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About This Game

A playing of the 5e Module "Curse of Strahd"

Game System

D&D 5e

Detailed Description

Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravonloft. Rumbling thunder pounds the castle spires. The wind's howling increases as he turns his gaze down toward the village of Barovia.

Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms the barest hint of a smile as his dark plans unfold. He knew they were coming and he knows why they came- all according to his plan.

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.

  1. What's new in this game
  2.   Brother Macarius Cleric of the Morninglord   Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Proin fermentum leo vel orci porta non pulvinar. Orci a scelerisque purus semper eget. Pellentesque dignissim enim sit amet venenatis urna cursus eget nunc. Aliquet nec ullamcorper sit amet risus nullam eget felis eget. Non sodales neque sodales ut etiam sit amet. Nisl vel pretium lectus quam id. Vivamus arcu felis bibendum ut tristique et egestas quis ipsum. Eu facilisis sed odio morbi quis commodo. Magna etiam tempor orci eu. Eu turpis egestas pretium aenean pharetra magna ac placerat. Auctor eu augue ut lectus arcu. Nulla facilisi nullam vehicula ipsum. Odio morbi quis commodo odio aenean sed adipiscing diam. Duis ut diam quam nulla porttitor massa id. Non pulvinar neque laoreet suspendisse interdum consectetur libero. Nullam ac tortor vitae purus. Eget magna fermentum iaculis eu non diam. In hac habitasse platea dictumst quisque sagittis. Faucibus in ornare quam viverra orci sagittis. Et pharetra pharetra massa massa ultricies mi quis hendrerit dolor. Condimentum mattis pellentesque id nibh tortor id. Viverra mauris in aliquam sem fringilla ut. In metus vulputate eu scelerisque. Vitae suscipit tellus mauris a diam maecenas sed. Fringilla ut morbi tincidunt augue. Ut enim blandit volutpat maecenas volutpat blandit aliquam. Praesent tristique magna sit amet purus gravida quis blandit turpis. Augue neque gravida in fermentum et sollicitudin ac. Tincidunt ornare massa eget egestas purus.   Stat Block Brother Macarius (MW Sheet) Male Human Cloistered-Scholar Cleric (Life Domain) 3 hp 24/24 • AC 18 (Chain, Shield) • Speed 30 HD 3d8 • Proficiency +2 • Initiative +1 • Senses Passive Perception 15 STR 13 (+1)  •  DEX 8 (-1)  •  CON 15 (+2)  •  INT 10 (+0)  •  WIS 16 (+3)  •  CHA 12 (+1) Saves Wis +5, Cha +3 Skills Arcana +2, History +2, Insight +5, Perception +5, Religion +2 Languages Common, Celestial, Elvish, Sylvan Proficiencies All Armors, Shields, Simple Weapons Features Library AccessThough others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar. • Magic Initiate (Druid)You learn two cantrips of your choice from the Druid's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells is Wisdom. ◘ Cantrips: Produce Flame, Shape Water ◘ 1st: Goodberry • Channel DivinityYou start with two such effects: Turn Undead and an effect determined by your domain. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. 1/1 use left (Preserve LifeAs an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5 times your Cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on undead or constructs., Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.), Disciple of LifeYour healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Spell Attacks Sacred Flame : Spell 60; Dex save (1 target); 1d8 radiant Word of Radiance : Spell 5; Con save (multiple targets); 1d6 radiant Produce Flame : Ranged Spell 30; +5 to hit; 1d8 fire Weapon Attacks Mace : Melee; +3 to hit; 1d6+1 bludgeoning Dagger : Melee; +3 to hit; 1d4+1 piercing; light, thrown 20/60 Cleric Magic Spell Attack +5, Spell Save DC 13 Cantrips: GuidanceDivination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends., Sacred FlameEvocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. At Higher Levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Word Of RadianceEvocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a holy symbol) Duration: Instantaneous You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. At Higher Levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 1st (4/4): Bless1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st., Cure Wounds1st-level evocation Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st. • Guiding Bolt, Healing Word, Protection From Evil & Good, Sanctuary, Shield Of Faith 2nd (2/2): Lesser Restoration2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned., Spiritual Weapon2nd-level evocation Casting Time: 1 bonus action Range: 60 feet Target: See text Components: V S Duration: 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd. • Enhance Ability Magic Initiate (Druid) Spell Attack +5, Spell Save DC 13 Cantrips: Produce FlameCantrip conjuration Casting Time: 1 action Range: Self Target: Self or a creature within 30 feet of you Components: V S Duration: 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage., Shape WaterTransmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: ● You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. ● You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. ● You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. ● You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 1st (1/1): Goodberry1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.  
