Witchlight’s 11
My players are trying to figure out how to plant evidence on the hags in some sort of Oceans11 scheme to turn them against each other. Lol. If I ask for a persuasion roll y’all know damn well it’s a Nat20 waiting to happen.
My players are trying to figure out how to plant evidence on the hags in some sort of Oceans11 scheme to turn them against each other. Lol. If I ask for a persuasion roll y’all know damn well it’s a Nat20 waiting to happen.
This is my first campaign ive ever run and im really getting into making full scale maps, loomlurch was my first attempt, we had a blast with it, almost done making motherhorn which was waaaay more ambitious, enjoy 😀
I'm considering cutting Slanty Tower altogether and wondering if anyone else did. I dont really want the introduction of the summer and winter courts as I really want to focus on the hag themes.
I'll be running Telemy Hill as a surprise skill challenge when the whole ground lunches upwards unexpectedly. Telemy Hill is our chance to learn the Rule of Reciprocity. I love Phaerlax's Nightmare on Telemy Hill, but perhaps I'll cut to the chase allowing Jingle Jangle gives them a chime of opening, but it has 1d8 charges so they dont go ham. JJ can let them know its incredibly loud so thats why she doesn't want it. Plus, it's too hard for her to part with a real key given her obsession/compulsion, but this one isn't a real key so feels easier.
This of course lends itself to a few other loose ends:
What's in the crashed balloon? Is it taxidermy parts (foreshadowing)? Since Bav is more tied to the present does she like to know the comings and goings of her domain so uses bullywug surveillance systems?
Why is Morgort imprisoned? Is she the scapegoat for the theft of the Big Book of Bad Blood, and now working with the Baron of Mudstump? Is she instead the jailer for questioning, or perhaps just whomever works the balloons is the pilot?
Any other plot points I'm missing or that others did with this?
I made the Orrery the main battlemap for the fight against the Hourglass Coven. It was my first major DIY but I was pretty proud of how it came out. Playing with the verticality of a battlemap was crazy fun.
My players thought they were just fighting Endelyn. But the party had taken too much time to repair the damage of some unlucky rolls with the Brigganocks, and the Hourglass Coven had time to coordinate. Skabatha was the first to go. The party's beloved Cleric died. Endelyn went down, and Bavlorna got the hell out.
It's been a tense and emotional day. It was the first character I ever killed as a DM. Three people cried. Gosh, I love dnd.
I was typing my answer to someone's question about how I managed to upscale the adventure up to Level 20 (here) but the answer was so long and passionate that I decided to create a post just for this.
I kind of went into some details while trying to not bore you. Do not hesitate if you have questions, though!
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1/ The characters gain 2 levels instead of 1 (and will start at level 6).
2/ Take into account high-level Spells and features such as Wind Walk**,** Wish and Channel Divinity spam.
3/ Upscale the narrative threat of every plot, the CR of all monsters and Bosses, and give ways to loot/negotiate randomly generated lists of magic items up to the Very Rare rarity. Oh boy, here we go:
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I hope that this guide gave you a lot of ideas for your campaigns, even for lower levels.
I intend to end this whole thing with Zybilna telling the party that she can give them back what they truly wish for: "a scar they can still feel today, something they had but will never get back". I hope you noticed the play on present, past, future! If the party accepts, she teleports them back in time thanks to Feywild time distortion shenanigans, 8 years before, in front of the Carnival, with their tickets in hand and no League of Malevolence in sight.
It is unironically the last sentence in the last chapter of this book that made me want to run it.
Hey there!
I play D&D only in-person and oldschool with paper and not dnd beyond. So I need quite often print outs of items I hand out my players. And because I am lazy and do not want to fiddle around with photoshop I create a small website to create print outs of magic item cards and one for magic spells.
You can also upload item images or illustrations and also save / load the items in case you want to print them again or modify.
Its free, so check it out and let me know what you think:
I'm a new DM running this with some IRL friends. I have played before and one of my players is a very experienced DM/player. However, everyone else is new to D and D. I guess I'm wondering how to start? What should I include in an initial handout about the campaign/tell them to think about in terms of characters. We are definitely doing the Lost Things prelude adventure in Session 0 but I'm trying to think through how much fae lore/background I should give them, trigger warnings to be mindful of, what they should think about character backgrounds beforehand, and how to help level up the child characters at the end of Session 0. Any advice or help would be super super appreciated.
they've been holding him hostage and forcing him to guide them through prismeer and mostly just bully the poor guy. i laughed so hard when i came to the session and he was just sitting at the table like this and i feel as if their antics need to be shared
Literally the last roll of the campaign was a nat 20 by our Harengon fighter to do 100 damage with Snicker Snack to finish off the Jabberwock.
