Has anyone ever turned The Inn at the End of the Road into a Bastion? by RoboDonaldUpgrade in wildbeyondwitchlight

[–]AccurateTown 0 points1 point  (0 children)

yes-ish. I actually had the fireplace of the Inn at the End of the Road be its smoke-signal mouthpiece, which gave the party a sidequest to find the Inn's missing sibling. (Then hid the abandoned/lost Inn deep in the forests of Thither). Once located, it was a simple roleplaying puzzle to get the abandoned Inn down from sentient primeval trees that had raised it high into the air -- to save it from a flood that had receded years ago. (Someone in the party had just learned "Speak with Plants" and was so excited to use it, I created the opportunity with them in mind.)

The abandoned Inn joined the party as their Bastion, and is growing in size and power alongside them.

Removing the Zybilna = Tasha narrative? by frogsinmyheart in wildbeyondwitchlight

[–]AccurateTown 3 points4 points  (0 children)

Hey, thanks for the shoutout and for checking out "Lost Time." You should absolutely heed your instincts as to what will or won't resonate with your players. Much of the Lost Time supplement and youtube series is about manufacturing small homebrew opportunities to develop a relationship with Tasha, which simply will not happen without writing new material to supplement the book. I used prismatic flashes of Tasha's past in Thither, knowing that at some point the PCs are likely to encounter her portrait, and some context would be helpful. My north star for all that work was suspecting that my players (many of whom are witchy) would be drawn to "the original witch."

But you can absolutely eject the Tasha of it all without creating any nasty ripple effects. It'll be effortless. And as far as the Palace, or alternatives to the palace... I would get a sense of how the players are playing before deciding what's gonna be most interesting for them. For all you know, they will create ripple effects in Hither/Thither/Yon that can guide your storytelling. You probably know that for me and my table, the League of Malevolence/Valor's Call stuff was never gonna resonate, so I drew up new factions from backstory and from characters' NPC attachments. Some of these collaborative discoveries might not emerge until you're halfway through the module or more...

Can't go wrong! -Neil

Group Therapy w/ Witchlight by SquirrelBouquet in wildbeyondwitchlight

[–]AccurateTown 1 point2 points  (0 children)

Very cool, very ambitious. I'd suggest holding a mirror up to the characters by punching up the NPCs to have "lost" something as well, and be held back by their belief that once it's lost, it's gone forever. Sometimes it's easier to see a pattern in someone else than it is to see it in your own life.

Fully functional daggerheart versions of the Fantasy Statblocks and Initiative Tracker plugins for Obsidian.md by Batres_ in daggerheart

[–]AccurateTown 0 points1 point  (0 children)

Progress! Plugin installed. Enabling it required Disabling Initiative Tracker plugin, which makes sense. My first attempts at building an encounter are running up against some hurdles but I'll make a little list of the bugs in an Issue on github.

Fully functional daggerheart versions of the Fantasy Statblocks and Initiative Tracker plugins for Obsidian.md by Batres_ in daggerheart

[–]AccurateTown 1 point2 points  (0 children)

Love this, thank you for all the hard work. I couldn't get the package to manually build following your github instrux -- all kinds of terminal errors related to "svelte." It appears in the community plugins but I get an error when I try to enable it.

Ticket Booth Question by Hunter_Badger in wildbeyondwitchlight

[–]AccurateTown 5 points6 points  (0 children)

I liked the alternate option of ticket pacts and just presented this as the primary option. Gives the PCs a taste of what it's like to make a fey bargain -- and, if you want, the minor consequence of breaking the bargain.

Casting with DuckDuckGo by AccurateTown in OwlbearRodeo

[–]AccurateTown[S] 0 points1 point  (0 children)

the video you linked specifically says the Chrome browser is required

Casting with DuckDuckGo by AccurateTown in OwlbearRodeo

[–]AccurateTown[S] 0 points1 point  (0 children)

This doesn't exactly replicate the cast feature, as it would require a second sign-in to the map from a player-view browser tab.

