Game: D&D 5e Group type: Online ( discord for voice, FOUNDRY VTT Maps and Rolls, DND beyond for sheets). Experience: New and or Vets Welcome Location/Timezone: 6:30pm PST time zone / 930pm EST Schedule: Weekly Friday Nights Current Level: 6 Seats Left (2)
Game style: I try to balance my Dming with exploration and discovering the story your character has. When it comes to helping new players learn RPGs, I am very patient and teaching them the ways and very open to ideas that they have in mind. I can react on the fly as players like to throw that curveball once in a while during games. I am generally pretty rules light and focus on making the experience fun for the players because at the end of the day we want all to have fun.
Reason: I run a paid game but need seats to continue the campaign. For Seat Fillers it is FREE
Campaign: CURSE OF STRAHD (2024 Rules)- 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. Curse of Strahd is a story of gothic horror, presented here as Dungeons & Dragons roleplaying game adventure for a party of four to six adventurers of levels 1–11. A balance of character classes is helpful, since the adventurers will face a variety of challenges. Each character class will certainly have its moment to shine. Curse of Strahd is a great adventure for beginners and veterans. most groups finish it out at around 30 weekly 3 hour sessions. team work is key and careful planning for this adventure.
Story So Far (SPOLIERS):
Arrival in the Land of Mists
The adventurers were drawn into Barovia by a choking wall of supernatural mist. Disoriented, they found themselves in the Village of Barovia, a place shrouded in despair. There, they met Ireena Kolyana and her brother Ismark, who explained the grim reality of life under the tyranny of Strahd von Zarovich. Werewolves prowled the woods, witches kidnapped children, and spirits haunted the fog-choked roads.
Before they could settle in, a vampire spawn messenger of Strahd arrived. With eerie politeness, he delivered an invitation: Strahd wished to host them for dinner. Ireena begged them not to go, and refused to accompany them, planning instead to flee to the safer town of Vallaki. The party chose to accept the invitation.
Dinner with the Devil
On their journey to Castle Ravenloft, they encountered a group of Vistani fortune-tellers who read their fates—cryptic prophecies the party did not yet understand.
At Castle Ravenloft, they dined with Strahd and his three vampiric brides. Though the meal was cordial, the atmosphere grew tense when Strahd made a proposal: A spy lurked within his castle. If the adventurers could find and expose this traitor, he would send them home.
The party accepted, and after searching the castle, discovered the spy to be one of Strahd’s brides, secretly working for the ancient swamp witch Baba Lysaga.
Strahd was pleased—but declared the party far too weak to face Baba Lysaga. Instead, he sent them to Vallaki to meet Lady Fiona Watcher, whom he claimed could help them grow in strength and knowledge.
The Road to Vallaki – Witches and Windmills
On the way, the adventurers encountered the horrifying hags of Old Bonegrinder, who were grinding children’s bones into pastries. After a desperate battle, the party burned down the windmill and saved several children.
They reunited with Ireena and Ismark and met a merchant known as Vasili von Holtz, who appeared helpful and kind.
Vallaki – A Town on the Brink
Vallaki was not the safe haven they hoped for. The Burgomaster enforced weekly “festivals of joy,” imprisoning anyone who showed disloyalty or failed to be cheerful. Fear ruled the streets.
The party met Lady Watcher, who explained her desire to remove the incompetent Burgomaster. She asked the adventurers to uncover evidence of his corruption.
Their investigations revealed:
Rictavio, a mysterious bard who hinted he understood their fortune readings.
A demon child created through dark rituals.
Izek Strazni, the head guard, who collected dolls of Ireena in disturbing detail.
A murder at the church, coinciding with the disappearance of the sacred Bones of Saint Andral.
Without the bones, Vallaki would fall to evil just as the Village of Barovia had.
The bones were tracked to the coffin maker’s shop, infested with vampire spawn.
The Oldest Bride of Strahd
When the party tried to restore the bones, they were confronted by Anastrasya Karelova, the eldest of Strahd’s brides, who had stolen them as a twisted offering for Strahd. After a tense standoff, the party talked her down, convincing her to abandon her obsession and seek a new life—darkly, she turned her attention toward adopting a child from the orphanage.
