Curse of Strahd (Crusade of Lathander's Chosen) 1st 2 Ses. Free
In this retelling of Curse of Strahd, you will unravel a centuries-old deception, challenge the Dark Powers themselves, and decide the fate of Barovia
$20.00
/ Session
Details
Bi-weekly / Sunday - 11:00 PM UTC
Session Duration / 3–5 hours
Campaign Length / 10–30 Sessions
0 / 6 Seats Filled
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
About the adventure
Welcome to Barovia, a land swallowed by mist, ruled by lies, and bound by ancient, dying magic. Experience the age-old classic Beginners adventure like nothing you've ever experienced. Revised, re-written...and enhanced. In this reimagined Curse of Strahd campaign, players step into a world where nothing stays dead, every face may be a reflection of another, and the truth is far darker, and far more tragic, than the legends tell. The sun has been banished, the land itself is suffocating, and the people live under a curse woven not by a tyrant…but by the hidden powers behind him. This is a gothic, morally tangled tale of souls, seals, and sacrifice. This game is for players who crave story-driven adventures with emotional weight, rich character arcs, and high-stakes choices...and wish to see what a Curse of Strahd campain looks like when the level cap is raised to maximum (lvl20). If you enjoy exploring characters’ fears, hopes, and identities, unraveling mysteries about who you truly are, and facing villains who have depth and tragedy behind their cruelty, this is your table. You don't need to know *Curse of Strahd*—in fact, those who do will find everything just familiar enough to unsettle them, as beloved figures and events are twisted into something new, symbolic, and surprising. Expect a campaign steeped in gothic horror, divine mysteries, and psychological tension. The land of Barovia holds layers of manipulation, reincarnation, and spiritual distortion. You'll restore shattered holy seals, confront manifestations of despair itself, and battle the Dark Powers that puppeteer the realm from its shadows. Combat is challenging and cinematic; roleplay is character-driven and deeply personal. Every choice can shift the balance of hope and darkness. Every moment can reveal a truth you weren’t prepared to face. Above all, this is a campaign about redemption, identity, and breaking impossible cycles. Whether you bring dawn to Barovia, or fall into its endless night, will depend on how you face its horrors, and how you confront the truths hidden within yourselves.
Game style
Combat Heavy
Dungeon Crawl
Puzzle / Mystery Focused
Roleplay Heavy
Rule of Cool (RoC)
Tactical / Crunchy
Theater of the Mind
Meet the Game Master
Less than a year on StartPlaying
Highly rated for: Creativity, Inclusive, Voices
About me
I’m Sean (aka) Raka, your Friendly Neighborhood Dungeon Master. I’ve been rolling dice for over a decade and DMing for the last two years, though my roots in storytelling, worldbuilding, and collaborative play run much deeper. I’m an avid writer and creator, spending most of my free time crafting new worlds, refining existing ones, or diving into games with friends. I’ve rewritten and expanded multiple official campaigns—including Curse of Strahd and Waterdeep—and I maintain a growing library of fully developed settings and concepts. Whether you’re drawn to grimdark horror, sweeping high fantasy, swashbuckling pirate tales, gritty sci-fi survival, or sleek interstellar adventures, I have a world ready for your party to leave its mark upon. My focus as a DM is simple: immersive storytelling, player-driven choices, and memorable, character-centered moments. If you’re ready to explore strange places, unravel mysteries, and shape the fate of worlds, you’re in the right place. Let’s tell an unforgettable story together.
View Profile →Character creation
Creating your character
Character creation for this campaign happens before Session 0, so that our first session can focus on deep roleplay, immersion, and your characters’ arrival in Barovia. You’ll create your characters using D&D Beyond, and then send them to me for review and integration into the story following these criteria: 1. Starting level: We will begin our campaign at level 20. (You'll see...) 2. Stats: We will be using the Point Buy system of stats. 3. Source material: You may use any race, subclass, origin feats, and starting equipment from any official Dungeons and Dragons 5e sourcebook. (any homebrew races, subclasses, etc., must be approved before use.) Starting Equipment: You will start with all the basic starting equipment for your class. Legacy Weapon/Armor/Item: This is a partially homebrewed campaign, so each of your characters will start with ONE item that has been blessed by Lathander as a legacy item. ~ You may choose ONE item to have blessed by Lathander (it may be any BASE weapon, armor type, or basic item (ring, earring, necklace, etc.) Note: NO existing magical items are eligible. (As a special incentive, any Celestial Warlocks, Wizards/Sorcerers, or Paladins/Monks/Clerics that claim Lathander as their patron will be given one additional boon of my choice). ~ This item will be magical in nature and grow in relation to your level, and will increase in power as you do, providing you with enhanced abilities and spells appropriate for your class. Its power will also provide you with a strengthened connection to Lathander after level 5, and will respond to whether or not you choose to uphold the principals of Lathander in your actions, or choose to divert from the Light of the Dawn. (Beware, EVERY action has consequences.) Backgrounds/Character Themes: Because this is a heavily story-driven, psychological-horror campaign, your characters should: ~ Have strong motivations: redemption, vengeance, faith, guilt, destiny, or escape. ~ Carry some emotional scar or flaw the mists can exploit. ~ Be connected to themes of identity, memory, or soul in some way. ~ Be willing to engage with gothic horror and moral complexity. Remember, you are not native to Barovia. Safety & Tone: Lines and veils will be discussed privately. This game includes horror, tragedy, emotional manipulation, and narrative intensity, but your agency, safety, and boundaries remain absolute.
