Image by Mogwai Grem
The Crooked Moon
Campaign Summary The Sword Coast is rebuilding. Years have passed since the fall of Elturel and Baldur's Gate, when both cities were dragged into th
$27.00
/ Session
Details
6 players following this game
Weekly / Saturday - 4:00 PM UTC
Jul 18 / Session 11
Session Duration / 3–4 hours
Campaign Length / 52–60 Sessions
4 / 6 Seats Filled
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About the adventure
Welcome to The Crooked Moon, a folk-horror D&D adventure set in the mist-choked valley of Druskenvald, where lantern light feels thin, old songs carry warnings, and every superstition has weight. You’ll begin with a chilling journey aboard the Ghostlight Express, then step into Wickermoor Hollow—a place of crooked fences, watchful crows, and locals who speak in half-truths because saying the whole thing out loud might invite it in. From haunted houses and blighted fields to drowned crossroads and rotting forests, this campaign is a steady descent into the kind of story that feels like a campfire tale… until you realize you’re the one in it. Theme & vibe: eerie, atmospheric, and character-driven. Expect unsettling mysteries, moral choices, strange bargains, and monsters that feel like legends given flesh. Horror here is less “gore” and more dread, discovery, and consequences—the slow understanding that the land is sick, and it might be learning to use you. There are moments of dark humor and relief, but the tone stays tense and cinematic, with escalating stakes as the valley’s curse tightens its grip. How we play: I run games with a focus on immersion, strong NPCs, and meaningful player agency. Investigation and roleplay matter, combat is impactful and story-relevant, and your choices can change who lives, what breaks, and what follows you home. I’ll use clear descriptions, safety tools, and plenty of “yes, and…” collaboration—this is horror with consent, where we build suspense together and keep it fun. Who it’s for: players who love witchy folklore, haunted locations, mysteries, and emotional character arcs. You don’t need to be a horror expert—just enjoy tense stories, exploring the unknown, and leaning into roleplay. Newer players are welcome if you’re excited to learn; experienced players will have lots to sink their teeth into with layered clues, challenging encounters, and a world that reacts to you. If you like Sleepy Hollow, The Witch, Over the Garden Wall (darker), Darkest Dungeon, or “small town secrets under a bad moon,” you’ll feel right at home.
Game style
Roleplay Heavy
Rule of Cool (RoC)
Game themes
Meet the Game Master
About me
Hi, I’m DM Asmo – I specialize in crafting custom campaigns tailored specifically to each group’s unique style and preferences. Over the years, I’ve developed a passion for designing immersive adventures where every session is personalized and memorable. My approach is collaborative and detail-oriented: I work closely with you to build a rich narrative and dynamic challenges that reflect your group’s play style. Whether you’re seeking a story-driven epic, a gritty survival quest, or a quirky, offbeat adventure, my custom campaigns are designed to keep every player engaged from start to finish. I bring extensive experience, a love for innovative storytelling, and a commitment to quality that ensures every campaign is as unique as the heroes who undertake it. Let’s work together to bring your next unforgettable gaming experience to life! I look forward to forging epic tales with you
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Creating your character
Character Creation (for this campaign) Session 0 (3–4 hours) Session 0 is a full 3–4 hour session. Please come with a character idea (or two)—class, vibe, and a rough concept—but we’ll build and finalize characters together in Session 0. We’ll also lock in party connections, expectations, tone, and safety tools so everyone’s on the same page before the horror starts. Where we’ll make sheets D&D Beyond (preferred) and/or Foundry VTT. If you start a sheet early, bring it to Session 0 and we’ll tune it together. Starting level Level 3. Stats (Heroic Array – shared party roll) We use a Heroic Array method: Each player rolls a full set of stats twice (two complete arrays). At the end, we take the highest overall rolled set and everyone uses that same array for fairness and party balance. Rolls are done together during Session 0. Allowed sourcebooks All official D&D books are allowed, plus The Crooked Moon (3rd-party content). If you’re pulling something especially niche/complicated, just be ready to explain the concept briefly in Session 0 so we can make sure it fits the setting and the table vibe. Character fit (tone & playstyle) This is folk-horror, so aim for characters with: A reason to travel into bad-luck places, chase rumors, or investigate the uncanny A secret, fear, vow, debt, or personal stake that the valley can pull on A willingness to engage with the story and cooperate with the party If you want, tell me your top 2 class ideas + the vibe (witch-hunter, doomed noble, occult scholar, village protector, cursed drifter, etc.), and I’ll pitch a few Druskenvald-ready hooks you can pick from before Session 0.
