Portraits of the party members from our Curse of Strahd / She is the Ancient game.
Victoro Di Terzo - wizard, School of Divination
Bo'Rah - blood hunter, Order of the Mutant @betaadmin
Partichor Artz - druid, Circle of the Vermiform @eyeofthenewt1
Orren - Paladin, Oath of Devotion @realm-hopper
We've hit 3 years of the campaign this month, starting the 4th one, let's go! \o/
Looming shadows in sprawling hallways of long lost ruins
Down here in the grimy halls, in soiled gambeson with a rusted sword in hand, trying to control magic that is just as likely to blow your head off as light up a room, you quickly realise you are not the chosen one. You are pretty sure you are not even supposed to be here…
Beside all of the sly denizens of these dark corners of this world, time is your biggest enemy. As you venture deeper into these delves, as your limited resources steadily dwindle, as your last torch is slowly burning out, it is only a matter of time before you are trapped in the pitch black, unseen stalkers closing in.
Life is hard here even outside of haunted tombs and forgotten temples — people have to work with the hand that they've been dealt, and what little supplies and gear they are able to scrounge up. Often it's the most ill-prepared, desperate folks, who struggle to make ends meet that venture into the dark caverns.
It's the allure of gold, piles of gemstones, powerful arcane artifacts and long forgotten secrets that make many an adventurer — or travelling scholar as yours truly — delve into these forsaken places.
That and the fame and glory one might earn if they successfully return from these ventures! — If that is something you value, of course.
Beside your usual adventuring kind of fighters, thieves, clerics and wizards, many a strange characters often stumble into these lands from beyond their borders. Cursed knights and warlocks, trained assassins from the deserts of Djurum, prophetic seers from the frozen isles up north, all with their own reasons to go fight the creatures of the night.
Armed with strange hexes, blessings of old gods, powers granted by sacred flowers, or weapons made of volcanic glass, they bring much needed variety into these lands — and draw a lot of attention in the process…
Travelers from Faerûn and surrounding planes, will find the mechanics of adventuring to be familiar, though they might find their arsenal somewhat lacking and less reliable. One must learn to do more with less, though I suspect some will find this freeing. A challenge, perhaps!
And while the land and what lies beneath is deadly & dangerous, the act and routines of adventuring are very straight-forward and approachable, with low barrier of entry. All you need is yourself and whatever equipment you can fit into your backpack. Just don't get too attached to your fellow novice adventurers…
I leave this realm thankful for having survived my visit, and with my heart still palpitating from excitement — and fear.
I would recommend this realm for short visits, or to those looking for a chance to prove themselves, and willing to be swept up by what the world throws at them.
Hope this missive finds you well. Please, write to me again soon.