But when the bones were reburied, their magic had faded. They learned that only the enigmatic Abbot in Krezk could restore their power.
Revelations at the Blue Water Inn
Resting at the Blue Water Inn, the party uncovered shocking truths:
Ireena is not truly Ismark’s sister—she was found in the woods years ago, with no memory of her past.
Rictavio is secretly Dr. Rudolph van Richten, the legendary monster hunter.
The next morning, Izek and Ireena summoned the party to the Burgomaster’s mansion.
Chaos in Vallaki
The Burgomaster requested their help finding a missing maid, but his wife confessed privately that she feared their son’s involvement. Investigating the mansion, the party discovered a horrifying secret:
The real Ireena had been locked in Izek’s room.
The Ireena downstairs was an imposter.
Violence erupted. The party killed the Burgomaster, Izek, and their magically corrupted son. Lady Watcher seized the moment, took power, and imprisoned the Burgomaster’s widow.
Soon after, the adventurers uncovered Lady Watcher's demonic cult, leading to her arrest. But at her trial, everything spiraled out of control:
A shadowy figure assassinated a party member.
Lady Watcher escaped into the chaos.
The Burgomaster’s widow transformed into a demonic creature and died.
Realizing they had destabilized Vallaki more than they had helped it, the adventurers fled.
Journey to Krezk – The Abbot’s Domain
At Krezk, the guards refused entry, so the group snuck in. The Burgomaster requested their help retrieving wine—Krezk’s supply had run dry—and hinted that the Abbot might help restore the Sacred Bones’ power.
Strange happenings surrounded the village: recent grave robberies, eerie sightings, and rumors of unnatural beings near the Abbey.
The adventurers climbed the mountain to the Abbey of Saint Markovia, where they were confronted by grotesquely mutated humanoids—husks of people altered beyond recognition.
Finally, they met:
The Abbot, serene yet unnervingly detached from reality
And his creation: a stitched, reanimated woman, seemingly crafted as a bride for Strahd himself.
And that is where the story now stands.
DM me or reply with questions and if you would like to join!
Game: D&D 5e
Group type: Online ( discord for voice, FOUNDRY VTT Maps and Rolls, DND beyond for sheets).
Experience: New and or Vets Welcome
Location/Timezone: 6:30pm PST time zone / 930pm EST
Schedule: Weekly Friday Nights
Current Level: 6
Seats Left (2)
Game style: I try to balance my Dming with exploration and discovering the story your character has. When it comes to helping new players learn RPGs, I am very patient and teaching them the ways and very open to ideas that they have in mind. I can react on the fly as players like to throw that curveball once in a while during games. I am generally pretty rules light and focus on making the experience fun for the players because at the end of the day we want all to have fun.
Reason: I run a paid game but need seats to continue the campaign. For Seat Fillers it is FREE
Campaign: CURSE OF STRAHD (2024 Rules)- 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. Curse of Strahd is a story of gothic horror, presented here as Dungeons & Dragons roleplaying game adventure for a party of four to six adventurers of levels 1–11. A balance of character classes is helpful, since the adventurers will face a variety of challenges. Each character class will certainly have its moment to shine. Curse of Strahd is a great adventure for beginners and veterans. most groups finish it out at around 30 weekly 3 hour sessions. team work is key and careful planning for this adventure.
Story So Far (SPOLIERS):
Arrival in the Land of Mists
The adventurers were drawn into Barovia by a choking wall of supernatural mist. Disoriented, they found themselves in the Village of Barovia, a place shrouded in despair. There, they met Ireena Kolyana and her brother Ismark, who explained the grim reality of life under the tyranny of Strahd von Zarovich. Werewolves prowled the woods, witches kidnapped children, and spirits haunted the fog-choked roads.
Before they could settle in, a vampire spawn messenger of Strahd arrived. With eerie politeness, he delivered an invitation: Strahd wished to host them for dinner. Ireena begged them not to go, and refused to accompany them, planning instead to flee to the safer town of Vallaki. The party chose to accept the invitation.
Dinner with the Devil
On their journey to Castle Ravenloft, they encountered a group of Vistani fortune-tellers who read their fates—cryptic prophecies the party did not yet understand.
