| Playing | |
| Next Game Will Be | 1787695200 |
| Total Players Needed | 6 |
| Game Type | Role Playing Game |
| Frequency | Played Weekly |
| Audio / Visual | Video and Voice |
| Primary Language | English |
| New Players are Welcome | Yes |
| Mature Content(18+) | No |
| Pay to Play i | 10$ weekly - first 2 session free |
| Pick Up Game i | No |
Game is paid for and organized through Startplaying (link in first post, should give 10$ off first session if you are new to Startplaying).
A fantastical fey carnival travels the multiverse, visiting different realms every 8 years. You went to the carnival, the Witchlight Carnival, 8 years ago and something happened there. You left changed, most days you can ignore it but sometimes it whispers that you are not whole. Now the carnival returns! Perhaps you can find what you lost, or possibly peer through the brilliantly deceptive colors to what lies truly at the heart of the Witchlight Carnival.
In this fabulous adventure you will step into the fey realm of Prismeer! Many problems both big and small plague the land, but with a helping hand and some creative thinking nothing is impossible! Don't forget to mind the rule of 3 (already forgot it, don't worry it will pop up soon enough). Unicorns, dragons, hags, mushrooms, herangons, and many other finicky fey creatures will cross your path. Tut tut, put that sword away cause these problems don't often require violence... but sometimes violence finds you. Forgot what you knew and lean into the absurd as you find your way to the fey and back again, hopefully with a fuller heart and more friends.
The Wild Beyond the Witchlight is unique among D&D modules in that it encourages creative problem solving that doesn't have to lead to combat. In fact it's one of the only (maybe only) adventures where you don't have to have combat to finish it. That doesn't mean you can't hack and slash your way through many obstacles that are before you, but a kind word or fun dance could be just as effective. If you can imagine it, the Fey lands may produce it. A heartbroken Dryad might need to be dusted with the spores of singing mushrooms to help lift its spirits. Gaining the trust of a walking mountain might unlock many mysteries, but only if you are willing to take the leap!
Before anyone is officially in the game (no matter what the system says) I will need to have a short to medium conversation with each player about expectations, their history with TTRPGs/D&D, and general vibes. In previous games these conversations have been between 40 minutes and 3 hours (usually it devolves to people happily talking about games they love for way too long). While we are playing a game together we are also creating a weird online friend group that could last for years. Making sure that the table is the right fit is hard, but doing it helps the game and everyone involved feel more at ease and relaxed.
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