Curse of Strahd:Survive the Mists -A Dark & Challenging campaign
You find yourselves lost in the mists of Barovia, where travel drains resources, wounds linger, and survival demands hard choices in this brutal land.
$15.00
/ Session
Details
Weekly / Monday - 4:00 AM UTC
Feb 23 / Session 3
Session Duration / 3–5 hours
5 / 6 Seats Filled
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Schedule
About the adventure
Barovia is a land smothered by mist and ruled by despair. Villages rot under unending fear, roads devour the unprepared, and Strahd von Zarovich watches every flicker of hope with cruel patience. This campaign is a dark, gothic horror journey through Curse of Strahd, expanded using elements from Strahd Reloaded and custom homebrew to deepen the land, its people, and its secrets—while remaining faithful to the core structure and themes of the original module. This is a survival-focused, high-stakes campaign. Travel is dangerous, resources are scarce, and wounds do not vanish after a long rest. I use homebrew systems for injuries, boons, banes, fear, and resource management to give weight to decisions and consequences to failure. Combat is challenging but fair, roleplay directly shapes the world, and smart planning is rewarded. Reckless choices may leave lasting scars—but clever thinking and teamwork can turn the tide. This game is best suited for players who enjoy grim atmosphere, meaningful consequences, and character-driven storytelling. I run a balanced mix of roleplay and combat, work closely with players to develop their characters, and regularly introduce custom items, abilities, and story arcs tied to player backstories. While the campaign is challenging, the priority is always shared enjoyment—this is a collaborative experience where the rules serve the story, not the other way around.
Game style
Combat Heavy
Roleplay Heavy
Rule of Cool (RoC)
Rules as Written (RaW)
Meet the Game Master
1 year on StartPlaying
3 games hosted
Highly rated for: Creativity, Sets the Mood, World Builder
Average response time: 5 hours
Response rate: 86%
About me
I’m a narrative-focused GM with 2-3 years of experience running tabletop RPGs, primarily D&D 5e. i have played as a player for twice that amount of time. I run games that balance strong roleplay and engaging, tactical combat, with an emphasis on meaningful player choice and real consequences. I’m a big believer in working closely with players to help tell an epic story together—your character’s goals, backstory, and decisions matter and actively shape the world. I put a lot of care into prep, often creating custom items, story hooks, and unique additions tailored to each character to make the game feel personal, rewarding, and memorable. Games that i can run. dungeons of drakkenheim homebrew campaign -itharion or something custom Curse of strahd. Witchlight carnival. however if you have something you would like to run that i dont have feel free to dm me. i will be more than happy to look at it and most likely run it for you my session hours i try to be reasoniably price.. for modules being $15 for 3-4 and a half hours depending on how long everyone wants to go.. $20 for 5 hours.. $25 for 6 hours. but most of the time.. i know this hobby is tough for those who dont want to pay an arm and a leg id be more than happy to work with you. Though i would recommend the 3- 4 4 and ahalf hour one for $15 if you have any questions concerns just ask. your future Dm- Clay
View Profile →Character creation
Creating your character
Character creation will be handled collaboratively during a Session 0, where we’ll finalize concepts, mechanical choices, and how each character fits into Barovia. This session is also where we’ll go over house rules, tone expectations, and details like token art and backstory integration. Characters will begin at the campaign’s starting level (to be discussed before Session 0). Ability scores, starting equipment, and any campaign-specific adjustments will be clearly outlined ahead of time. I’m flexible and happy to work with players to help bring their character ideas to life in a way that fits both the rules and the setting. Barovia is a harsh, insular land that is mostly—if not entirely—human. Non-human races are absolutely welcome, but be aware that the stranger you appear to the average villager, the more attention you may draw. Whether that attention is good or bad will depend on your actions and the story that unfolds. This is not a restriction, but a narrative consideration we’ll discuss together in Session 0. I allow official material as well as partnered content such as Critical Role and Mage Hand Press subclasses. If you have a concept that doesn’t neatly fit existing options, let me know—I’m open to creating or adapting content where it makes sense. Some races and options are restricted due to tone and setting (for example, centaurs, changelings, and similarly disruptive choices). We’ll be using Foundry VTT for play. Since Foundry links are not permanent like Roll20, I strongly recommend keeping a personal copy of your character sheet (D&D Beyond works great). My goal is to make sure everyone feels prepared, invested, and excited before the first session begins.
