Into the Wilds

Into the Wilds

200 years ago, the world was sundered and the Wilds were born. Now, something ancient is stirring - and it wants out.

TYPE

Campaign

LEVELS

3

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
3 NEEDED TO START
$20.00

/ Session

Details

2 players following this game

Weekly / Saturday - 12:00 AM UTC

Session Duration / 3–4 hours

0 / 7 Seats Filled

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

Into the Wilds is a long-running homebrew setting built around a world in transition. Magic and emerging technology are beginning to collide, ancient traditions are being challenged by industrial progress, and the wilderness is becoming increasingly difficult to understand. This is a world where exploration, political intrigue, dangerous monsters, and forgotten mysteries can all lead you somewhere unexpected, and where your choices can have consequences beyond the immediate adventure. Centuries ago, the Sundering tore the world apart and opened rifts to other planes. The Feywild and Shadowfell were shattered and ultimately merged, while those who survived the cataclysm were transformed by the magic that ravaged their homes. Now, long after the world has begun to recover, those changes are resurfacing. Old powers are awakening, forgotten places are being rediscovered, and things that were never meant to return are beginning to stir in the Wilds. You won't simply be following a predetermined path from one quest to the next. You'll have opportunities to decide who you trust, which causes you support, and what you're willing to sacrifice to achieve your goals. Nations, factions, clans, and strange peoples all have their own interests - and there isn't always a clear "good" side to choose. Whether you prefer uncovering mysteries, negotiating with dangerous powers, battling monsters, exploring the unknown, or getting deeply involved in the world's politics, there is room for your character to leave their mark. Into the Wilds is a game about discovery, consequences, and the strange places that exist between civilization and the unknown. New players can jump in without needing to know years of lore, while experienced players will find a setting built to reward curiosity, creative problem-solving, and characters with their own ambitions. The Wilds are dangerous, the world is changing, and nobody, not even the people who think they understand it, knows what is waiting beyond the next horizon.

Game style

Combat Heavy

Roleplay Heavy

Rules as Written (RaW)

Meet the Game Master

5.0

(5)

Neurodivergent

Less than a year on StartPlaying

Highly rated for: Creativity, Inclusive, Beginner Friendly

Average response time: 24+ hours

Response rate: 100%

About me

Hi there! I'm Jayden, or Skulgren in other places online! I started running D&D about ten years ago for my wife and a good friend as a way to relax after college classes. Since then the group has grown and we have been playing every week (mostly!) together, spanning 3 campaigns spanning every tier of play. I've done charity work as a volunteer GM, and run a smaller game for some streamer friends. I love running games that feel alive, where the players feel like the main characters on a stage filled with other actors. I still run 5e and have been using both the 2014 and 2024 rule set. I've got a homebrew world most of my games have been set in, but I've also run games in the Forgotten Realms and in Eberron. I like to run games where the players' goals and ambitions drive the story, with long story arcs that tie into character motivations. All of my games are collaborative, between players and the GM, with just one main rule: "Don't be a dick to each other." Everything else is optional and would be decided as a group before we start playing. Most of my games tend to be a bit more serious in tone, where the choices the players make have real and lasting consequences for themselves and for the world as a whole. Everything responds to player actions, for good and for bad, in a way that makes sense for their skills, temperaments, and abilities. Villains adapt to tactics, allies remember kindness, and both victories and failures lead to new stories instead of dead ends.

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Character creation

Creating your character

Character creation will be addressed in the Session 0 just to make sure everyone is on the same page. All canon races and classes, except for those from specific modules (ie Curse of Strahd, Rime of the Frost Maiden) are allowed. All characters will begin with the following stat array: 8, 10, 12, 14, 15, 16.

What to expect

Preparing for the session

Voice and text will be handled through Discord, and the game itself will be handled through Foundry. Links to both will be given once you sign up to join the game.

What Jayden brings to the table

Here's what you can expect at my games: - Player choice and flexibility. My games center on my players and their character's actions. While not every action will have long-lasting consequences many of them will. As such I expect my players to engage with the game and each other. Things will almost certainly go off the rails more than once but that is what makes it fun! - Respect for each other and for the GM. All of us are here to have a good time, and a big part of that is being civil and polite with each other. All form of bullying or belittling will not be permitted. - Rules as written, except when it makes more sense not to. Consistency is key to a fun game, and rules help keep everyone on the same page. It is more fun to move beyond the rules, especially when it will lead to something more enjoyable for everyone. Even then things will be kept consistent for everyone involved. - Enemies that respond to the best of their abilities. Dumb brutes will just swing away with no thoughts of finesse; intelligent foes will try to use your weaknesses against you; the cunning and cruel will to hesitate to strike a killing blow. - Music at every game. I have extensive playlists with music for nearly every tone and mood. If you have suggestions I am happy to add them to the list. - Tactical combat, complete with maps. Nearly every combat will involve a map for reference. Most of the places you go, even if combat isn't a guarantee, will still have a map!

Homebrew rules

All of my homebrew rules are optional, and will be decided upon as a group during the very first session. Of those: - an expanded Wild Magic table - a random table rolled on at the start of session that gives temporary boons or debuffs to the character (usually boons) - additional bonuses to rolling a natural 20 - additional ways to earn inspiration, and ways it can be used - additional ways death and dropping to 0 hitpoints are handled - storytelling point, where a player can declare that a story-enhancing event (or modification to a current event) takes place, and it does

Equipment needed to play

Internet

Computer

Microphone

Safety

How Jayden creates a safe table

Saftey is important to me, and basic rules will help enforce this. The biggest one is "don't be rude to each other" but everything else will be addressed on the Discord. My direct messages on Discord are also open for when something needs addressing.

Content warnings

Blood
Classism
Death
Extreme Violence
Guns
Illness
Hostages
Murder
Paralyzation
Scars
Uncanny Valley
Warfare

Safety tools used

Frequently asked questions