At Castle Ravenloft, they dined with Strahd and his three vampiric brides. Though the meal was cordial, the atmosphere grew tense when Strahd made a proposal:
A spy lurked within his castle. If the adventurers could find and expose this traitor, he would send them home.
The party accepted, and after searching the castle, discovered the spy to be one of Strahd’s brides, secretly working for the ancient swamp witch Baba Lysaga.
Strahd was pleased—but declared the party far too weak to face Baba Lysaga. Instead, he sent them to Vallaki to meet Lady Fiona Watcher, whom he claimed could help them grow in strength and knowledge.
The Road to Vallaki – Witches and Windmills
On the way, the adventurers encountered the horrifying hags of Old Bonegrinder, who were grinding children’s bones into pastries. After a desperate battle, the party burned down the windmill and saved several children.
They reunited with Ireena and Ismark and met a merchant known as Vasili von Holtz, who appeared helpful and kind.
Vallaki – A Town on the Brink
Vallaki was not the safe haven they hoped for. The Burgomaster enforced weekly “festivals of joy,” imprisoning anyone who showed disloyalty or failed to be cheerful. Fear ruled the streets.
The party met Lady Watcher, who explained her desire to remove the incompetent Burgomaster. She asked the adventurers to uncover evidence of his corruption.
Their investigations revealed:
Rictavio, a mysterious bard who hinted he understood their fortune readings.
A demon child created through dark rituals.
Izek Strazni, the head guard, who collected dolls of Ireena in disturbing detail.
A murder at the church, coinciding with the disappearance of the sacred Bones of Saint Andral.
Without the bones, Vallaki would fall to evil just as the Village of Barovia had.
The bones were tracked to the coffin maker’s shop, infested with vampire spawn.
The Oldest Bride of Strahd
When the party tried to restore the bones, they were confronted by Anastrasya Karelova, the eldest of Strahd’s brides, who had stolen them as a twisted offering for Strahd. After a tense standoff, the party talked her down, convincing her to abandon her obsession and seek a new life—darkly, she turned her attention toward adopting a child from the orphanage.
But when the bones were reburied, their magic had faded. They learned that only the enigmatic Abbot in Krezk could restore their power.
Revelations at the Blue Water Inn
Resting at the Blue Water Inn, the party uncovered shocking truths:
Ireena is not truly Ismark’s sister—she was found in the woods years ago, with no memory of her past.
Rictavio is secretly Dr. Rudolph van Richten, the legendary monster hunter.
The next morning, Izek and Ireena summoned the party to the Burgomaster’s mansion.
Chaos in Vallaki
The Burgomaster requested their help finding a missing maid, but his wife confessed privately that she feared their son’s involvement. Investigating the mansion, the party discovered a horrifying secret:
The real Ireena had been locked in Izek’s room.
The Ireena downstairs was an imposter.
Violence erupted. The party killed the Burgomaster, Izek, and their magically corrupted son. Lady Watcher seized the moment, took power, and imprisoned the Burgomaster’s widow.
Soon after, the adventurers uncovered Lady Watcher's demonic cult, leading to her arrest. But at her trial, everything spiraled out of control:
A shadowy figure assassinated a party member.
Lady Watcher escaped into the chaos.
The Burgomaster’s widow transformed into a demonic creature and died.
Realizing they had destabilized Vallaki more than they had helped it, the adventurers fled.
Journey to Krezk – The Abbot’s Domain
At Krezk, the guards refused entry, so the group snuck in. The Burgomaster requested their help retrieving wine—Krezk’s supply had run dry—and hinted that the Abbot might help restore the Sacred Bones’ power.
Strange happenings surrounded the village: recent grave robberies, eerie sightings, and rumors of unnatural beings near the Abbey.
The adventurers climbed the mountain to the Abbey of Saint Markovia, where they were confronted by grotesquely mutated humanoids—husks of people altered beyond recognition.
Finally, they met:
The Abbot, serene yet unnervingly detached from reality
And his creation: a stitched, reanimated woman, seemingly crafted as a bride for Strahd himself.
And that is where the story now stands.
DM me or reply with questions and if you would like to join!
2 Open seats come join the fun message me on here or discord seanpm23 if interested.