
DM Default |

Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner—and you are invited.
Welcome! I have started DMing on these forums, and as I've gathered new material I'm preparing to start another game. But as this is the Curse of Strahd, I'm aiming for a more intense, character driven game rather than just combat and storytelling. I'd like players who are storytellers, and will have fun playing off each other and myself.
- Standard Array of 27 point buy, your choice.
- Everyone starts at 3rd level.
- Max hit points first level. For each level after you roll for hitpoints, or take the average, whichever's higher.
- You are allowed the options listed in the Curse of Strahd Player's Options
- You are allowed to use the Sword Coasts Adventure's Guide, but no race or race variant with flight.
- Please list your flaw, bond, background, etc though you are not confined to the strict text if you have and idea for a character.
- While I don't mandate posting everyday, I do hope you will post frequently. If you will be gone for a decent span of time, please inform me and I will bot you as necessary.
- I will be using Roll20 for combat, but all rolls and role-playing will be done in the gameplay thread of this campaign.
- Keep Min-maxing to a minimum please. I understand the joy of an effective character, but I like to see reasons behind character decisions. Relevant background reasons, not "its the most effective."
- This is a bit of an open-ended campaign, so I'd like some go-getters who can actively make decisions but not scorn the rest of the party. A hard balance indeed.
I'll choose 4-5 characters at the end of recruitment which will end on August 1st.

The Dread Pirate Hurley |

I've always wanted to try Ravenloft!
You say that the characters are part of an established adventuring party. What setting norm should we build around? My understanding is that Ravenloft typically draws in adventurers from outside The Mists. Do you want us to play gothic horror heroes, or high fantasy heroes that suddenly find themselves in gothic horror Barovia?

DM Default |

I don't have a preference as of now, my leaning will generally go for well-developed characters. If I do develop a preference, I'll be sure to post here to allow others to reconsider their submissions before the deadline.
One thing I forgot to mention...
If you use a third party method of documenting your character and its difficult for me to access/read your character sheet/bio, your chances of being chosen go down drastically.

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A true noblewoman among humans, she stands short but proud among others in a fit frame. She's arrogant, calm and skillful. She was born and grew up in a high class family in a poor town, she lived in peace until she was about 8 years old, but at that point life changed drastically.
She lost her parents when the towns poor rioted against the wealthy families and burned her family estate to the ground. With a loyal friend she had to survive in a world she was not prepared for, moved from one surviving noble family to the next as their wards. But with her wits and determination, she managed to overcome obstacles and survive what the Gods threw at her. Eventually pulling up her nerves and striking out on her own, refusing to be a pawn for the noble families who kept her in gilded cages. A tattoo of a small dragon is displayed on the right side of her neck which leaves a stinging memory of her adventurous love life. Which ended with her loyal friend locked in a dungeon and her paramour fleeing after she became pregnant with her daughter, Allison Summerisle. Early experiences living on her own, needing to provide for herself plus another forced her to deal with strange and dangerous folk. The kind of folk who trained her to kill, and gave her the gold she needed to keep her daughter safe. Now, Iselle has taken her daughter and run away from the dangerous people who gave her work, not wanting her daughters life steeped in blood.
With the lessons of the past, and her six winters young daughter in tow, Iselle Summerisle has travelled the roads for a few months now, doing her best to provide for her daughter.
Alright, here's Iselle Summerisle. I don't know if this is the tone of story you are quite looking for, but its what came to mind and seemed most interesting.