What to expect
Preparing for the session
You will need at least a basic D&D Beyond account (you will not need to purchase anything, as I have resources available for character creation on D&D Beyond that will be shared via the campaign) and Discord account to join my paid session server. Remember, as per StartPlaying guidelines, you MUST have an active StartPlaying account, register, and pay through the StartPlaying platform to be allowed to participate in the campaign. I will NOT be accepting any under the table payments or alternate forms of payment outside of the StartPlaying platform. A Discord Server Invite link will be sent to you upon confirmation of your payment. Remember, payments are PER SESSION, which means you will not be allowed to participate in the session if you have not made your payment. If you fail to pay for more than 3 sessions, your character will be killed off and your spot opened up for other players.
What Sean brings to the table
I run games that are deeply atmospheric, emotionally immersive, and character-centered. This is not your average casual dungeon crawl, this is a cinematic, gothic epic where your choices matter and your characters evolve in profound ways. Performance & Presentation ~ Character voices: Yes — I attempt to give every major NPC a distinct voice, tone, and manner of speech, from Strahd’s velvet menace to Lathander’s radiant warmth, I will endeavor to create an immersive and dynamic atmosphere. ~ Ambient sound & music: Absolutely. I use curated playlists to enhance tension, wonder, dread, or tenderness. (Provided Spotify chooses to cooperate with Discord). ~ Narrative immersion: I describe the world vividly, using sensory details to pull you directly into the mists. I use a combination of my own dialogue and descriptions provided by the main campaign source, so be prepared to take notes. My goal is for Barovia to feel alive, oppressive, beautiful, and terrifying in equal measure. Combat in my games is: 1. tactical (terrain matters, clever choices matter) 2. deadly (this is Barovia, after all) 3. fast-moving (no slogging through endless rounds) 4. dynamic (environmental hazards, moving parts, lair actions, lighting, positioning) Expect boss fights with mythic stages, unique enemy abilities, and mechanics tied to the story. especially the Fane Seals, the Dark Powers, and Strahd himself. But combat is never just numbers. It means something...emotionally, thematically, and narratively. So remember, a sword is not always the answer. The Rule of Cool vs RAW My balance looks like this: ~ Rule of Cool: Always favored when it enhances story, emotion, or heroism. ~ RAW: Used for fairness and clarity. ~ Rulings over rules: If something isn’t covered, I’ll make a quick, consistent ruling and keep the story flowing (any conflict or questions should be directed to me via DM during session or privately after session). If you want to: ~ flip over a table to gain cover ~ pray for divine intervention in a moment of despair ~ grapple a vampire mid-flight ~ or burn a spell slot for a thematic miracle I encourage it~! Roleplay Focus This campaign lives on outside of session: ~ Out of session Play by Post can, and will be encouraged. My avaliablilty is limited during these times. ~ emotional stakes ~relationship dynamics ~ moral dilemmas ~ psychological horror ~ moments of hope in a hopeless land I reward players who lean in: ~ Talking to NPCs ~ Wrestling with their past ~ Making bold choices ~ Taking risks to help others ~ Reflecting on visions, dreams, and omens Your character’s inner journey is just as important as defeating Strahd.
