Arthur's Worldwake - A Night of Falling Stones

Arthur's Worldwake - A Night of Falling Stones

The town of small, forgotten town of Nightstone will be erased over night. Can you change the fate of a town condemned by the world?

TYPE

Campaign

LEVELS

5

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
1 SEAT LEFT
$15.00

/ Session

Details

1 player following this game

Weekly / Monday - 5:00 PM UTC

Oct 26 / Session 6

Session Duration / 3–4 hours

Campaign Length / 1–10 Sessions

3 / 4 Seats Filled

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Schedule

Mon, Oct 26 | 5:00 PM – Session 6

Mon, Nov 02 | 5:00 PM – Session 7

Meet your party members

3/4

About the adventure

The small village of Nightstone stands as a proud bastion against the intrusion of threats from both the Ardeep Forest and the scheming of the trade giants it finds itself wedged between. The popular noble escape village has long found itself in a difficult position. Balancing the comfort of the nobles who wish to hunt in the Ardeep Forest and the wrath of the wood elves who have settled in the forest, has not only been an monstrous task for Lady Velrose Nandar, but also an impossible task for the late lord Drezlin Nandar. Between the economic giants of Daggerford and Waterdeep, a small town formed with the name of Nightstone, situated a bare stretch away from the Ardeep Forest. This town got its name from the obsidian in the middle of the town. A strange black stone that even the drunkard priests, who claim to know the tales of Kartus, the Black Archdragon of the ancient Netherese Empire, do not know the origins of. You were tasked to escort your generous patron, the wealthy Leonin merchant Apto Flintclaw, to Waterdeep before the Highharvesttide festival. He travels with two other mercenaries with long, flowing hair as red as still-wet blood-red paint and pale grey eyes that seem to house the storm within them. You know the two human warriors as Yam and Kurt. On your way to Waterdeep, you were assaulted by a group of lycanthropes. While you deflected their battered attempt at harming your patron, your horses did not share the same fate. They were mauled and dragged into the forest, where the howls of the werewolves filled the forest for hours. Legends tell of ill omens when Werewolves appear on this road. People are captured by the mist and sent to the Shadowfell. Not wanting to take the chance, Apto and his two mercenaries drag the cart by hand up the crossroad towards the small forgotten town of Nightstone. With the night and storm raging around you and the mists creeping around you in the distance, you spot the fortified bastion of Nightstone. The fate of this town lies in your hands, as the events that transpire might shake the town to the very marrow of the fortress. You would be sure that something would happen if only the sole source who claims that he heard the voice of his god warning him against the incoming tide of destruction was not in a permanent state of drunken stupor. Will you believe the old man, or will you bend to your patron who has an eye for money and disaster?

Game style

Combat Lite

Puzzle / Mystery Focused

Realm Building

Roleplay Heavy

Meet the Game Master

5.0

(1)

Military Veteran

2 years on StartPlaying

7 games hosted

Highly rated for: Inclusive, Storytelling, Rule of Cool

About me

Hi, I'm Dreyer, a passionate GM with a love for dark, immersive storytelling and gritty, player-driven worlds. My campaigns focus on narrative depth, character arcs, and tough moral choices that matter. I enjoy blending tactical combat with heavy roleplay, mystery, and a touch of horror—where every decision shapes the world around you. My style balances rules structure with flexibility; I honor the spirit of the game while allowing space for cinematic moments and bold creativity. I use character voices, ambient music, and a highly detailed setting to bring the world to life, and I work closely with players to weave their backstories into the heart of the plot. Whether you're a veteran looking for rich narrative immersion or a newer player eager to explore a unique setting, you're welcome at my table. Let’s tell unforgettable stories together.

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Character creation

Creating your character

Starting level: 5 Ability Score Method Starting Gold average per class as defined by the DMG plus an additional 10 000 gold that can be spent to buy anything up to rare equipment. The Equipment bought has the following rules. If the DMG defines a base price for the item, the magic item would be the base price and you add 100 gold for a common magic item, 500 gold for an uncommon magic item and 5 000 gold for a rare magic item. Any books that have been officially released by Wizards of the Coast and is not partner content you are allowed to use with the caveat of if you use 2024 books you can only use the sourcebooks for that version and vice versa with 2014. Any homebrew should be sent to me to verify and approve before use. Only spells form the player’s handbook can be taken, any other spells such as Silvery Barbs from Tasha’s Cauldron of Everything has to be first encountered in the game before it can be used.

What to expect

Preparing for the session

Character should be created on an external platform and then sent to me before the start of the game to ensure it can be converted into a foundry character. The discord server should be join, this implies that an account should be created. Be open to talking to me the dm about any issues or queries that you have during the session 0 week.

What Arthur brings to the table

I do immersive voices. I use music and sound effects. I use the rule of cool a lot. I use Foundry VTT. I provide an open world exploration world which you are free to do whatever your character is able to do.

Homebrew rules

Homebrew will mostly be outlined in session 0 however listed beneath is a short list of the homebrew that will definitely used for the game. - Potions can be taken as a bonus action - Potions when taken as an action restore the maximum health - Actions can be converted to bonus actions - Unique tailored magic items called Pocket Mythals. - Unique Crafting system - Hero Points - Scaling Hero Point Die - Hero Point Abilities - Flanking - Critical success and Fail - Long and Short Rest changes - Mental Strain - Fate Points (Rerolls)

Equipment needed to play

Internet

Computer

Microphone

Safety

How Arthur creates a safe table

Player safety and comfort are top priorities, especially in a game like Heresy of Steel which explores mature and often intense themes. Here's how I ensure a respectful, collaborative, and safe space for everyone at the table: • Session 0: We'll begin with a dedicated Session 0 to discuss tone, boundaries, expectations, and group dynamics. This includes reviewing Lines & Veils, character integration into the world, and preferred play styles. • Lines & Veils Document: All players will be provided with a Lines & Veils form to anonymously indicate any hard or soft boundaries. These will be respected throughout the campaign. • Open Communication & Aftercare: At the end of each session, there will be a brief check-in where players can share thoughts, concerns, or highlights—either publicly or in private messages. There will also be dedicated sessions where I ask you what you thought about the session and give you the opportunity to give feedback to customise the campaign experience • Respectful Table Culture: Discrimination, harassment, or disruptive behavior won’t be tolerated. Everyone deserves to feel safe, heard, and respected. Even in the darkest worlds, the table should always be a place of trust and support. If you're ever unsure or uncomfortable, I’m just a message away.

Content warnings

Alcoholism
Blood
Death
Drugs (addiction, use, withdrawal)
Extreme Violence
Gore
Murder
Violence

Safety tools used

Frequently asked questions