Sheva Callister |

TPJ's character here - Sheva Callister, Variant Human Warlock (Fiend Patron, Blade Pact).
Race: Variant Human Background: Haunted One Class: Warlock /3
STR 10 (+0) DEX 14 (+2) CON 13 (+1) INT 12 (+1) WIS 10 (+0) CHA 16 (+3)
HP 21 (HD:3d8)
AC 14
Initiative +2
Speed: 30ft
Proficiency +2
Alignment: Chaotic Good
XP: 900
Proficiencies
Saving Throws: STR +0 DEX +2 CON +1 INT +1 WIS +2 CHA +5
Skills: Arcana +2, Religion +2
Weapons: Simple Weapons
Armor: Light Armor
Tools:
Languages: Infernal
Spellcasting
Spell Attack: +5
Spellcasting DC: 13
Spell Level: 2
Spell Slots: 2/2
Spells Known: 0: Eldritch Blast, Minor Illusion 1: Armor of Agathys, Arms of Hadar 2: Darkness, Invisibility
Spells Prepared:
Class Features:
Saves: WIS +2 CHA +2
Skills: Deception +5, Intimidation +5
Class Features:
Otherworldly Patron: The Fiend
Patron Features: Dark One's Blessing - Starting at 1st level, when you reduce a hostile creature to O hit points, you gain temporary hit points equal to your Charisma modifier + your warlock levei (minimum of 1).
Eldritch Invocations: Agonizing Blast, Devil's Sight
Pact Boon: Pact of the Blade
Race Features:
Ability Scores: CHA +1 DEX +1
Skills: Perception +2
Languages: Common, Sylvan
Feat: Lucky
Luck Points: 3/3
Other: Passive Perception 12
Inventory
Coins & Gems:
GP
EP
SP
CP
Armor: Studded Leather
Weapons: Dagger (x2), Light Crossbow, 20 bolts, Rapier
Readied Items: Rapier
Trinkets: Gothic Trinket (A lantern with a black candle that never runs out and that burns with green flame.)
Other Items: Arcane Focus (Small silver holy symbol on a chain), Monster Hunter's Pack (chest, crowbar, hammer, three wooden stakes, holy symbol, flask of holy water, set of manacles, steel mirror, flask of oil, tinderbox, 3 torches), Dungeoneer’s Pack (backpack, 10 pitons, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope)
Background: Haunted One
Skills: Arcana +2, Religion +2
Language: Infernal
Feature: Heart of Darkness
Harrowing Event: A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it locked away.
Trait: I don’t run from evil. Evil runs from me.
Ideal: I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
Bond: There’s evil in me, I can feel it. It must never be set free.
Flaw: I talk to spirits that no one else can see.
Gothic Trinket: A lantern with a black candle that never runs out and that burns with green flame.
History
When Sheva Callister was a young child, she was playing in the woods near her home. She was approached by a shadowed figure of a woman, bearing a lantern with a strange green flame. At least she thinks it was a woman, as it looked like something you could only ever see from the corner of your eye. She doesn't remember much after that. She awoke clutching the lantern, and the feeling that she wasn't alone. Her parents tried to discard the lantern, and Sheva became violent, as though she wasn't in control of her own body. Terrified, they summoned the village cleric, who took her to a nearby convent for treatment. Sheva never saw her family again after that.
Sheva spent years under the care and tutelage of the Sisters at the convent. She had expressed interest in formally joining them, but was rebuffed because of her possession. The lantern almost never left her side. She tried to get rid of it once by throwing it down a well, only to have it reappear by her side the next morning, when she discovered that everything in her room was torn to shreds, and several of the sisters were dead. After that Sheva was locked away in a cell, as the sisters prayed over her in shifts.
Years later, after she had become an adult, the fiend within revealed herself to Sheva, partially, anyway, since she still does not know the creature's true name. It offered her a pact of knowledge and power if she would escape the convent that night. Sheva was tired of being imprisoned, almost at the edge of sanity, and in a moment of desperation, she accepted, vowing to use the power against this devil. She has since devoted herself to destroying unnatural evil in the world as best she can, but often wonders if it is devotion or fiendish bloodlust driving her. Sheva hopes to one day discover the true name of the creature inside her, so that she can finally be rid of it for good. She does not allow the lantern to leave her side, for fear of what may happen to others if she does.

