The Wild Beyond the Witchlight | Level 1-8 | Beginner Friendly
Come one, come all. Step right up! The Witchlight carnival promises you the adventure of a lifetime, just don't try to sneak in without your tickets!
$25.00
/ Session
Details
1 player following this game
Weekly / Friday - 2:00 AM UTC
Oct 23 / Session 21
Session Duration / 3–4 hours
Campaign Length / 32–52 Sessions
5 / 6 Seats Filled
Top Game Master
One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
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About the adventure
When the glow of The Witchlight Carnival appeared in the night sky some days ago, the village lit up with joy and excitement. Now, with ticket in hand, you stand in line at the carnival gate. The scent of caramel corn and sugary treats fills the air while colours of every kind swirl and dance ahead of you. But you're here for something else, something you may have lost the last time the carnival came to town... You and your companions are on a mission to find what was stolen from you as a child, in order to do that you must enter the world of Prismeer, where you will meet others like you who are searching for their own lost things. Some may lead you astray and try trap you in their realm, while others may guide you to what you seek. But be warned dear adventurer, not everything is as it seems. This is a campaign fueled by whimsey and light hearted adventure, with a twist of feywild strangeness. I invite you to join me in a silly adventure, the goal is to have fun.
Game style
Roleplay Heavy
Puzzle / Mystery Focused
Theater of the Mind
Meet the Game Master
3 years on StartPlaying
427 games hosted
Highly rated for: Creativity, Storytelling, Inclusive
Average response time: 24+ hours
Response rate: 100%
About me
Dungeons and Dragons DM with a taste for horror and the macabre. I like to run haunted houses and cult related campaigns but I also do fun light hearted adventures or general hero stuff. I take great care to know my players before we start a session and I do use safety tools if need be for more intense campaigns. I look forward to playing with you!
View Profile →Character creation
Creating your character
Whether you are searching for something lost or you work for the carnival, you'll need to know the following: - You'll need a level 1 character - Stats are determined by standard array or point buy - Character sheets can be created on DnDBeyond and ported to Alchemy but the final version must be in Alchemy for game play. - No homebrew - All published content is welcome - Playing as a Witchlight hand is optional - Know what item has been stolen from you before session 0. Witchlight hands can also have something stolen from them.
What to expect
Preparing for the session
Players should: - Create a character sheet - Have a short backstory that can be fleshed out during Session 0 - Sign up for an Alchemy account - Join the Alchemy game: https://app.alchemyrpg.com/i/bNra_wTU6 - Join the Discord server: https://discord.gg/hRR79rNP8b - Look through the Lines and Veils document
What Joannah Stewart brings to the table
I provide a fun experience that's player driven and focused on the choices made by those at the table. I incorporate ambient music and visualy to create a sense of immersion in online play.
Homebrew rules
Game House Rules - Drinking a potion is a bonus action, pouring it down someone else's throat is an action. - Critical Hits and Fumbles: When a player rolls a natural 20 on an attack roll, they max out the dice and roll a second set. Conversely, when a player rolls a natural 1, they automatically miss. - Everyone levels at the same time by milestone. Players use standard array or point buy for character creation. - Help action. Only one player may roll to attempt an outcome for the party like disarming a trap. They may receive “help” from another player if that player is proficient in the relevant skill. The first player gets advantage on their roll. - Magic users can use their life force to power their magic. When they run out of spell slots they may expend one or more uses of their hit dice to recover a level spell slot per hit dice they use. - Inspiration can function like Portance, at the beginning of our game you may bank a roll and use it at any point during the game. Like portance that dice can also be used to make enemies, NPC's or other players fail or succeed. Optional Combat Rules - Disarm - A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller. Death Rules - Players may voluntarily fail a death save to take an action. That action can be an attack or movement but not both. Movement is halved as you drag your body to a new position.
Equipment needed to play
Computer
Internet
Headphones
Platforms used
Safety
How Joannah Stewart creates a safe table
I use a number of safety tools in my games including: - digital game pauses on Alchemy - a group lines and veils list on Alchemy - private messaging - session 0 safety discussions I also encourage players to fill out and submit the following form to me on Discord: https://www.montecookgames.com/store/product/consent-in-gaming/
Content warnings
Safety tools used

