Session 11 – Where we play with pixies, anger some goats, meet Will of the Fey, and disguise ourselves as unicorns, ’cause it’s cool. Session 10 – Where we fly to the Land of Thither, meet Rumpelstiltskin, then get lost in the woods and forget to bring any breadcrumbs. Session 9 – Where we mislead an amphibious revolt, I channel Lewis Carroll, and we make the worst deal in the history of the Fey. Session 8 – This week we rob a hag blind, fight a giant can of cranberry sauce, and get caught up in a salientian coup. Session 7 – The Witchlight Misfits wander around the Soggy Court, shop at the creepiest shop in the Fey, and storm a hag’s hut. Session 6 – We conclude our aggressive negotiations with the fastest thief in the Fey and get embroiled in some Soggy political intrigue. Session 5 – The Misfits explore the Feywild, collecting birdcages and keys, making friends and creating enemies. Session 4 – Coronations, grand larceny, extortions, incantations, teleportation it’s not as easy as it looks to get into the Feywild. Session 3 – Enemies become allies, and suspects become victims as we race toward the climax of the Witchlight Carnival. But how far down the rabbit hole are we willing to go? Session 2 – W e plunge deeper into the secrets of the Witchlight Carnival. Session 1 – A new adventure awaits as a new group of lost souls explores the boundless chaos of the Feywild. You can read the whole tale here:ĭurwyn the Bastard Paladin Backstory As the hourglass is turned, the die is cast let the festivities commence. Born Hloradurwyn to a royal dwarven mother and unknown father, I tell the tale of how an outcast living in caves of Mithral Hall grew up to be a holy defender of an elven god, on a quest to discover his true heritage and why he is purple. The story of Durwyn, the Bastard Paladin of Rillifane. Speaking of characters, I would like to feature the backstory of each character if the other players are willing. Instead, this page will focus on the story, characters, player tips, and the literary inspirations used in this adventure. Our DM doesn’t use minis or handouts either but I will try to add things when I can. When the campaign is complete, I will try to backfill all those things. Since I am not running the adventure, I won’t have access to the things, like maps and monster charts, that I usually include in these resource pages. For more on the types of players I’m referring to, check out this excellent Matt Colville video. Will the play-once-a-week schedule overwhelm me with writing chores? I’ll tell you right now the answer to that one is, Yes. Will I be able to just play a character and not fall into DM Mode, telling everyone, “Here’s how I would have played it,” and offering an absurd amount of unsolicited advice? Will I survive playing with a new group of strangers, who might have wildly divergent play styles? Spoiler Warning: We have planners, schemers, tacticians, min/maxers, rules lawyers, a newbie, a follower, two mad scientists, and a storyteller this is a wildly divergent group and we may implode. Diane suggested that I check out the local hobby store, which we lovingly call the “Hobbit Hole” but that’s not its name, and see if there is a group starting up. I just wanted to play D&D and not worry about all the prep work and planning. Since starting this blog site, I have been running up to three campaigns and all the exhaustive writing that goes into these recaps and resource pages. This Resource Page is a little different. When the first monster you meet is a suspiciously not-evil Displacer Beast who is wearing butterfly wings and babysitting a bunch of lost children, you know something weird is going on. So, if you’ve been dying to unleash your dual-wielding barbarian/paladin and crack some skulls, this is not the adventure for you. The adventure prides itself on the fact that you can play the entire thing and never enter combat. To say this is role-playing heavy is an understatement. But although players start at first level, this is not a beginner’s adventure. Alice in Wonderland, The Wizard of Oz, Peter Pan, Grimm’s Fairy Tales, even Willy Wonka, Monty Python, and Hitchhiker’s Guide to the Galaxy are all honored in this adventure. Witchlight is a loving homage to the classic tales of childhood fantasy and literary nonsense. And it’s brilliant, if you want it to be. And all it’s citizens contend with countless curious customs, construed to confuse and confound. A vibrant world of tactile color and sonorous light, teeming with wild creatures beyond imagination, and governed by magic beyond comprehension. The adventure is a wild romp through the Feywild, an alternate dimension of unusual design. The Wild Beyond the Witchlight is a unique adventure for 5th Edition D&D, designed to take players through levels 1 – 8.
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