GM Grog |

Sir Alexander the Honorable
Male Human Noble Paladin 3
Lawful Good
Representing Jason
Strength 16 (+3)
Dexterity 10 (+0)
Constitution 16 (+3)
Intelligence 8 (-1)
Wisdom 8 (-1)
Charisma 14 (+2)
Size: Medium
Height: 6' 7"
Weight: 240 lb
Skin: Silver
Eyes: Purple
Hair: Silver Wavy; Thick Beard / Hirsute
Maximum Hit Points: 31
Speed: 30 feet
Inspiration:
Armor Class: 18 = 10 + 8 [plate]
Proficiency bonus: +2
Initiative modifier: + 0 = + 0 [dexterity]
Attack (handheld / thrown): + 5 = + 3 [strength] + 2 [proficiency]
Attack (missile / finesse): + 2 + 2 [proficiency]
Strength save: + 3 = + 3 [strength]
Dexterity save: + 0
Constitution save: + 3 = + 3 [constitution]
Intelligence save: -1 = -1 [intelligence]
Wisdom save: + 1 = -1 [wisdom] + 2 [proficiency]
Charisma save: + 4 = + 2 [charisma] + 2 [proficiency]
Insight (passive): 9 (14 with advantage)
Investigation (passive): 9 (14 with advantage)
Perception (passive): 9 (14 with advantage)
Carry: 240 lb maximum
For groups using the optional encumberance rules:
If carrying more than 80 lb, encumbered -- -10 on speed
If carrying more than 160 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Celestial Common Draconic
Unarmed strike [+5 to hit; 1+3 bludgeoning]
5 Javelins [+2 to hit; 1d6 piercing, 4 lb, thrown (range 30/120)]
Halberd [+5 to hit; 1d10+3 slashing, 6 lb, heavy, reach, two-handed]
Plate mail [heavy; + 8 AC; max dex + 0; stealth disadvantage; 65 lb.]
Feats:
Polearm Master Bonus attack with opposite end; opportunity attack for those coming into reach
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Trained?
Misc.
Modifier
Acrobatics Dex 0 =
+0
Animal Handling Wis -1 =
-1
Arcana Int -1 =
-1
Athletics Str 5 =
+3
+ 2
Deception Cha 2 =
+2
History Int 1 =
-1
+ 2
Insight Wis -1 =
-1
Intimidation Cha 4 =
+2
+ 2
Investigation Int -1 =
-1
Medicine Wis -1 =
-1
Nature Int -1 =
-1
Perception Wis -1 =
-1
Performance Cha 2 =
+2
Persuasion Cha 4 =
+2
+ 2
Religion Int 1 =
-1
+ 2
Sleight of Hand Dex 0 =
+0
Stealth Dex 0 =
+0
Survival Wis -1 =
-1
Paladin spells:
First-level castings: 3/day
Sir Alexander 's level and charisma allow him to prepare 3 Paladin spells daily.
These are in addition to Sir Alexander 's oath spells.
Mark Sir Alexander 's First Level Paladin spells here:
Bane [oath spell]
Bless
Command
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Heroism
Hunters Mark [oath spell]
Protection from Evil and Good
Purify Food and Drink
Searing Smite
Shield of Faith
Thunderous Smite
Wrathful Smite
Paladin Channel Divinity: 1x:
Regain after any short or long rest
Check any artisan tools with which Sir Alexander is proficient:
Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools
Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Check any instruments with which Sir Alexander is proficient:
Bagpipes
Drum
Dulcimer
Flute
Lute
Lyre
Horn
Pan flute
Shawm
Viol
Sir Alexander is proficient with at least 1 game(s). Check any games with which Sir Alexander is proficient:
Dragon Chess
Three Dragon Ante
Board Game:
Card Game:
Dice game:
Check any other tools with which Sir Alexander is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit
Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Human
The variant rule is in effect. Humans add a point only to two abilities, and get an extra skill and an extra feat.
This Human chose +1 on strength (already included).
This Human chose +1 on constitution (already included).
Humans learn one extra language.
Noble
You are from a prominent family, or perhaps a knight. Rank has some privileges.
You are proficient in riding a horse.
One extra language of your choice (already included).
You are proficient with at least one kind of gaming set. Consider bringing one.
Paladin
Proficient in riding a mount.
This paladin selected the great weapon fighting style at level 2; reroll 1s and 2s on damage when using a two-handed or versatile weapon.
The DC to resist your spells is 8 + proficiency bonus + your charisma modifier.
Divine sense -- use an action to detect holy / unholy things within 60 feet and not behind a complete barrier
Lay on hands -- pool of hit points equal to 5 x paladin level, to restore hp, cure disease or neutralize poison
Level 2: Divine smite. Expend a spell slot to do extra radiant / necrotic damage after hitting.
Level 2: Fighting style
Level 3: Immune to disease
Level 3: Oath spells and channel divinity
Level 5: Extra attack each round if an attack was made this round
Level 6: Aura of protection. While you are conscious, you and all friendly creatures within ten feet get your charisma bonus (minimum 1) on saving throws
Level 10: Aura of courage. While you are conscious, you and all friendly creatures within ten feet are immune to fear.
Level 11: Improved divine smite. All weapon strikes get an extra 1d8 radiant / necrotic damage.
Level 14: Cleansing touch removes hostile magical effects on you or a friend. Usable charisma-modifier (minimum 1) times per day.
Level 18: Aura of courage to 30 feet.
Vengeance Paladin (oath, mostly non-evil paladins)
Level 3: Channel divinity -- abjure enemy (make frightened), vow of enmity (gain advantage on attacks).
Level 7: Relentless Avenger -- a hit on opportunity attack lets you move up to half your speed, not provoking opportunity attacks
Level 15: Soul of Vengeance -- can make melee attacks even against attackers
Level 20: Avenging Angel -- fly 60 feet, aura of menace, 1/day for an hour
Class HP rolled
Level 1: Paladin 10
Level 2: Paladin 6
Level 3: Paladin 6
Hit Dice For Healing
Regain half with each long rest. Use as needed during long or short rests.
Death Saving Throws:
Successes
Failures
Sir Alexander 's Equipment:
91 lb
5 lb
7 lb
1 lb
20 lb
10 lb
1 lb
10 lb
5 lb
1 lb
2 lb
Weapons / Armor / Shield (from above)
Backpack
Bedroll
Mess kit
Rations (1 day) x 10
Rope (50', hempen) x 1
Signet ring
Tinderbox
Torches x 10
Waterskins x 1
Holy symbol (silver)
Horn
A whistle made from gold-colored wood
_____
153 lb
Total
Sir Alexander 's Personality Traits:
Sir Alexander 's Ideal(s):
Sir Alexander 's Bond(s):
Sir Alexander 's Flaw(s):
More about Sir Alexander :
Umm I tried to make a character not sure that I did this right though?

