature attitude. They typically don't quit impulsively when something doesn't go their way.
Players do not make any additional purchases at all to participate. Everything is included.
Access to all relevant sourcebooks is provided free of charge via my compendium sharing.
I purchase additional materials, such as high-quality maps, to make your gaming experience even better. There is no extra charge to you.
Via my compendium sharing, you'll have access to over a dozen sourcebooks, at no additional cost, when you make your character. This includes over 120 classes and subclasses, 100 races and subraces, 80-plus feats, and over 40 official backgrounds.
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please send me a private message with the following information:
Your name:
Your Discord username:
Campaign: Baldur's Gate: Descent into Avernus, Tuesday 4:00 PM Pacific
Your D&D experience: none / beginner / intermediate / expert
Do you understand that this game costs $15 per player per session paid through PayPal?
What are you looking for in a gaming experience?
Briefly tell me a few things about your proposed character, such as race and class. (It's OK if you haven't decided).
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Game: D&D 5e
Group type: Online
Experience: No experience necessary. Everyone is welcome!
Location/Timezone: Online (players in all time zones are welcome)
Schedule: See individual game posts below.
Roles sought: Player
Game style: Good balance between roleplay, combat, and exploration.
Curse of Strahd - Official D&D hardcover campaign run by a pro DM - New players welcome!
Curse of Strahd - Official D&D hardcover campaign run by a pro DM - New players welcome!
Curse of Strahd is a retelling of the original Ravenloft adventure, which was published in 1983 by TSR. It has gained a reputation as one of the greatest Dungeons & Dragons adventures ever. Curse of Strahd is a story of gothic horror, which broke new ground by presenting a D&D adventure that was as much story-driven as location-based, featuring a villain who was complex and terrifying.
This campaign includes the entire published hardcover adventure, as well as additional material which expands what we know about the lands around Castle Ravenloft and sheds new light on the dark past of the castle’s lord. The lands of Barovia are from a forgotten world in the D&D multiverse, and this adventure gives glimpses into that world. In time, cursed Barovia was torn from its home world by the Dark Powers and bound in mist as one of the Domains of Dread in the Shadowfell.
A Tale of Gothic Horror
Under raging storm clouds, a lone figure stands silhouetted against the ancient walls of Castle Ravenloft. The vampire Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power-and of madness. His once handsome face is contorted by a tragedy darker than the night itself.
Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his ken, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they have come-all according to his plan. He, the master of Ravenloft, will attend to them.
Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind-or perhaps a lone wolf-fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited...
A Land of Ghosts
Barovia is a land of ghosts, werewolves, and other fell creatures. The wilderness hides many secrets, including forgotten ruins and battlefields that tell the story of Strahd's life as a conqueror. Adventurers who explore the wilderness find the remnants of Strahd's ancient enemies, not all of them as dead as one might expect.
For the people of Barovia, there is no escape from this harsh land. The town of Vallaki stands ready to defend itself against the servants of Strahd, but it's far from the sanctuary it purports to be. The village of Krezk lies near the edge of Strahd's domain, its abbey now in the clutches of evil, misguided creatures.
Of all the settlements in Strahd's domain, the village of Barovia is by far the most oppressed. Many of its shops are closed, and the locals have succumbed to despair. It is well known Strahd desires the burgomaster's adopted daughter, Irena Kolyana. The villagers neither protect nor harm her, lest they incur the vampire's wrath. Few know that Irena bears an µncanny resemblance to Tatyna, Strahd's dead beloved.
A Vampire Named Strahd
In life, Strahd von Zarovich was a count, a prince, a soldier, and a conqueror. After the death of his father, Strahd waged long, bloody wars against his family's enemies. He and his army cornered the last of these enemies in a remote mountain valley before slaying them all. Strahd named the valley Barovia, after his father, and was so struck by its scenic beauty that he decided to settle there.
Peace made Strahd restless, and he began to feel like his best years were behind him. Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality.
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Despite Strahd's efforts, she instead fell in love with his younger brother, Sergei. Strahd murdered Sergei and drank his blood, sealing the evil pact with the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death.
Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows. But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire.
