In a semi-forgotten corner of the Shadowfell, lies the Dread Domain of Barovia. A valley shrouded by mist and untouched by sunlight, the land of Bariova is a prison. Of those who wander into the clutch of its mists, none return.
From the city of Waterdeep in the Forgotten Realms, you have found your way into the misted valley of Barovia. Now trapped in this shadowed province, you and a number of fellow outsiders must survive the horrors of the demi-plane.
Atop the spires of Castle Ravenloft, Strahd is watching with interest. He knew you were coming, and he knows why you came... all according to his plan.
The campaign will start in Waterdeep, where the party is hired to scout a pack of wearwolves that have been preying on the communities east of the town of Daggerford. Various factions - such as the Harpers, the Order of the Gauntlet, the Emerald Enclave, the Lords Alliance, and the Zhentarim - are willing to aid the party, as the information you are sent to gather is needed by the force being put together to combat the pack.
Little do you know, the wearwolves are leading you to Barovia.
Curse of Strahd is a gothic horror setting. Expect a lot of of exposition and dark atmosphere punctuated with truly punishing combats. If you play this adventure purely as a hack & slash, it will probably go poorly for you. Instead, understand that many potential encounters might be avoidable with a bit of cleverness from the players; and be warned that fleeing in the face of unwinnable odds is a completely legitimate option (although that can come with its own set of consequences).
The interactions between PCs and NPCs form the backbone of this campaign. There are very few purely evil characters in the setting, and similarly, there are very few true paragons of good. Expect everyone that you meet to have shades of grey to their motivations, and be warned that temptation and corruption will be themes to keep in mind throughout the campaign.
Any races, classes, class archetypes, spells, and feats from official Wizards of the Coast books are allowed. Any Unearthed Arcana options are allowed, but I reserve the right to make changes to anything that I think needs changing. Any homebrewed options that you wish to use, please show me first. If you cannot find an option that fits what you want, then feel free to ask me and I'll help you find/make what it is you want.
Ability scores can be calculated by rolling 4d6, removing the lowest roll, and repeating 5 times. You may do this process twice, choosing either set of results. You can instead use the 27 point buy system in the front of the Players Handbook. You can choose to use the points buy system after rolling if you do not wish to use either set of results.
Characters start at level 3. Hit points are maximised for 1st level, and then you are free to roll for the hit point increases at higher levels, or take the average (rounded up) for each hit dice.
Your characters background can be however much you want to write, but a paragraph or two is a good place to start, or you could make it up as the campaign progresses. If you want to tie your character into the Forgotten Realms, one of the factions listed above, or the background of another character, the you are more than welcome to. In the latter case, make sure that the other player is happy with it, and give them the chance to influence your character as well. The Forgotten Realms are a well documented setting, and there is plenty of information online.
At some point, I would also like to know what your character wants most. This can be known by the other players, or just by you and me.
If you want any help or information, do contact me via the website forum, the websites Messages feature, or through the societies Facebook page.
Ran by Tim (Timeslot: Saturdays starting on week 2.) [finished]Players 6 / 6: ash,James,Will_Hand,Charissunshine,Ryan_M,Benji,