đź”®Children of the Witch: Stories That Refused to Fadeđź”®
Fairy tales ended happily. The real stories didn’t. You hunt the endings that were never told.
$19.98
/ Session
Details
Weekly / Thursday - 1:00 PM UTC
Session Duration / 3–4 hours
Campaign Length / 10–15 Sessions
1 / 5 Seats Filled
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About the adventure
Once, fairy tales were not meant to entertain. They were warnings. Stories about forests that watch, names that should never be spoken, and witches who do not always arrive to harm — sometimes they arrive to help. In the modern world, those stories were softened, rewritten, and forgotten. But the Witch did not disappear. She adapted. In Children of the Witch, you play hunters in a contemporary world where old folklore bleeds into everyday life. Curses travel through families like inherited trauma. Monsters are born from grief, neglect, and broken promises. The Witch stands at the center of these tales — not always as a villain, but as a force that changes lives and leaves marks that never fully fade. Some of you were touched by her magic long ago. Others are chasing the echoes she left behind. None of you are here by accident. Each mystery unfolds like a dark fairy tale retold for adults. A missing child. A town trapped in an old rhyme. A creature that exists because someone once made a desperate wish. The monsters you face are not random — they are answers to questions people were afraid to ask. Violence may stop them, but understanding them reveals something far more unsettling: the Witch is still writing her story… and you are already part of it. This is a campaign about inheritance, choice, and identity. About realizing that the stories were never lies — only incomplete. And about deciding whether you will break the cycle… or become the next chapter. 🎠Narrative-driven mysteries inspired by dark fairy tales Each session is structured like an episode of a supernatural series, rooted in folklore and Grimm-like symbolism. Every case is a story with meaning, not just a hunt. 🕯️ Voice acting that brings folklore to life NPCs are portrayed with distinct voices, accents, and emotional weight. Witches, victims, and monsters feel personal, human, and unsettling — never generic. 🎶 Curated soundscapes supporting mood and tension Custom playlists reinforce dread, melancholy, mystery, and rare moments of warmth. Music guides emotion and pacing, not just atmosphere. 📜 Personal connections to the Witch and her legacy Characters are tied to the setting through bloodlines, past bargains, childhood encounters, or unfinished stories. The campaign adapts to who your character is. 🌲 Monsters as metaphors, not obstacles Creatures are born from fear, guilt, love, and loss. Understanding why something exists can matter more than how to kill it. 🔥 Choices that define who you become The campaign does not ask if you can stop the Witch. It asks what you are willing to sacrifice, inherit, or become once you understand her role in the world.
Game style
Organized Play
Puzzle / Mystery Focused
Roleplay Heavy
Rule of Cool (RoC)
Game themes
Meet the Game Master
About me
♡ Greetings, My Nearest, My Dearest ones. ♡ Please come in, take a seat, and feel welcomed in my humble 𝓡𝓟𝓖 𝓛𝓲𝓫𝓻𝓪𝓻𝔂 𝓸𝓯 𝓢𝓽𝓸𝓻𝓲𝓮𝓼. Stories that are ready to be told and ready to involve you and devour you inside themselves. What kind of stories do I have in my mind in particular? There are all kinds of stories, but mainly: ⚝ scary stories, ⚝ odd stories, ⚝ bizarre stories, ⚝ peculiar stories, ⚝ eerie stories, ⚝ blood-chilling stories, ⚝ reducing sanity and inviting madness stories… ⚝ And yet to finally say: these are definitely attention-worthy stories that just wait for your part in their scenes, twists, paths, and depths. Enough about stories. Now, here are a few words about yours truly, your host in this realm of madness. 🎲 I've been a GM since 2018, developing my skills mainly (but oh, not only, I assure you) in weaving horror stories that allow my players to experience something unique and unforgiven.
View Profile →Character creation
Creating your character
Based on ready-made Playbooks, we will create rock messiahs during session 0.
What to expect
Preparing for the session
Please have a working microphone, stable internet connection and head full of ideas. My favorite kind of player is a happy player. That is why the supply of water and a cup of your favorite tea and comfy place to play would be good preparation. Playing with camera on would be appreciated, but is not obligatory.
What Uriel brings to the table
➣ Forge/Foundry VTT with: - custom maps and tokens, - ambient music + sound effects ➣ Playing with the camera on helps everyone at the table feel each others emotion and feel the mood of the scene and also being scared by my unhuman facial expressions. ;) ➣ I use a good quality microphone to make sure that everyone would “enjoy” every single meeting with variety of next monsters, lunatics and abominations. ➣ About sticking to the rulebooks… I am a huge fan of my players’ characters and I like following their awesome and creative ways of dealing with the monstrosity of my worlds. As much as I love letting them shine and have their epic moments, I also admire bringing to them hard consequences of living in this particular universe full of cruel and horrible things.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Uriel creates a safe table
A typical session begins with each of you entering our shared tools — Discord, and Foundry VTT. Once everyone gathers and the quiet hum of Discord settles, we dive straight into the campaign. In this adventure, exploration and role-play are just as important as combat, for every corner of the Sword Coast hides plots, spies, and ancient dangers waiting to be uncovered. The tone is one of rising threat and mythic tension. Some moments are deadly serious, others eerily calm, and some pulse with the restless energy of a world on the brink. Every region you visit is fully realized: storm-lashed cities, ruined temples, smoldering battlefields, dragon-scarred wilderness, each supported by detailed mapsand narrative framing that brings the Forgotten Realms to life. The world is changing — and dragons are watching. Every NPC you meet will feel like part of a world in turmoil. I bring them to life with distinct voices, accents, and mannerisms — from spies hiding their allegiance, to terrified villagers, to charismatic cult leaders whose words burn with fanatical zeal. And when needed, voice modulation helps embody creatures whose voices no mortal throat could ever imitate… especially dragons. Death is a real possibility here — not because the world is cruel without purpose, but because dragons, cultists, and fiends do not pull their punches, and neither do I. The dice fall where they fall. Some encounters will be manageable; others will be overwhelming. Knowing when to stand your ground and when to retreat is part of being a hero in the Age of Dragons. My goal is to make the danger feel epic, visceral, and urgent — to make you feel the heat of dragonfire, the weight of prophecy, and the dread of a cult determined to bring Tiamat into the mortal realm. This is a world where courage matters, choices matter… and where the Dragon Queen’s agents may already know your names long before you cross their path. Before Session 0, I will ask each of you to send me a private message describing any themes or content you are uncomfortable with or prefer to keep behind the curtain. These will be added to our BHS safety framework, and we will review the list together without revealing who set which boundary. You may add new topics at any point — your safety and comfort are always a priority, even in a campaign filled with fire, fanaticism, and world-shaking danger.
Content warnings
Safety tools used
