Ravenloft: Hunting Evil
Uncover Barovia's secrets in an expanded Curse of Strahd: gothic mystery, dangerous desires and people worth saving beneath Ravenloft's shadow.
$30.00
/ Session
Details
2 players following this game
Weekly / Saturday - 8:00 PM UTC
Session Duration / 2–3 hours
4 / 6 Seats Filled
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About the adventure
The innkeeper has put another log on the fire. Wet coats steam beside the hearth, someone is losing badly at cards, and the woman by the window has been nursing the same glass of wine all evening. She wears a wedding ring on a ribbon around her neck. When the church bell rings, she counts each stroke with her fingertips. "My husband used to ring that bell," she says. The innkeeper sets down the bottle. Outside, a carriage waits in the rain. No one heard it arrive. Ravenloft: Hunting Evil begins with Curse of Strahd in Barovia, expanded through the Grand Conjunction and Mythveil's Rexborn approach to a world that remembers. Beyond the mist lie homes with doors to knock on, families with histories they disagree about, and people who still find reasons to laugh, flirt and invite a stranger to supper. Above them stands Castle Ravenloft. Strahd's influence reaches into private lives, old loyalties and the hopes people scarcely dare admit. Your dealings with those people will shape what this Barovia becomes. Expect gothic investigations with truths to uncover, physical evidence, conflicting witnesses and adversaries pursuing their own plans. A missing page, a lover's alibi or a grave opened from within may offer different ways into the same mystery. You choose which leads to follow and what to do with what you learn. As the chronicle unfolds, the Grand Conjunction expands the possibilities beyond Barovia into Ravenloft's wider web of occult secrets, haunted histories and dangerous journeys. This is an expanded campaign, so familiarity with the published adventure will not tell you how events must end. The atmosphere draws on Poe, Holmes, Hammer Horror and Penny Dreadful, with the adventurous company of The League of Extraordinary Gentlemen. There is room for a scandalous invitation, an eccentric scholar's disastrous demonstration and a servant whose opinion of the aristocracy is entirely justified. Humour belongs to the living; the real horror keeps its teeth. Play investigators and adventurers who can form friendships, pursue a romance if they wish, challenge monsters and change lives. Factions act between sessions, kindness and cruelty leave their marks, and neither victory nor survival is guaranteed. We play D&D 5e using the 2024 rules, with guided character creation and a free Session 0. Pull a chair closer to the fire. The woman by the window has more to tell.
Game style
Puzzle / Mystery Focused
Roleplay Heavy
Sandbox / Open World
Game themes
Meet the Game Master
About me
You’re looking for a world that remembers what you do. I’m Dunchan, the GM behind Mythveil Chronicles. My campaigns span horror, fantasy, science fiction and the World of Darkness. NPCs have their own motives, factions act between sessions, and player choices carry forward. New to tabletop roleplaying or a particular system? Many of my campaigns welcome newcomers. I’ll guide you through character creation and help you find your footing; each listing explains its own experience requirements. I build atmosphere with story, sound, visuals, maps and handouts where they fit. Platforms and preparation vary by game, so each campaign page lists the system, tools, schedule, group size and content notes. The per-session price shown on a campaign listing is that game’s price; private bookings use the profile rate. Mythveil draws on real history, mythology and belief to create worlds shaped by the people inside them. You don’t just visit the setting—you leave a mark.
View Profile →Character creation
Creating your character
We create the party together during a free Session 0 using the D&D 5e 2024 rules. Bring a character idea or simply curiosity; no finished sheet is required. We agree on the starting level, allowed character options and how the party enters Barovia before completing sheets in Quest Portal. Your character might approach mysteries through scholarship, faith, practical experience, social connections or sheer nerve. Together we establish reasons for the group to cooperate and give each character relationships and goals you want to explore. Your history, feelings and choices remain yours. New players are welcome. I guide character creation and introduce the rules as needed. If you know Curse of Strahd already, please keep that knowledge separate from what your character discovers: this expanded chronicle has its own developments and an open future.
What to expect
Preparing for the session
You need a computer, stable internet, a microphone, headphones and a Discord account. Quest Portal runs in your browser; no VTT purchase is required. Before Session 0, you will receive access details, a concise campaign introduction and a safety and preference checklist. Bring an idea for a character you would enjoy getting to know over time. You do not need to study Ravenloft lore or read Curse of Strahd; discovering the setting is part of play.
What Dunchan Hunter brings to the table
I provide a prepared Quest Portal environment, maps, handouts, scene art, distinct NPC voices and atmospheric music. Discord is used for voice. The campaign begins with Curse of Strahd and develops through material from the Grand Conjunction and Mythveil's Rexborn approach to continuity, NPC relationships and faction activity. People have lives beyond the mystery they introduce. A host may remember your manners, a frightened witness may return when trust has grown, and an enemy may change tactics after a defeat. The world remembers kindness as well as harm, and a victory can make a lasting difference. Investigations offer evidence and several plausible avenues of enquiry. You can interview, research, experiment, negotiate or take a more direct risk. Combat is dangerous, and preparation matters. I make room for clever solutions and character-led choices without prescribing an ending. Expect gothic atmosphere, social intrigue, forbidden passions, adventurous action and humour arising from recognisable human failings. We leave space for quiet conversations and friendship, so the people threatened by the darkness have time to become more than names in a case file.
Homebrew rules
We use D&D 5e's 2024 rules, adapting older adventure material for this campaign. Any table-specific rules or character options are explained before they affect play. Rexborn provides continuity through NPC goals, faction activity and lasting consequences. Mysteries have underlying truths and discoverable clues; a single failed roll will not be the only route to information needed to continue. Other approaches remain possible, while delays, costs and complications can change the situation. Character choices can alter events from the published adventures. Player-versus-player conflict requires everyone's consent.
Equipment needed to play
Computer
Headphones
Internet
Microphone
Platforms used
Safety
How Dunchan Hunter creates a safe table
During our free Session 0 we discuss the campaign's gothic horror, violence, tragic relationships and sensual themes, establish Lines and Veils and agree on the tone we want to share. Boundaries remain open for revision. Romance is optional and sensuality stays non-explicit. Humour gives the characters room to breathe without making another player's discomfort part of the joke. Anyone may pause, redirect or skip a scene verbally or through chat without explanation. We use X/N/O signals, breaks, Open Door, private check-ins and debriefing or aftercare after intense play. Characters face real danger, including death; the table remains respectful and collaborative.
Content warnings
Safety tools used