Game Details
Campaign: Curse of Strahd
Date: Weekly sessions every Saturday
Time: 4:00 PM Pacific / 5:00 PM Mountain / 6:00 PM Central / 7:00 PM Eastern
Place: Online
Payment: $15 (USD) per session per player paid through PayPal
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every book ever published on Ravenloft, dating all the way back to the original module. It's by far my favorite campaign setting. If you play in one of my Strahd games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are fill up fast, and often end just as quickly because there is no investment by the players and no incentive for the DM to commit long term.
Games run by a professional DM can provide a superior experience for players who are looking to enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please send me a private message with the following information:
Your name:
Your Discord username:
Campaign: Curse of Strahd, Saturday 4:00 PM Pacific
Your D&D experience: none / beginner / intermediate / expert
Do you understand that this game costs $15 per player per session paid through PayPal?
What are you looking for in a gaming experience?
Briefly tell me a few things about your proposed character, such as race and class. (It's OK if you haven't decided).
Vecna: Eve of Ruin - Official D&D hardcover campaign run by a pro DM - New players welcome!
Vecna: Eve of Ruin - Official D&D hardcover campaign run by a pro DM - New players welcome!
This adventure celebrates fifty years of Dungeons & Dragons history. The story spans many beloved settings and wondrous planes of existence, including Toril, the Underdark, the Astral Sea, the Mournland on Eberron, Ravenloft, the Northern Dargaard Mountains on Krynn, the Isle of Serpents on Oerth, and Avernus in the Nine Hells. Its cast includes characters iconic to longtime fans. This adventure’s stakes involve the fate of all worlds—in other words, the multiverse. If the player characters finish this adventure successfully, they’ll reach 20th level and will have thwarted one of the most notorious villains in D&D’s history.
This campaign includes the entire published hardcover adventure, as well as additional material designed to immerse players in the wonderful locations and lore found throughout this rich story.
Existence in Peril
For many years, the lich Vecna has imagined remaking existence. When this adventure starts, Vecna is already a god. Never truly satisfied, he yearns to become the most powerful being in the multiverse. Unfortunately for his enemies, Vecna recently devised the Ritual of Remaking to turn his dreams into reality.
The Ritual of Remaking
Vecna’s Ritual of Remaking involves gathering powerful secrets, extracting energy from them, and interweaving this energy with the lich’s essence and magic. After Vecna and his cultists extract enough secrets, the lich plans to weave the ritual alone in the Cave of Shattered Reflection on the plane of Pandemonium.
The cave holds the power to harness energy and reveal fundamental truths, making it the perfect location for the ritual. The combined power of Vecna’s magic and the collected secrets reaches critical mass at the end of the ritual, triggering an explosion of sufficient magnitude to destroy Pandemonium and unravel the multiverse. Vecna, with his consciousness preserved inside a magical singularity, can then reknit the multiverse exactly as he wants, sealing the multiverse’s terrible fate.
Vecna plans to elevate himself above all others and to rewrite the histories and details of the entire multiverse. In Vecna’s new reality, all people serve him, he has never known defeat, and all who oppose him live in torment.
By the time this adventure begins, the lich has gathered a hoard of secrets and is nearly ready to begin the Ritual of Remaking. Only the characters can stop Vecna’s evil plan.
Vecna’s History
Throughout the adventure, Vecna proceeds with his plans as if nothing can stop him. However, the waves of magic the lich and his cult unleash in preparing for the Ritual of Remaking garner the attention of powerful individuals.
One is Kas, a vampire warrior who once served Vecna but is now Vecna’s eternal enemy. Kas learns the details of Vecna’s plans and plots to co-opt the ritual for himself. The characters are destined to become embroiled in the legendary hatred between the lich-god Vecna and the warlord Kas.
Game Details
Campaign: Vecna: Eve of Ruin
Date: Weekly sessions every Saturday
Time: 7:00 PM Pacific / 8:00 PM Mountain / 9:00 PM Central / 10:00 PM Eastern
Place: Online
Payment: $15 (USD) per session per player paid through PayPal
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are fill up fast, and often end just as quickly because there is no investment by the players and no incentive for the DM to commit long term.