  3.     Brother Macarius Feyspar Human Cleric of Lathander OGMW Character Sheet   Basic Information Race: Human (Variant) Age: 23 Height: 6'1" | Weight: 210 lbs. Alignment: Good Background: Cloistered Scholar Class: Cleric (Domain of Life) Personality Trait: I'm willing to listen to every side of an argument before I make my own judgment. Trait: I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. Ideal: Beauty. What is beautiful points us beyond itself toward what is true. (Good) Bond: My life's work is a series of tomes related to a specific field of lore. Flaw: I speak without really thinking through my words, invariably insulting others   Macarius' Backstory Evil must be smitten, don't get me wrong. But, you know, smiting is such hard work. Better to leave it to the chaps who are best at it. Now, if you'd like to know the difference between a nararoot tea and a Calimport blend, I'm your man.   A child, thought lost When he was a seven-year-old boy in the fields of the Dalelands, Brother Macarius was lost to the Feywild. He spent subjective years with the Fey, taking the interest of many of the creatures, for he was an intense boy with an innate sense of justice. He would talk, guilelessly and with pure abandon, about any subject that took his fancy. He frequently confounded any schemes he was caught up in, because of his artlessness.   A protector, and a patron? He caught the eye of a particular greater fey, Fionnghula, who despite her nature came to regard the boy with some affection. She taught him healing arts, and how to make things whole. She taught him of beauty, and the sweetness and goodness inherent in it. Unfortunately, she was caught in a long-running feud with some Unseelie nobles, creatures of the Raven Queen. So she also taught him of the evils of the world, and those who would rather destroy than heal. She showed him the Shadowfell. She showed him undead abominations. And through her teachings, he became obsessed with light and dark, shadow play, illusion magic. He had no talent for it - he found he abhorred the deceit inherent in it. He could not stand it any longer: he began to look for ways to return to the mortal realm.   A return He doesn't know how he came back to Faerun. He lay down one evening in an empty wooded glade, and woke up the next morning in front of a small country temple of Lathander. He was taken in by the temple, and taught the blessings of the sunrise. He quickly adapted his talents into the framework provided by the Morninglord. He never lost his innate sense of justice, and right and wrong, and honesty. He recently received his ordination, and has now begun his wanderings with the intent to shine a light in the dark of night. About The Player Who am I as a player? I started off in D&D 3.5 - I've been playing D&D for a while. I've played many different character types, many different settings, and many different scenarios. I've learned how to adapt to the fiction in the game, to the rules that govern the game, and to the interpersonal mechanics that operate within the group. I've been known to ask for rules clarifications when I'm genuinely confused, but I also always defer to the GM. Once the GM has ruled on my inquiry, the matter is done as far as I'm concerned. No hard feelings, regardless of whether the ruling favors me or not. Why do I want to play this game? Ravenloft and its 5E incarnation Curse of Strahd are known to have a compelling story. I would like to see that story through, while giving my own touch on it since I'd be playing in it, hopefully. I will admit that I have played a portion of this game before, but I have never gotten far into the village of Barovia before the game fell apart. I would like to progress the story some more, if I can. Why do I think that I'd be a good fit for this game? Themes and role-playing are important to me, and those things are important to this particular adventure. I can play to the darkness and corruption of the setting, and I know well enough to separate role-playing from real-life interactions. I'm aware that my character might be thrown down a path that I hadn't planned for them - such is life in Barovia, after all - and I know that I can roll with such things, adjusting as necessary and never taking them personally. Do I have any Lines & Veils? No, I have none - I'll roll with whatever the game will throw at me. That said, I will respect any Lines and Veils that are identified for the game. ♠  ♠  ♠
  4. Description -= Tariq Al-Ma'Arri =- Race: Human Class: Barbarian Level: 3 He is tall and fit, with dark hair and eyes. The tattoos of his people adorn his skin. He wears the light, loose clothing of the desert, and no armor. It lets me strike swiftly, as the desert wind blows. He wields a large curved greatsword. In battle, he is known to get a bit crazy as he charges in. He loves horses, and is rather morose for the moment, as his last horse, Shaitan, took a crossbow bolt in a battle and had to be put down. He is searching for the right steed to accept as his new adventuring companion. Background "Ah, my friend, my story is not a happy one." "I was born into a large family of horse breeders, part of the desert nomad tribes of the Great Sea of Sand, what you folk call the Anauroch. I had many brothers and sisters. My youngest sister, Zadè, and I say this with all humility, was the most beautiful girl in the world." "There was a holy man, Imam Shamil, old and ugly, but rich and powerful. He looked upon my sister with lustful, unholy eyes, so I struck him, knocked him down. This was perhaps unwise, but I was young, and I am very protective of my sister. Shamil was angry, and managed to convince my tribe that I was possessed by a demon, and should be cast out. They marked me," and he points to tattoos on his face, "and sent me out into the desert to die. I wandered for many days, but the desert did not choose to take my life yet. I was spared, and found myself in these lands. Eventually I learned to care for myself in the lands of strangers." "Several years later, I was in a market in ... Cormyr I think it was ... anyway, I saw my brother, Farouq. He was looking as lost as I had been when I left the desert. The fact that