I made some stuff/borrowed odds and ends from various sources that went beyond the end of the book to take them back to the Carnival for a final battle under the big top.
That's all, just wanted to share that.
Edit:
I borrowed a bit from https://legacy.drivethrurpg.com/product/515554/Lost-Time-A-Guide-to-Adapting-Wild-Beyond-the-Witchlight - specifically the Mother/Maiden/Crone stuff that makes the Hags fractured parts of her identity. So, huge credit to that Neil Reynolds for inspiring most of this.
Here's hows things shook out for the story:
In my version, Z was still formerly Tasha, but I cut out the Iggwilv stuff alltogether because that wouldn't mean anything to my players. And with Tasha, I made it more about the fact that she was once a normal human to build empathy, not as much about "I know who that is!" They found her frozen, in toy form, back at the carnival in a pile of stuff under the big top. After waking her with the unicorn horn (one of the PCs lost item) they had to guard a "reunification" ritual where she joined back up with her hag selves. (Earlier at the palace they had to convince the Hags to do this.) The PCs had to use their now recovered lost items as connections between the hags and Zybilna to faciliate the ritual. The final battle was a "protect the ritual" kind of thing. Witch and Light and a bunch of carnival things like snails or horses came an trampled into the big top too. If the PCs dropped the items or an enemy entered the ritual zone it would extend the # of rounds or cause it to fail if it happened enough times. Zybilna called the Jabberwock for protection but because its kind of unruly, it went after the PCs. Oh, and I used the Goosemother as a carnival creature on the loose (I searched for large fey creatures and it popped up, it's one of those Magic/D&D crossover stat blocks). The Goosemother and the Jabberwock had a Kaiju battle overhead before the Jabberwock went for the PCs.
Not my best work but I'm so used to painting Warhammer, it was kind of nice to paint a D&D model for a change. I'm pleased with the outcome considering it took less than 30 minutes to paint him.
Aaand now back to painting some Imperial Guard, where it takes me about 40 hours to paint per infantry squad haha
Anyway I hope you guys like my Agdon's blue scarf and his lil pink nose
I am using the Daniel Kahn additions to witchlight and my players are about to travel to Fablerise.
So I tried to recreate the map. It is not super accurate but should do the job.
And yes, I painted each and every book o__o
With the solar eclipse happening across Europe, please tell me someone is fighting Endelyn today. And if you are, how does it feel to have so perfectly timed your session
Did you guys also end up making little things for your players while running this campaign?
I’m planning to run a Witchlight one-shot and possibly a full campaign later, and I’ve been having so much fun making props for it.
I started by making a Portuguese version of the carnival tickets, and somehow that turned into the idea of making a physical version of the carousel. I also bought fairy wings for the players to wear, and I’m planning to make the crown for the coronation at the end of the session.
I’ve always enjoyed making art, but I’ve never really done much in 3D. I had also stopped creating things for a while, so it’s been really nice to get back into it.
Witchlight has such a distinctive design that it gives me so many ideas. I’ve also always loved that whimsical, mystical and cute aesthetic, so this has been a particularly fun project for me.
ps: I use AI to help correct my writing since English isn’t my first language, and sometimes I make silly l mistakes or my wording isn’t as natural or fluid as I’d like. Pls be gentle
Started prepping for DMing witchlight this autumn... And had an idea... Well more like a what if.
How do you guys think? Worth mixing Acquisitions Incorporated with Wild Beyond the Witchlight? If yes, how would you do it?
If no, what concerns you have? Wonder to hear your thoughts. Hit me with all you got!
I DM for a group of five players and four of them are first time players. We are about to wrap up Motherhorn and head to Palace of Heart's Desire. I am also a newbie DM who actually took over as DM for this game after having been a player, as the DM we started with got burnt out and needed to step away.
My players disliked having many locations in Loomlurch and complained that it was taking too long and felt boring. We were in Loomlurch when I took over, so I had the cupboard ghoul serve as a guide to explain Granny's routines of where she goes. The players were really happy to learn that, freed the children and Elkhorn, and ambushed Granny in her bedroom while she was asleep and then sped through the rest of the building to get loot before the free kids filled it with fireworks and they all burned it down. The players LOVED this very much. I found it fun, too!
After that, when we finished celebrating and enjoying some time to craft and bond in character, we went to Yon.
There, we did most of the stuff on the way to Motherhorn, only skipped the Fey Beacons, and we took the underground way into the understage floor of Motherhorn. There, I made a DM call and pared down on how many rooms there are per floor in Motherhorn HARD and made my own simple maps of floor plans per tier with only 3-4 locations in each. I'm happy to do the work of that and the players expressed gratitude for making it feel simpler and easier, as we are all new and here to have some fantasy fun and don't want playing to feel like working.