Games run by a professional DM can provide a superior experience for players who are looking to enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please send me a private message with the following information:
Your name:
Your Discord username:
Campaign: Vecna: Eve of Ruin, Saturday 7:00 PM Pacific
Your D&D experience: none / beginner / intermediate / expert
Do you understand that this game costs $15 per player per session paid through PayPal?
What are you looking for in a gaming experience?
Briefly tell me a few things about your proposed character, such as race and class. (It's OK if you haven't decided).
Baldur's Gate: Descent into Avernus - Official D&D hardcover campaign run by a pro DM - New players welcome!
Baldur's Gate: Descent into Avernus - Official D&D hardcover campaign run by a pro DM - New players welcome!
iabolical dangers await in this adventure for the world’s greatest roleplaying game. Welcome to Baldur's Gate, a city of ambition and corruption. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur's Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?
Welcome to Baldur’s Gate
Even the most hardened adventurers watch their steps in Baldur’s Gate, where lives hold prices in copper and greed proves deadlier than dragon fire. Baldur’s Gate has a reputation for being a rough place, where crime and opportunity walk hand in hand, and where anything can be bought, sold, or seized at sword point. If something can be given a price, it’s for sale somewhere in Baldur’s Gate. Drugs and poisons sit on shelves alongside tinctures and remedies. Trade goods from Chult, mechanical wonders from Neverwinter, tomes of magic from Calimshan, and the most believable counterfeits of each can all be found in the city’s stalls.
Beyond all its dangers, Baldur’s Gate is an adventurer’s city, a place where a sword-for-hire can find a rich patron, join a secret guild, stalk killers for a bounty, or come to the aid of desperate citizens. Good-hearted champions fight against corruption and bring murderers to justice, while less moral mercenaries find a good price for their services. The city offers opportunities as well as the most reliable and ruthless market on the Sword Coast. Information, treasures, secrets, and souls can be bought or sold for the right price.
Since its beginning as a quiet backwater community, Baldur’s Gate has undergone a dramatic transformation, becoming the hub of danger and adventure it is today. As a great hero of Baldur’s Gate once said, “Watch your step in the shadows. Watch your back in the light. Win a prize beyond your wildest dreams or disappear into forgotten history. Every day your life is on the line. Every day you could become a legend. Welcome to Baldur’s Gate.”
Evil Schemes
Centuries ago, the hero Balduran spent years questing in lands across the Sea of Swords and beyond. When finally he returned to his village of Gray Harbor, he brought fantastic wealth with him. These boons greatly improved the town's fortunes, launching businesses, expanding its docks, and seeing the creation of a defensive wall around the town. In honor of their heroic patron, the citizens came to call one of their new wall’s passages Baldur’s Gate. Within a generation, the settlement known as Baldur’s Gate began appearing on maps of the Sword Coast.
Over the years, Baldur’s Gate has harbored countless evil schemes and conspiracies. Perhaps the most dastardly, though, was that perpetrated by Bhaal, god of murder, who foresaw his own death during the Time of Troubles. While in mortal form, Bhaal conceived multitudes of offspring, plotting to have them resurrect him. They actively hunted and slew each other, with the survivors collecting ever more of Bhaal’s godly essence.
Sarevok, a Bhaalspawn and member of the Iron Throne merchants’ guild, sought to spark war with the nation of Amn and become the new Lord of Murder. Another Bhaalspawn, aided by powerful allies, thwarted Sarevok’s plan and brought stability, if not peace, to Baldur’s Gate once more. Yet, Bhaal and his faithful have menaced the city ever since.
The Angel Zariel
On the plane of Mount Celestia, the angel Zariel chastised her peers for not getting involved in the Blood War. She felt that it was the responsibility of the angelic host to destroy evil in the multiverse, rather than stand back and watch demons and devils annihilate one another, destroying vast swaths of the multiverse in the process. In defiance of her superiors, Zariel left Mount Celestia and went to Elturel, where she rallied an army of warriors and trained them to fight in the Blood War.
Zariel led her army out of Elturel amid a throng of cheering well-wishers and proud citizens. In an epic charge known as the Ride, Zariel's army entered Avernus and took the fight to the archdevil Bel and his infernal legions. Many of Zariel's warriors fought bravely, but for others, the horrors of the Nine Hells proved too great. They fled back through the portal, sealing it behind them and never revealing their shameful retreat and betrayal.
