The Wolves of Welton

The Wolves of Welton

Dungeons & Dragons 5e on Discord, Foundry VTT

Price per player-session

You will be charged when a session starts

$20.00

Information

  • Duration: 3 to 4 hours

  • Number of players: 2 to 6 players

  • Experience required: Open to all

Price per player-session
$20.00

About the adventure

An online table for 4 players 3 to 4 hours on Sunday Evenings Played over Discord and Foundry VTT Campaign Overview It’s been a long time since the people of Welton have worried about anything but sheep ticks and late frosts, but now a pack of strangely determined wolves are spiriting away entire flocks at a time and driving farmers from their fields. With food running low and their sorcerer-in-residence nowhere to be found, the village council sends out a desperate plea for brave adventurers to destroy the beasts. About Me I grew up playing TTRPG games like Hero Quest and Dragon Strike. I was always eager to be the Dungeon Master when playing and with this background, I naturally expanded into game design and fantasy writing. I have now played through several campaigns exclusively online and really enjoy the storytelling involved. I am looking to host another online version of the game starting soon. Pay to Play This game will require payment to be made to the Game Master. Payments are collected prior to playing. The cost will be $20 per session. Contact The best way to get in contact is to send me an invite on discord (SRWM#4861).

Game Designer

2 years on StartPlaying

Additional Details

How to prepare

On the first turn of combat Players with the highest initiatives can lower their initiative to one point lower than that of an ally. Sometimes a character really wants to go after someone else, and it’ll help their teamwork. I’m willing to let them assign a penalty to their own enterprise to make that happen. Sometimes this results in the whole group wanting to go in a specific order and dropping their initiative to do it. Keep in mind a big block of enemies going before you tends to work out poorly for the players. Team Inspiration. Players share a pot to serve as a group pool of inspiration. I limit the pot to holding four pieces of inspiration at a time. I’ve found that people are more likely to use inspiration when doing this, knowing that there might still be some left over. Flanking When making a melee attack, you get a bonus of 1d4 to your attack if your opponent is threatened by a player character or creature friendly to you on the opponent’s opposite border or opposite corner. When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked. Only a creature or character that threatens the defender can help an attacker get a flanking bonus. An additional bonus of 1d4 can be added for each friendly PC character surrounding an opponent. Roll Stealth only at the moment of possible detection. Players make (Dexterity) Stealth rolls only when someone is in a position to see them or look for them. The Player’s Handbook doesn’t say exactly when players are supposed to roll their stealth skill and many players will use the skill as if they’re “entering stealth mode” with a roll up-front, so this is more of a clarification of how I handle things. When a character announces they are going to creep somewhere, I don’t ask them to roll. Instead, I wait until someone could see them or is looking for them and ask the player to roll at that moment of discovery. I find this adds tension and reduces the total number of rolls in a session. These rolls can be made in secret if the enemy is also hidden. Critical Hit Max Roll Standard Dungeons and Dragons rules state that a natural 20 results in a “critical hit.” If this happens, the player rolls twice the normal damage dice but does not double the bonus. For example, if your weapon does 1d6 + 1 damage, a critical hit under the standard rules does 2d6 + 1 damage. Under this rule, a critical hit results in maximum damage from the weapon’s normal damage dice. For example, a sword that does 1d6 + 1 damage under normal circumstances does 7 damage on a critical hit and then roll for the additional critical 1d6 damage. Healing Potions Using a potion of healing on yourself is considered a bonus action and using it on other willing creatures is considered an action.

What I provide

Prepared scenes built in FoundryVTT on customized battle maps made in Dungeon Draft and Wonder Draft. Me on video and voice for 3 to 4 hours, role-playing NPC characters, narrating the world, and running battles. Me prepping a minimum of 3 to 4 hours a week outside of the scheduled game. Custom character portraits. Homebrew materials, incorporation of other homebrew at request.

Gameplay details

This game is meant for everyone. There will be instances of descriptive combat and spell effects on people and drinking/carousing. Hard Lines Limits on content that I will not explore Romance with NPCs, Sex with NPCs, Player vs Player combat Soft Veils They are played out as “behind a curtain” or “cut to black.” Romance between PCs, Sex between PCs, Murder, Gore, Prejudice, Slavery, Racism

Content warnings

    (none)

Safety tools used
  • Bleed
  • Breaks
  • Lines and Veils
  • X, N, and O Cards
How will character creation work

Character Creation You will start at Level 4. You can choose an additional feat. To Consider Dexterity is the most valuable ability score in the game, to counter this: Spheres may flavor the spellcasting ability, such as having an INT-based Warlock (Int, Wis, or Cha Only) The highest among your Dex, Int, Wis, or Cha can be applied to your initiative. Stat Rolls Individually roll 4d6kh3, twice, taking the better result OR Collectively roll 4d6kh3 for everyone to use one stat array, twice, taking the better result. Choose where the scores are applied. Races & Classes I prefer humanoid races. Human, Dwarf, Elf, Gnome, Halfing, etc. I will accept a unique race in a party at a ratio of 1 of 4 / 2 of 5. No elementals, no Kenku, no Aarakocra, no Tabaxi, no Tortle. All official 5e classes and subclasses will be permitted (PHB, XGE, TCA, etc.) A diverse party of classes, no duplicates, please Characters can multiclass. Alignment Alignments are reserved for creatures from the outer planes and creatures tightly connected to them (such as, for example, paladins and clerics). Otherwise, they are replaced with the idea that it's not so much about how the character acts, as it is about where they side in the major struggle of the setting, with good/evil being the major alignment and lawful/chaotic being the minor. Though, of course, it does at least suggest how one might behave. For this campaign I expect characters to be on the side of good. Attunement Equipment does not need to be attuned to. Positive benefits are known immediately at possession. Negative penalties are discovered after the item is used or equipped. Weapons and Armor Weapons can be declared and freely swapped for more flavorful combat. All armor and weapons take 1 round to equip if you are caught by surprise without it.

Players can expect

  • Combat/Tactics: Medium
  • Roleplay: Medium
  • Puzzles: Medium
  • Experience Level: Open to all

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