Whither the Wood Would Have You

Whither the Wood Would Have You

Enter Dolmenwood, where every choice you make and every random encounter rolled actually matters.

TYPE

Campaign

SYSTEM

Dolmenwood

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
1 NEEDED TO START
$25.00

/ Session

Details

2 players following this game

Weekly / Wednesday - 11:00 PM UTC

Session Duration / 2–3 hours

1 / 6 Seats Filled

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This game will begin once 2 players have joined

Meet your party members

1/6

About the adventure

Dolmenwood is a vast, ancient forest where the mortal world brushes against the strange realm of Fairy. Beneath its tangled boughs lie forgotten shrines, ruined strongholds, lonely settlements, standing stones, fairy doors, and places that have not appeared on any trustworthy map. Witches worship obscure gods in hidden glades, strange creatures haunt the wilds, and immortal fairies wander the Wood according to desires that mortals may never understand. Whither the Wood Would Have You is a true open-world sandbox hexcrawl. There is no story I have written for you to follow and no predetermined sequence of adventures. You decide where to go, which rumors are worth pursuing, whom to trust, what causes are worth fighting for, and when discretion is better than valor. Explore forgotten ruins, hunt for treasure, become embroiled in the schemes of nobles and witches, bargain with the Fair Folk, or simply pick a direction beneath the trees and see what you find. Dolmenwood contains 200 detailed wilderness hexes, twelve settlements, numerous factions and powers, and procedures for wilderness travel, getting lost, weather, encounters, hunting, fishing, and foraging. Most importantly, I don't know what your story will be either. The world provides the places, people, dangers, rumors, and opportunities; your decisions determine what matters. Dice-driven encounters and events introduce another element that neither you nor I control. A seemingly insignificant encounter in the woods might end in a few exchanged words—or unexpectedly alter the direction of the entire campaign. This game is for players who enjoy exploration, meaningful choices, dangerous old-school adventuring, and emergent stories that arise naturally through play. Dolmenwood deliberately mingles the whimsical with the horrific, much like the old fairy tales that inspired it. There is no plot to follow. There is only the Wood, your choices, and whatever happens next.

Game style

Sandbox / Open World

Roleplay Heavy

Hexcrawl / Exploration

Meet the Game Master

5.0

(1)

Less than a year on StartPlaying

Highly rated for: Beginner Friendly, World Builder, Inclusive

About me

I’ve been playing and running tabletop RPGs since 1995, beginning with AD&D and Star Wars D6. Over the past 30 years, I’ve run a wide variety of systems, including multiple editions of Dungeons & Dragons, Star Wars, Savage Worlds, Mutants & Masterminds, D20 Modern, and numerous old-school and modern RPGs. My preferred style is open-world sandbox play: creating a living world and letting the players decide where the story goes. I love collaborative world-building, meaningful player choices, and allowing the world to respond naturally to the characters’ actions, ambitions, successes, and mistakes. Shadowdark and Old-School Essentials are currently my preferred systems for this improvisational style, but I’m also comfortable running D&D 5E, Dungeon Crawl Classics, Mutant Crawl Classics, Dolmenwood, Savage Worlds, Beyond the Wall, Fallout, The One Ring, B/X, AD&D, and similar systems. The games I enjoy most are the ones where I’m just as surprised by what happens as the players. Those campaigns often become better than anything I could have written beforehand because we created the story together—and ultimately, it becomes the players’ story.

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Character creation

Creating your character

Character Creation Character creation will take place together during our first session. We’ll build the party as a group, giving everyone a chance to learn the rules, ask questions, and create characters who have reasons to adventure together. Characters will begin at 1st level, and we’ll use the standard Dolmenwood character creation rules, including randomly generated ability scores and the setting’s classes and kindreds. No previous knowledge of Dolmenwood or Old-School Essentials is required—I’ll walk everyone through the process. We’ll also spend some time establishing personalities, ambitions, and connections between the characters. In a player-driven sandbox, these things matter: there is no predetermined quest waiting for the party, so what your character wants can help determine where the campaign goes. For character creation and advancement, we’ll use the Dolmenwood Player’s Book as our primary rules source.

The current party

This is an open world sandbox where player agency is very important, so I do not want to specify what the party will look like. Y'all can be villains, heroes, whatever. The only thing I do ask is that the party as a whole be cooperative with each other. Even if Y'all are "evil" you can still be emotionally complex characters that are loyal and maybe even kind to those they consider their friends. I guess that's my only real request, that the players and their characters remain friends with each no matter what. Those are the stories I want to create with the players

What to expect

Preparing for the session

I use Discord for video, and Use Fantasy grounds a a VTT. You can download it for free

What Lance brings to the table

What I Provide as Your GM I get heavily invested in the roleplaying side of the game. I try to give NPCs distinct personalities and voices—some of those voices are better than others, but even the terrible ones are usually entertaining. NPCs that the players take an interest in will often develop over time, becoming recurring friends, rivals, enemies, or simply familiar faces in the Wood. I'm not a rules lawyer. I prefer keeping the game moving rather than stopping play to hunt through a rulebook. We'll generally play by the rules as written, but when something is unclear, I'll make a ruling at the table and keep things moving. The world will also respond to what you do. Your choices matter, and actions have believable consequences. Break the law and the local authorities may come looking for you. Make an enemy and they may remember it. Help someone and you may discover much later that they remember that too. The world doesn't revolve around the player characters, but it does react to them. I usually use ambient music to help establish the mood, whether you're drinking in a crowded tavern, wandering through a strange fairy wood, or exploring somewhere you probably shouldn't be. Finally, you don't need to buy any books to play. I have all of the Dolmenwood books and resources we'll need and will provide players with everything necessary for the campaign on Fantasy Grounds.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Lance creates a safe table

I want everyone at the table to feel comfortable speaking up when something in the game isn't working for them. Before the campaign begins, we'll establish Lines and Veils and discuss boundaries, expectations, and tone. Dolmenwood can shift between whimsical fairy-tale adventure and genuinely dark or unsettling material, so knowing everyone's limits is especially important. During play, we'll use X, N, and O safety tools. These can be communicated however you're most comfortable—verbally, through chat, or privately to me. You never need to explain or justify why something makes you uncomfortable. If we need to stop, change direction, fade to black, or remove something from the game, we will. I'll also check in when a session becomes particularly intense and leave room after sessions to decompress or discuss anything that came up. The goal isn't to remove danger, horror, or difficult situations from the game; it's to make sure we're exploring those things together and with everyone's consent.

Content warnings

Alcohol Use
Body Horror
Character Death
Child Death
Death
Drugs (addiction, use, withdrawal)
Illness
Mental Illness
Mind alteration
Mind Control
Murder
Violence
Warfare
Witch Prosecution

Safety tools used

Frequently asked questions