What I'm wondering: How do other people handle having a lot of locations to go through in this module? I've never run another module, just a simple linear homebrew with a different group, and it has much more limited locations needed to visit as checkpoints and I don't really describe in much detail places they're just passing through, as we tend to focus on roleplaying PC-to-PC conversations, research, crafting, and planning for how to handle the next step of the quest, which is very different than WBTW.
Do yall stop and spend time in every single location, or do you skip some? How much real life time (not in-world time) do you spend in each? How do you manage the flow of getting through them?
I don't want my players to miss out on the potential to have a more enjoyable experience exploring locations, but Palace of Heart's Desire literally has 51 and I can't think of a way to go through that many that would feel fun and build excitement as we go.
I welcome ideas and feedback!!
My players are about to make it to Prismeer for the first time and I'd like to make it impactful that they've entered the Feywild and that things are....a bit different here. I want to push the fun, the whimsy, the mystique. I want them to really feel like they're in a magical place and to make that feel extremely fun and maybe a little bit dangerous. (In the Jim Henson's Labyrinth sort of way)
The book suggests that the environment might be reactive to the players moods, which of course I can do, but what are some of your other favorite ways to differentiate the Feywild from the material plane?
I recently discovered The Wild Beyond the Witchlight and have been reading it because I’m considering running a campaign for some friends.
While looking into it, I found the Lost Things prelude and really loved the idea of playing as kids sneaking into the Carnival to rescue Juniper.
But I’d like to expand it into a complete one-shot. I want it to feel like a complete, self-contained story, with a clear beginning, middle, and end.
Our sessions are usually 6 to 8 hours, so I’d like for it to have a proper resolution within the Carnival, while still leaving the possibility of continuing into a full Witchlight campaign afterward.
That’s very important because I’m new to DMing, and I want to see if my friends would enjoy this kind of story. One of this friends is currently DMing Curse of Strahd for us, which is definitely a very different atmosphere.
I’m also hoping to include at least one combat encounter, since one of the players really enjoys combat. It doesn’t necessarily have to be a difficult fight, and since they’re playing as children, I actually like the idea of them trying to fight and realizing they’re completely outmatched. I’d probably have the enemy knock them out or otherwise incapacitate them rather than letting them actually win through combat, but I still think having the option to fight is important.
One idea I had was having the kids encounter one of the hags’ thieves and try to fight them, only to discover that this particular thief stole something from another child. They can’t recover their own lost things, but they can help another child.
But the resolution and end is causing me trouble.
Has anyone expanded the Lost Things prelude into a full one-shot? What changes would y’all recommend?
(sorry in advance if this has been covered)
I’m running this module as a pretty green DM, and my players are about to start the heist/get leverage over Witch and Light to get into Prismeer.
they know something is amiss with Zybilna (from Kettlesteam) and we are using the lost things hook.
what I’m struggling with is this - once they have stolen the item and are “forcing” W & L to show them the way to Prismeer, how much information should they get? the backstory of the carnival and its owners is a really fun part of the story, and it doesn’t seem to be revealed to the players? is this intentional, or should some/all of this come into play at this point in the adventure?
I struggle a bit with handing lore/info dumps so any advice is greatly appreciated! ✨
I’m prepping for my next session where my players are trying to “sneak” into Loomlurch. The “plan” is to cause several disturbances outside. One on the market and the other in the garden. While the team goes through the kitchen back door.
Just nervous about having 3 bands of guards (2 outside /1 inside) and will probably have Skabatha also go outside for a bit too since they are using a NPC who agreed to help say the know where Will is hiding.
My plan was to give them (provided they don’t absolutely botch getting into the kitchen) some time in Loomlurch (mostly they are just interested in Skabatha‘s private quarters) Before they have a chance to encounter patrols outside of her private area. But at this point I’m really not sure or even if I can plan beyond that.
I also have a big reveal with my paladin. She thinks a scab stole her little sister from her at the carnival. When the reality is, her little sister ran away from her. My player being the older, big sister after their mother died, had to step in that role and be strong and take over for everybody which drove them apart from each other. Though my player doesn’t quite realize this because she had her own heart, warm feelings, caring all the stuff she wall up to protect herself from was taken, so she’s always been cold and distant to everyone now.
I was really hoping they would meet Skabatha so I could set up and plan that reveal but now I have to do it backwards with figuring out how to run into the Sister first and Skab second. Unless I have her return before they have a chance to meet, but again that’s hard to plan for without railroading it.
Anyone else run with a chaotic party who can never seem to settle on a plan? You know standard D&D. I just see a lot of people say that this area tends to be a big pivotal point in the game being a first time DM. I’m just nervous about screwing it up.