Bite-Size Adventure Nights in The Guild of Wonders!
Easily-digestible, bite-sized adventures for players of all experience levels! Come enjoy three or four hours of dice rolls, danger, and excitement!
$10.00
/ Session
Details
Once / Saturday - 12:00 AM UTC
Feb 7
Session Duration / 3–4 hours
0 / 4 Seats Filled
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About the adventure
Welcome to the Guild of Wonders, a drop-in, drop-out, Monster Hunter-style game. Accept quests, fight creatures, get cool gear! Here are gathered the strongest Warriors and Adventurers from around the world to take on terrible monsters and overwhelming odds. The Guild holds no particular allegiance to any of the political powers, taking no sides in the drama or wars of the Four Kingdoms, but they do allow powerful figures from those places to submit requests. As long as the prospective employer can afford to pay Guild members, and those requests have no chance of turning one of the major powers against the Guild, they may submit requests for aid. Do you dare join the ranks of the Guild of Wonders and strike out against evil? The setting is pretty simple and straightforward at the moment, as it's a homebrew setting that I'm early into the creation of. Partially inspired by Final Fantasy, the main thing I've established is the presence of the "major powers," the Four Kingdoms that are each powered by one primary element: Fire, Earth, Water, and Air. Other than that, the Guild itself is the only other fixed detail so far; The rest I intend to create as we go, using Quest locations and input from any player backstories. This means you are free to create whatever details you wish in a backstory, if you choose to write a backstory at all. You could be from a farming village, a trading town, a capital city of one of the Four Kingdoms, or a far-away land somewhere else in the world, entirely. These games are perfect for newer players just looking for something small who aren't ready to dive into a full campaign; for veteran players just looking to kick back and roll some dice without having to heavily invest in a long-form story; or for anyone else in between. Each session will center on one Quest or Bounty, determined before game-start so that we can get right into the gameplay, and sessions will be planned for 3-4 hours time. Each Quest/Bounty is geared toward a certain level range, so players are welcome to use one character for multiple games and change the level to match the Quest, or a fresh character could be made for each new adventure. No need for heavy backstory writing here! Just whip up a fun-sounding character build, and let's roll some dice!
Game style
Combat Heavy
Roleplay Lite
Rule of Cool (RoC)
Rules as Written (RaW)
Theater of the Mind
Game themes
Meet the Game Master
About me
Hello! You can call me Arthur, he/him, 29 years old. I've only been directly involved with D&D for about 3 years, but was first introduced to it back in high school through YouTube shows (Force Grey, Heroes & Halfwits, and later Dimension 20). I have a little experience as a player, having done some one-shots and currently playing in two Actualplay campaigns. I DM three campaigns currently, two bi-weekly and one monthly campaign, all set in the Forgotten Realms. I like to have decent preparations, often playing with multiple ideas behind-the-scenes and adapting to the actions of my players. I like to play NPCs, I was a Drama kid in high school (not much has changed) and I'll always do voices for characters and try to make NPCs feel distinct. I'm also working on my flexibility, so I like not to over-prepare, to leave some things unwritten/undecided and open to Improv. I want to start hosting games because I want to experience more D&D and increase my understanding of the game, and what better way than by playing?
View Profile →Character creation
Creating your character
Characters will be created on D&D Beyond and should be done before game day. I'm a fairly welcoming and laid-back DM in terms of character options, so any options that players personally have available to them on DDB or that are shared to them through my DDB are acceptable (referring to classes, species, subclasses, etc). Stats will be rolled in my Discord server using the Avrae bot, and starting level will be determined by the particular Quest or Bounty on-tap. Backstories are welcomed, but not required, and you are free to create as much or as little detail as you like. I would recommend at least deciding on your character's motivations for adventuring, and for joining the Guild in the first place, as a bare minimum.
What to expect
Preparing for the session
Players will need to have a microphone and Discord account for voice chat during the game, and camera is encouraged, but not required. Please be sure to create characters before the session; as well, each player should familiarize themselves with the "D&D Beyond Basic Rules" available to all players. Specifically the Players sections, "Playing The Game," and "Creating A Character," and especially read your characters' abilities and spells. It's important to understand what you can do in the game to make play as smooth as possible during the session. Character creation will be done on D&D Beyond, as well as running the game on DDB Maps. Link for the game page will be shared over Discord.
What Arthur brings to the table
Players can expect that I will provide battlemaps and prepared adventures through DDBs Maps service, as well as content sharing through the same, giving players access to my digital sourcebooks. I'm all about encouraging player creativity, and am very pro-rule-of-cool. I also love to make weird sound effects and do character voices, all that goodness.
Homebrew rules
I use three "homebrew" rules at my table: 1. Drinking Potions of Healing may be done as a Full Action, giving you the maximum healing of that potion, or a Bonus Action, requiring the dice roll to determine amount of healing. 2. I use the optional Flanking rule, so if two allies are surrounding an enemy, the flankers will have advantage against the flanked. This applies to both Player Characters AND Monsters. 3. Modified Critical Damage helps to avoid completely underwhelming Crits in combat. Instead of simply doubling your damage dice, you get the maximum damage potential of your damage die + a die roll + modifier bonus (only added once). For example, if your damage die is a d10 and you Crit, you WILL do 10 damage + a rolled d10 + your modifier. This way, you are guaranteed at least half of the potential maximum damage of your Critical. 4. I'll also be experimenting with a different style of combat, something akin to Daggerheart that I hope will be more balanced. Rather than rolling Initiative and having that determine the exact order; We will roll Initiative to determine who goes first, and play will bounce back-and-forth between Players and DM. This will mean that if DM rolls highest initiative, one of the Monsters/Enemies will act first, then the Player with the next highest acts second, then back to a monster, then the next-highest Player initiative, etcetera. This way we are always bouncing back and forth, and hopefully it avoids the problem of big groups of enemies eating up huge chunks of session time.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Arthur creates a safe table
I have a subject matter consent checklist that I get all of my players to fill out before our game, and then I compile them into one master file to share with the group that defines the generally agreed upon lines and veils. I also operate with an Open Door policy, where players are welcomed and encouraged to come to me with any problems, whether that is a private message during the game to make me aware of the issue, or contacting me after the game to work things out, I always maintain an open line of communication with my play groups.
Content warnings
Safety tools used