Let there be light | A solstice inspired adventure

Let there be light | A solstice inspired adventure

10 days, we think, ago the sun went down and never rose again. The constant thunder makes us think the kings of the seasons are fighting in their hall

TYPE

One-Shot

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
Request to join
Send a request to join this game. The Game Master will review your application and reach out with follow up questions to see if you are a good fit for the table.
3 NEEDED TO START
$20.00

/ Session

Details

Once / Friday - 7:00 AM UTC

Feb 13

Session Duration / 3–4 hours

0 / 5 Seats Filled

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This game will begin once 3 players have joined
About the adventure

10 days, we think, ago the sun went down and never rose again. It it normally dark this time of year but we still get a bit of light. The snow, while also normal, has not stopped coming down for 5 days. We think the kings are fighting in their hall. A story based on the fable of the 2 kings that exchange the throne of the seasons during solstice. The Holly king rules during the darker times and the oak king during the light. A winter solstice based adventure where you are called to help restore balance and bring back the light in the world.

Game style

Organized Play

Game themes

Cosmic Horror
Dark Fantasy
Fantasy
Meet the Game Master
Queer
Neurodivergent
Women/Femme Identifying
Multi-lingual

Less than a year on StartPlaying

Highly rated for: Teacher, Inclusive, Creativity

About me

I have been playing D&D since 2018. I got into it as a DM and eventually found a guild in my city where I could do that consistently with people interested to tell fun stories. From there I found my main playing groups where we have been blessed by the scheduling gods, and have been playing for the better part of 3 years in different campaigns. Most of us have tried our hand at DMing in that group and we love to learn from each other and see how we all fit together as both players and DMs. I mostly play D&D 5e 2014 but and slowly migrating to 2024. I love to explore other systems and modules/expansions and so far have played Drakar och Demoner and have read the rule-books for a few others. I usually gravitate towards more dark and horror themes or absolutely silly situations. I enjoy a mix good mix of RP, puzzles and battle and try to incorporate them as much as possible in my campaigns. I am always open to new ideas and like collaborating with players to tell a fun and/or interesting story we all enjoy. I am open to listening any homebrew ideas but might veto things that feel unbalanced or that will make me or other players uncomfortable. I am strict about enforcing the table's boundaries and will not hesitate to penalise problematic behavior.

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Character creation

Creating your character

All official D&D 5e races and classes are allowed. Levels should be 3-5. You are allowed 1 common magical item if you so choose. Otherwise please follow standard character creation.

What to expect

Preparing for the session

The only things you need for this campaign are: - Discord account - DND Beyond character sheet prepared - Character art - Computer that can run Owlbear rodeo - Preferably a camera

What Markella brings to the table

✨ Music that fits the moment ✨ Quick on her feet for improvisation ✨ Rule of Cool - Tell me what you want to do and we will work it out ✨ Voice Acting ✨ Engaging in Roleplay ✨ Fun and engaging encounters

Homebrew rules

**Potions** Drinking potions is managed as follows: - It takes a bonus action to drink a potion yourself. - It takes a full action to make some other creature drink a potion. - If the potion is drunk during a full action the maximum effects are administered, if it is consumed during a bonus action the player has to roll. Administering the potion on someone else does not result in the maximum effect being applied, the player administering it needs to roll. - If the person the potion is being administered to is unwilling (enemy, friendly creature that has explicitly revoked consent for this action) the administration of said potion requires an opposing STR check. The same rule applies if the potion administered is offensive (poison, toxin, other damage dealing potion). **Death Saving Throws** While a character is rolling death saving throws, they have to describe a memory they see flashing before their eyes as they are in limbo. **Critical Roles** This DM uses critical success and failure in all roles. Rolling a natural 1 will result in automatic failure and rolling a natural 20 will result in the best possible scenario for the specified situation that resulted in this roll. The player might be asked to contribute in the description of these situations. **Line of sight** if a spell does not specify that the point/creature can be seen by the caster, the spell can be cast at any point within range, even behind cover. This does not include rooms where there is no possibility to look into whatsoever.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Markella creates a safe table

Session 0 information will be shared with all players after they join, so they can prepare for the discussion at the beginning of the game. They will also be presented with the following pre-game questions they can answer when joining the server. - Lines and Veils (as in things that would make you uncomfortable to have to face or experience, phobias, etc.) - Triggers - Issues with sound or color that might be distracting or uncomfortable - Any other things I should keep in mind? Safety signal cards are used in the game to indicate the comfort of both players and DM. The signals are used verbally in the call, usually paired with a hand-signal. **Signals** *Green:* it means everything is fine, we can keep going. It does not need to be specified. Unless indicated otherwise all players are assumed to be on a green status. The green card can be used for example in heated situations where the PC is in distress but the player is not and would like the situation to keep going. *Yellow/orange:* things are becoming uncomfortable, please take a step back. The player can but is not required to indicate which aspect of the situation is upsetting them so the DM can move forward accordingly. *Red:* The game stops immediately. *Blue:* indicates a need for a break. If it is flushed and the player removes themselves from the table it means they need a water or toilet break. If it is up for an extended period of time then the player is indicating fatigue and burn-out and the need for a break. If it is combined with the red card it means the player needs a break, needs the situation to stop and requires the DM to talk to them about it.

Content warnings

Safety tools used

Frequently asked questions