Zariel's Fall
Zariel lost more than her army on Avernus. She also lost a hand, which was severed in battle. As her sword fell to the ground, Zariel ordered Yael, her most devoted general, to take the weapon and hide it, so that the devils would not destroy or corrupt it. Zariel's other two generals, Olanthius and Haruman, refused to leave Zariel's side. All three were captured and sent to Nessus, the lowest of the Nine Hells. There, Zariel was brought before Asmodeus, who welcomed her with open arms.
The Lord of the Nine commended Zariel for her battle prowess and the strength of her convictions. He offered her rulership of Avernus, much to Bel's chagrin. By swearing fealty to Asmodeus and the Nine Hells, Zariel could bring her rage to bear against the demons and continue to fight in the Blood War, with legions of devils under her command. Zariel accepted Asmodeus's terms, completing her fall from grace.
Diabolical Dangers
The holy city of Elturel has disappeared from the Forgotten Realms and descended into Avernus, the first layer of the Nine Hells. This event came about as the result of an infernal bargain between the archdevil Zariel, who rules Avernus, and the treacherous High Overseer of Elturel, Thavius Kreeg. Zariel is capturing cities and using their citizens as fodder in the ongoing conflict between demons and devils known as the Blood War. Next on Zariel's list of cities is Elturel's neighbor, Baldur's Gate. The characters can be the heroes who descend into Avernus, save Elturel from certain destruction, and prevent a similar fate from befalling Baldur's Gate.
Game Details
Campaign: Baldur's Gate: Descent into Avernus
Date: Weekly sessions every Tuesday
Time: 4:00 PM Pacific / 5:00 PM Mountain / 6:00 PM Central / 7:00 PM Eastern
Place: Online
Payment: $15 (USD) per session per player paid through PayPal
This campaign will run at least 1 year. We'll continue playing every week until the hardcover adventure, bonus material, and story lines customized for the party have all been finished.
About Me
It's been my privilege to play and run D&D games for over 30 years. I've served as a full-time professional Dungeon Master for the last several years. This is my art form, which I take great pride in. I make it my mission to ensure that each player enjoys a truly memorable experience at my table.
I own every D&D book ever published by TSR and WOTC, dating all the way back to the original releases. If you play in one of my games, it will be my pleasure to share my love and knowledge of this fabulous lore with you!
I customize each adventure with stories and plots so that players in my groups enjoy a unique campaign. I also help players develop backstories for their characters over the course of a campaign, if they wish, and I'll even create custom quests based on them.
What's more, I feel fortunate to be able to work with a talented group of DMs to provide an even better gaming experience for everyone. We collaborate in providing extra help to people, and we are very welcoming to those those who are new to the game. This team approach also allows us to offer more gaming options to people.
Why A Paid Game
Dungeons & Dragons has never been more popular than it is right now, and the number of players continues to increase rapidly. There simply aren't enough experienced DMs running free games. What free games there are fill up fast, and often end just as quickly because there is no investment by the players and no incentive for the DM to commit long term.
Games run by a professional DM can provide a superior experience for players who are looking to enjoy playing with the same group every week, rather than having to start over by constantly joining the next free game that comes along. If you want to start and finish a long-term D&D campaign -- and experience it the way it was meant to played -- then join my game.
Here are some of the reasons why joining one of my games can provide a superior experience:
Beginners Welcome!
Beginners are welcome in my games, including people new to online play and those who have never played anywhere before. I enthusiastically provide newcomers with extra assistance to help them get settled in and learn our beloved game, including during character creation, in game, and between sessions. There is no extra charge for any extra help you might need.
Request an Invite to Play
To request an invite to play in this campaign, please send me a private message with the following information:
Your name:
Your Discord username:
Campaign: Baldur's Gate: Descent into Avernus, Tuesday 4:00 PM Pacific
Your D&D experience: none / beginner / intermediate / expert
Do you understand that this game costs $15 per player per session paid through PayPal?
What are you looking for in a gaming experience?
Briefly tell me a few things about your proposed character, such as race and class. (It's OK if you haven't decided).