the desert had not taken my life reassured him that I was not demon-possessed, and he consented to speak with me." "After I was banished, Shamil had continued to court Zadè, and eventually he and my father came to an arrangement, that Zadè would marry him on the day of her eighteenth birthday. As my brother tells it, if it were possible she had grown even more beautiful, but she also contained a passion, a fire, that was not going to be satisfied sitting in the house of Shamil. Two days before her birthday, she stole a horse and fled the tribe." "Shamil was furious, as this embarrassed him in front of the whole tribe. This brought terrible shame on my family, and so my father gathered my brothers and sisters, and charged them to scatter to the four points of the compass, to find Zadè and bring her back to be married." "Because I have been cast out, I alone of my family are not bound by honor to return my sister to the beast Shamil. Were I to find her first, I could aid her in avoiding this terrible fate. In seven years and a day, from the day she fled into the desert, honor will have been served and my brothers and sisters will have leave to return empty handed, and there is nothing that Shamil can do." "But I know not where my sister has fled. I wander these strange lands, searching for the most beautiful woman in the world." He smiles. "I have had the pleasure to meet many of these women who are thought to hold this title. A pirate queen. A duchess. A particular barmaid in Baldur's Gate." He shakes his head. "Some of them are charming. Some are not pleased when I tell them that while they are very beautiful, they are not the most beautiful. But none of them were my sister. And so, my friend, I continue to wander the land. Perhaps I will find my sister, and I can save her from this terrible fate. Perhaps she has already found her way to safety, or is married to someone of her choosing, and has many beautiful children already. I do not know." He looks at his friend and smiles. "But I think there are worse ways to spend one's life than in such a quest as this, no?" "Now, tell me your story." Statblock Tariq Al-Ma'ari Human Barbarian 3 NG AC 15 HP 26 Speed 30ft   Str 16 (+3) Dex 14 (+2) Con 14 (+2) Wis 12 (+1) Int 11 (0) Cha 12 (+1) Attacks -=Melee=- Greatsword +5 2d6+3 Javelin (4) (30/120) +45 1d6+3 Quarterstaff +5 1d6+3 Dagger +4 1d4+2 -=Ranged=- Javelin (4) (30/120) +5 1d6+3 Dagger +4 1d4+3   Barbarian Outlander Origin: Tribal Nomad Feature: WandererYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Personality Trait: I watch over my friends as if they were a litter of newborn pups. Ideal: It is each person’s responsibility to make the most happiness for the whole tribe. (Good) Bond: My tribe is the most important thing in my life, even when they are far from me. Flaw: There’s no room for caution in a life lived to the fullest.   Abilities Rage (3)While raging, you gain the following benefits if you aren’t wearing heavy armor: • You have advantage on Strength checks and Strength saving throws. • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. • You have resistance to bludgeoning, piercing, and slashing damage. Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Danger SenseYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Path of the Totem WarriorSpirit Seeker Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals. Totem Spirit At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
  5. This thread is for out of character discussions both about the game and otherwise.
  6. Originally posted by Taurelin: Carlon found this on a wolf-ravaged corpse: A seal with the letter B is easily cracked in half, opening the letter. It reads as follows, written on worn and flimsy parchment:   A letter Hail to thee of might and valor, I, a lowly servant of Barovia, send honor to thee. We plead for thy so desperately needed assistance. The love of my life, Ireena Kolyana, has been afflicted by an evil so deadly that even the good people of our village cannot protect her. She languishes from her wound, and I would have her saved from this menace. There is much wealth in this community. I offer all that might be had to thee and thy fellows if thou shalt but answer my desperate plea. Come quickly, for her time is at hand! All that I have shall be thine! Kolyan Indirovich The letter is dated one week ago. Not sure if this letter left with Carlon or not.
  7. Originally posted by Taurelin: The folk who brought us here, who can move in and out of Barovia through the deadly mists. People Stanamir - leader of the group that brought us Ratka - Stanamir's son Damia - Stanamir's daughter Sergei - a young Vistani Natasha - fiery-eyed and flirtatious Madam Eva - lives in the encampment near Barovia (the village) The Vistani have potions that allow you to pass through the mists to leave the country of Barovia, but they are not cheap.
  8. Originally posted by Taurelin: In the country of Barovia, ruled by a vampire named Strahd who lives in a castle named Ravenloft Burgomaster of the village: Ismark Known Places Bildrath's Mercantile Blood on the Vine Tavern Church of the Morninglord, with graveyard Mad Mary's Townhouse Death House To reach the Vistani camp, "To find her leave the village on the road to the west, and continue along it until you reach a crossroads, whereupon you should go northwest and continue along the road even as it becomes a path, where you will reach a Vistani encampment where the Madam lives."
  9. Originally posted by Taurelin: @Morphling suggested starting a Notes thread to keep track of info as we acquire it. Let's keep posting here to just the facts. Discussion of the facts can continue over in the OOC thread. Should keep things here a little tidier.
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