What to expect
Preparing for the session
Before the first session, players will need to complete a few simple steps to get set up: Join the campaign Discord server. This will be the main hub for communication, announcements, and resources. Once you join, you’ll find a step-by-step setup guide walking you through everything you need to do next. Audio setup. A working microphone and stable internet connection are required. Voice will be handled through Discord.
What Claystorms brings to the table
I put a lot of care into making the game look, feel, and play smoothly. Expect a high-production experience in Foundry VTT with custom maps, ambient music, sound effects, and interactive elements designed to bridge the gap between tabletop and video game immersion—without losing the soul of D&D. My Curse of Strahd is gritty, hardcore, and challenging, Yet always rewarding. Combat is tactical and meaningful, supported by clear initiative tracking, streamlined automation, and easy-to-use action workflows so players can focus on decisions rather than menus. Fights are dangerous, victories are earned, and smart play is rewarded. I embrace the Rule of Cool when it enhances the story, but I stay grounded in the rules to keep the game balanced and consistent. Player choices drive the narrative—I adapt the world to your decisions rather than forcing a fixed outcome. I use character voices when it fits, curate music to match the moment, and support collaborative storytelling where your characters truly matter. Above all, the goal is a fun, memorable experience where challenge and enjoyment go hand in hand.
Homebrew rules
Core House Rules Injuries, Boons, & Banes: Combat and major choices can leave lasting effects. Injuries linger, while smart play and roleplay can earn powerful boons. Coyote Physics (Falling): Long falls occur over rounds rather than instantly, allowing limited chances to react at DM discretion. Daily Inspiration Tokens: Each session, a player may receive a one-use token for rerolls or but also can call a success, (for example- ill use the token to hit an enemy). At session end, the group votes for MVP, who earns the token next session. this is done usually by how everyone felt did well in rp or combat or handled a situation well. Skill Usage Adjustments: Some skill checks may be used as bonus actions in appropriate situations. Helping on a check requires proficiency. Free Skill Checks (Limited): Free skill use cannot be abused for disarming, excessive grappling, or forced prone effects—those require actions. Encumbrance & Supplies: Food and survival resources matter. Encumbrance is tracked when relevant. Mounts & Travel: Individual mounts are abstracted into shared party transportation (wagon, caravan, etc.). Combat & Pacing Initiative and combat are streamlined using Foundry tools. Friendly fire is possible—positioning matters. Be ready on your turn. If turns stall repeatedly, a 60-second timer may be used. No action defaults to Dodge. Cheating or arguing rulings mid-combat is not tolerated. Roleplay & Table Conduct Party relationships (romantic or otherwise) must be discussed beforehand. Intimate moments fade to black. In-character conflict is allowed, but respect the table. I will check in after tense sessions. Murder-hobo behavior or disruptive play results in warnings, then DM discretion. Respect spotlight moments—everyone deserves time to shine. During tense scenes and combat, only speak on your turn or when addressed. Foundry chat may be used for brief narrative cues. Character & World Restrictions Barovia is primarily human. Non-human characters are welcome, but rare races draw attention. Common races: Humans, Half-Elves, Elves, Halflings, Gnomes, Dwarves Limited (DM approval): Dragonborn, Tieflings, Aasimar, Half-Orcs, Goliaths, Drow, Duergar, Githyanki etc..(most likely im fine with it. ) Some races (e.g., centaurs, changelings) are restricted for tone and lore reasons. Wish exists in the world, but is extraordinarily rare and not generally obtainable. Final Word Rules may evolve to fit the group and story. My goal is always a challenging, immersive, and respectful table where player choice matters and the experience feels earned. TL;DR: Play fair, respect others, know your character, and don’t be a problem. some more rules in discord but this is the basic. Let’s tell a great story together.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Claystorms creates a safe table
Safety & Player Comfort Player safety and comfort are a priority, especially in a dark, horror-focused campaign like Curse of Strahd. Before the game begins, we will hold a Session 0 where we establish tone, expectations, and boundaries together. I provide a Lines & Veils document that all players can review privately before Session 0. Hard limits (Lines) will not appear in the game, and soft limits (Veils) will fade to black or be handled off-screen. These boundaries are always respected without question or justification. We use digital safety tools throughout play. Players can signal discomfort at any time via private message, Foundry chat, or Discord using X / N / O check-ins (or a simple “pause” message). No explanation is required in the moment—scenes will be adjusted immediately. After intense sessions, I check in with the group and individually as needed. Horror is meant to be immersive, not distressing. The goal is a challenging and memorable experience where everyone feels safe, heard, and respected at the table.
Content warnings
Safety tools used