What to expect
Preparing for the session
Preparation (Before You Play) 1) Join the Discord You’ll receive a Discord invite after you sign up. Please set your server nickname to: Character Name (Player Name). Check the pinned posts in #announcements. 2) Choose your platform We’ll be using D&D Beyond and/or Foundry VTT: D&D Beyond: Create a free D&D Beyond account (if you don’t already have one). I’ll share the campaign link so you can join and build your sheet. Foundry: You don’t need to buy Foundry—just be ready to connect via the link I provide in Discord at game time. Use a desktop/laptop if possible (Foundry is rough on mobile). 3) Hardware check A stable internet connection A working mic/headset (push-to-talk recommended if you have background noise) Optional but encouraged: webcam (helps immersion, never required) 4) Character idea (before Session 0) Come to Session 0 with: 1–2 character concepts (class + vibe + a sentence on why you’re heading into Druskenvald) A couple of “fun flags” you want in your story (mystery, romance, tragedy, comedy relief, revenge, etc.)
What Pacts & Polyhedrals - Asmo brings to the table
A cinematic folk-horror experience You’ll get a highly atmospheric game in the mist-soaked valley of Druskenvald—creeping dread, eerie mysteries, and locations that feel like they’re watching you back. I’ll bring strong pacing, vivid descriptions, and escalating stakes that build from “something’s off” to “we are in deep trouble.” Roleplay-forward storytelling (with voices + memorable NPCs) I use character voices and distinct mannerisms for major NPCs (not perfect accents—clear personalities). Expect NPCs with agendas, secrets, and emotional hooks. Your choices matter: how you treat people, what you investigate, and what bargains you make will shape the story and the valley’s response to you. Immersion tools: maps, handouts, ambience Foundry support with maps, tokens, lighting, and effects where appropriate Ambient music / soundscapes to enhance tension and mood (always adjustable if you prefer quieter play) In-world letters, clues, rumors, and handouts that reward curiosity and teamwork Combat: meaningful, punchy, and story-driven Combat isn’t constant, but when it happens it matters. Expect fights that are tense and thematic—ambushes, desperate scrambles, and set-piece encounters—rather than endless random battles. Tactics help, but the goal is always dramatic, memorable scenes, not grinding difficulty. Rules style: clear, consistent, and fun I aim for a balance between Rules as Written and Rule of Cool. If a creative idea fits the scene and the tone, I’ll usually lean into it. I’ll keep rulings consistent and transparent, and I won’t punish experimentation—especially in horror, where clever plans and risky choices are half the fun. Player safety & comfort (always) This is horror with consent. We’ll use safety tools, discuss lines/veils in Session 0, and keep communication open. The goal is suspense and thrill—not discomfort. If something crosses a line, we adjust immediately, no questions asked. A game tailored to your characters I actively weave in backstories, fears, goals, and relationships. You’re not just passing through Druskenvald—the valley will reflect you, tempt you, test you, and remember what you did. In short: expect an immersive, character-driven folk-horror campaign with strong roleplay, curated combat, atmospheric presentation, and a GM who prioritizes both story impact and player comfort.
Homebrew rules
Powerful Criticals: Critical hits deal maximum damage. Critical Failures: On a natural 1, you might drop/lose your weapon, or harm yourself or an ally (friendly fire), depending on the situation. Combat Awareness Checks (Free, with a cost): In most combats, you can attempt a quick, basic check (e.g., Perception or Insight) as a free action. If you’re multitasking, you may take disadvantage or another penalty at the DM’s discretion. Potions (All potion rules): Action Economy: Drink a potion yourself as a Bonus Action. Feeding a potion to an ally is an Action. Max Healing: Healing potions restore maximum healing (no dice rolls). Potion Toxicity: If you drink more than one potion within an hour, roll on the Potion Toxicity table. Stacking Inspiration Dice: Inspiration is an inspiration die and can stack. You’re more likely to earn it when you lean into your character’s traits—especially when it creates complications, costs you something, or leads to strong roleplay moments. Blind Death Saves: Death saves are rolled in secret—so nobody knows how close a downed character is until the outcome is revealed.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Pacts & Polyhedrals - Asmo creates a safe table
Session 0 (3–4 hours) In Session 0 we’ll cover: Tone & expectations (what kind of horror we’re aiming for and what we’re avoiding) Boundaries and content preferences (so everyone knows what’s “in” and what’s off-limits) Table etiquette & communication norms How we’ll handle intense scenes, party conflict, and pacing Stars & Wishes At the end of sessions (or when needed), we’ll do Stars & Wishes: Stars: what you enjoyed and want more of Wishes: what you’d like to see, change, or explore next This helps me tune the game to the group and catch issues early. Open Door Policy You can step away at any time for any reason—no explanation needed. Need a break? Take it. Need to pause a scene? We’ll shift immediately. Need to stop for the night? We’ll find a safe place to land. How to signal in the moment We’ll use simple, low-friction check-ins: Message me privately (Discord DM) if you want something adjusted quietly Or say “pause” / “break” out loud in the call if that’s easier If you prefer nonverbal signals on video, we can also use quick hand signs. Aftercare After intense sessions, we’ll do a short decompression: A quick check-out (“everyone good?”) and optional share-out If anything hit weird, you can DM me after and I’ll adjust future content accordingly Goal: you should feel safe, heard, and in control of your experience, even when your characters are not.
Content warnings
Safety tools used