Sheva Callister |

@ GM Grog
Here's the BBCode 5E character sheet that I used. I just added some extra spoiler tags to some sections on mine.

DM Default |

@ TheOrcnextdoor
Yes, default gear unless there's a decent reason why you'd want to switch.
@ Nem
Feats are optional in the sense that players have the option to get them in lieu of ability point upgrades. You make a decision when your reach a level of ability point increase. Or, you can have an alternate start as a human. You're choice really.

Dessarin the Deceived |

I have several characters written up and a paladin that I am almost done writing that I could finish if chosen.
I have a beastmaster ranger: http://www.myth-weavers.com/sheet.html#id=837904
Serker barb: http://www.myth-weavers.com/sheet.html#id=839057
Ancient Paladin: http://www.myth-weavers.com/sheet.html#id=884593
Bard: http://www.myth-weavers.com/sheet.html#id=833724

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I'll whip up an option or two. Love 5th Ed and loved I6 from 20+ years ago. Will post a single character completely stated up within a few hours.
Edit: Any additional money for armour, equipment, weapons?
Decisions decisions.
I've not played a 5th Ed Bard before but not sure if the Melee is sewn up (that said there are a Barb and Paladin on new offer), and then there is monk (which is on my 'haven't played' list but I don't think it fits the Ravenloft.

Dessarin the Deceived |

Sorry about that! I love the game and basically am open to playing whatever. I am obviously open to playing something that the party needs to round it out or just going with whatever.
Ugh, deciding which character is difficult!! I suppose will go with the paladin and work on finishing the backstory. I have a rough outline worked up already though.

Irena Tyr |

I would like to submit my interest, with the character attached to this profile.
A relatively simple character, who is a little setup for a rude awakening in this adventure.
Will rework background a little to fit the rest of the party, perhaps have a little twist if there's another noble who would fit as her intended?
HP: 2d10 ⇒ (7, 5) = 12
Trinket: 1d100 ⇒ 21

Rascal "Raz" Stormshadow |

Helaman here - Meet 'Raz'.
"Raz" is one of life's trouble makers. So up to pranks and mischief that his own parents took to calling him Rascal to the point that no one can remember what his actual birth name was. He joined a mercenary troop passing by his home as a way to avoid premature matrimony a few years ago and never looked back. He's developed an wide range of skills, including becoming a gifted lute player and singer, as well as a few magical tricks.
Rascal is very much an impulsive 'live for the moment' figure and believes in leading with his heart rather than his head (unless leading with ones head involves a headbutt) and this has gotten him into more than his fair share of fights, to the point where he's become an accomplished barroom brawler.
Never afraid of a fight and always up for a laugh Rascal is a fine if troublesome friend and rarely boring.
*I took an explorers pack rather than a Diplomat or entertainers pack as they didn't fit my background as soldier of fortune. His light leather armour and lack of shield etc will be explained away as having to have abandon his own stuff when the father of his latest romantic adventure returned home early. His current stuff is the best he could errr borrow...

Rascal "Raz" Stormshadow |

I can 'tone' down Raz to fit the atmosphere and can slowly downplay his spirit being gradually crushed, humour becoming 'gallows humour' and so on.
I'm not opposed to re-doing the character with a darker tone, traits etc. Embittered Merc will also do.
For what its worth I am involved in many PbP games as well as running one with about 16 months of gameplay on the clock. I post regulary and understand the conventions in PbP games.

Rascal "Raz" Stormshadow |

DM Default |

Current Submissions
Vasillos Teras : Half-Elf Draconic Sorcerer
Iselle Summerisle : Half-Elf Rogue
Sheva Callister : Human Warlock
Grym Slade : Human Cleric
Berrian Xilocient : Half-Elf Warlock
Irena Tyr : Human Ranger
Rascal "Razz" Storm : Human Bard
Please make sure you have all details decided on before the deadline.

Rascal "Raz" Stormshadow |

Where are the barbarians and fighters when you need them?
I've played a Paladin in the Lost Mines of Phandelver and it played out well. I have a fighter in another pbp that is a beast but haven't tried a barbarian as yet.
The berserker suffers from not recovering exhaustion quick enough. I GMed a game where someone played one and ruled it recovering 1 step of exhaustion per short rest. It made the player a bit more willing to rage out.