Homebrew rules
1. The Rule of Cool…with Consequences If you try something spectacular, leaping off a chandelier, seducing a dragon, flipping a table to block an arrow, I’ll almost always allow it. But if the dice betray you? The consequences will be gloriously dramatic. 2. Nat 20s & Nat 1s Are Narrative Events Nat 20: You don’t just succeed, you shine. You leave a mark on the scene. You impress someone you didn’t mean to. You gain a whisper of advantage in the future. Nat 1: Catastrophic, humorous, or horrifying. A story beat is born, and you will feel it in the deepest recesses of your soul. 3. Heroic Mortality Death saves work as written…but death itself? Not cheap. Not meaningless. And not necessarily final unless the story demands it. If you die, you matter in the world that follows. 4. Inspiration Is Delicious: Earn It Dramatically You get Inspiration for: ~ Good roleplay ~ Clever ideas ~ Making me laugh ~ Making me feel things I swear I do not feel ~ Leaning into flaws, bonds, and chaos with commitment Stacking Inspiration? No. But you can trade an unused Inspiration at level-up for a permanent +1 in any skill-related check once per session. Yes I know...I spoil you. 5. Potions: Bonus Action Drinking a potion yourself? Bonus action. Feeding a potion to an ally? Bonus Action. Spilling a potion dramatically on the floor in defiance? Free action, but I will stare at you and judge you silently... 6. The Cinematic Finale Rule If the fight is nearly over and someone attempts an epic finishing move, the dice DC may soften…but the description must be chef’s-kiss perfection. Failing results in something hilarious, embarrassing, or delightfully inconvenient. Or death...depending on how much I like you. 7. Downtime Is Storytime Downtime (Play by Post) activities can: ~ Unlock boons ~ Build relationships ~ Earn renown ~ Change the world around you ~ If you flirt with an NPC during downtime, the DC for any check that follows goes down by 2. (Consider it a perk.) 8. Leveling: Milestone With Style You level up when the story crescendos. Or you find certain items that will not be named... But if you do something extraordinary...sacrifice, brilliance, poetry, chaos, I may grant a you a Favor, which counts toward your next milestone. 9. Secrets Are Currency If you tell me a secret about your character, one your party doesn't know yet, I will give you a small mechanical boon. And later… I will use that secret deliciously in the narrative. (Though whether for you or against you remains within my discretion...) 10. You Can Always Try Even if the rules don’t explicitly allow it, even if it’s ridiculous, even if it’s dangerous, you can always try. Convince me. Roll for it. Tempt fate...and accept the consequences...
Equipment needed to play
Internet
Microphone
Computer or Mobile Device
Webcam
Platforms used
Safety
How Sean creates a safe table
Creating an enjoyable, collaborative, and emotionally safe environment is one of my highest priorities as a Game Master. The worlds we explore may be dark, dangerous, or intense, but the table itself must always feel respectful, supportive, and welcoming. To ensure that, I use multiple safety tools before, during, and after each session. 1. Session 0: Establishing Boundaries & Expectations Before the campaign starts, we will hold a free/full Session 0 to: ~ Introduce characters, concepts, and motivations ~ Review party dynamics, tone, and intended themes ~ Discuss the Line & Veils document and what content is allowed, limited, or off-limits ~ Establish communication norms and player expectations ~ Review house rules, leveling method, and game style ~ Confirm comfort levels with violence, horror, intimacy, moral ambiguity, and psychological themes ~ Address any accessibility needs or accommodations This session ensures that everyone understands the game’s tone and feels empowered to shape it. 2. Lines & Veils Document ~ I provide a digital Lines & Veils document (Google form) for each campaign. ~ Lines are hard limits that will not appear in the game under any circumstances. ~ Veils are elements that can exist but will fade to black or be referenced indirectly. ~ Preferences allow players to note content they actively enjoy or want more of. This form is confidential, only I will see individual responses, though the compiled safety profile will guide the whole campaign’s boundaries. 3. Player Check-ins I do brief check-ins: ~ Before each session (“Anything you want me to be aware of?”) ~ After intense scenes (“Everyone okay to continue?”) ~ After every session (“How did that feel? Anything you want changed?”) These conversations are short and optional but incredibly helpful for maintaining comfort and trust. 4. Aftercare After each game, especially those featuring heavy emotional material, I offer: ~ A quick debrief ~ Space to process character actions separately from player feelings ~ Opportunities to clarify misunderstandings or discomfort ~ Re-affirmation of boundaries, especially if new ones arose ~ Players are encouraged to message me privately if they want a more extended conversation about any emotional impact. Table Values & Conduct All players agree to: ~ Show respect to one another ~ Avoid discriminatory or harmful behavior ~ Practice consent-based roleplay ~ Speak up if something feels off ~ Support a collaborative storytelling environment ~ Any form of harassment, bigotry, or personal attacks is never tolerated.
Content warnings
Safety tools used