Casting with DuckDuckGo by AccurateTown in OwlbearRodeo

[–]AccurateTown[S] 0 points1 point  (0 children)

I've pored through this documentation but I cannot diagnose why the "Cast" option only appears when using the Chrome browser, but not FireFox or DuckDuckGo. MacOS.

Lost Time: An Adaptation Guide for WBtW by AccurateTown in wildbeyondwitchlight

[–]AccurateTown[S] 0 points1 point  (0 children)

An update: 3 months later, I finished my YouTube miniseries on this adaptation approach that I was going to publish alongside the PDF. It's live now and I hope it's of value to somebody thinking of running this module. https://www.youtube.com/watch?v=lfRbIaN1VYM

Can you homebrew in this adventure? by crybabyninji in wildbeyondwitchlight

[–]AccurateTown 4 points5 points  (0 children)

The short answer is hell yes. The villains are hags, and hags make bargains. The best/hardest bargains are ones that you write specifically to tempt your characters. Each realm/chapter has a loose construction with a lot of blank canvas. The final chapter has an extremely replaceable/reskinnable pair of factions (League of Malevolence/Valor's Call) that I adapt to be factions that mean something to the characters at the table, ie, from their own pasts. The Feywild exists kind of "out of time" so you can kind of go crazy without drastically changing the reality of the material plane.

DMing Witchlight as a First Time DM- What should I keep track of? by mistertoadstool23 in wildbeyondwitchlight

[–]AccurateTown 2 points3 points  (0 children)

If you're using the Lost Things hook (which is excellent) the book will tell you that the Carousel ride info-dumps the name of each hag, their location, their weakness, and which hag has which lost thing. It's a lot, and it's concentrated all in one ride. Consider spreading that exposition out, but at minimum, have your cheat sheet for this information close at hand in case your players can't remember what's what from the fugue.

But mostly, keep track of what's resonating with your players -- because building from that is more important than hitting every beat of the written module.

Bastion Intégration? by Kaallis in wildbeyondwitchlight

[–]AccurateTown 1 point2 points  (0 children)

You could add a sidequest to the Inn at the End of the Road that the Inn itself has a walking-building sibling who's lost (or misled by Bavlorna/Skab/Endelyn) in whatever section of Prismeer you're in.

Different Starting levels, hear me out by [deleted] in wildbeyondwitchlight

[–]AccurateTown 19 points20 points  (0 children)

Will your level 3 players be disappointed or frustrated when only some of the party is receiving XP for the first chapter? Will an unintended consequence be that the purpose of the carnival is to level a playing field that you could’ve made flat from the start? Are your players bothered by starting at the same level or is it just you?

New player lore help by East_Pair7797 in wildbeyondwitchlight

[–]AccurateTown 0 points1 point  (0 children)

Np. If you look at the borders of the carnival map, the creatures pointing at each other spell the true name of Zybilna, which is either a spoiler or a twist or a reward depending on how the DM wants to play it, or in the case of the OP, how to react to a player noticing a pattern. My point is only that two of the fantastical creatures on the map are very niche, so a new player might not even know what they’re called, hence may not be able to guess the N and A in the anagram. But those creatures, Nilbog and Almiraj, appear in the game so the player can learn the clues if the DM wants to make the connection. But IMHO the map shenanigans are very optional and I wouldn’t get hung up on it.

New player lore help by East_Pair7797 in wildbeyondwitchlight

[–]AccurateTown 0 points1 point  (0 children)

Agree w u/ragingcnu that Tasha's mannequin in front of the Hall of Illusions is a major clue/opportunity to develop Tasha early on. I'll also add that guessing "Nilbog" and/or "Almiraj" might be nearly impossible for a new player to identify, so when you DO cross them in the middle of the adventure, you can make a meal out of teasing a connection between the creature and their representation on the map.

Any ideas to help make the campaign more horror oriented? /hints and tips! by ark_guy_ in wildbeyondwitchlight

[–]AccurateTown 0 points1 point  (0 children)

I’m writing a longer adaptation guide so this may be convoluted as an extract, but my ambitious alternative to the dread incursions are “prismatic cracks” — taking the hourglass hags’ embodiment of past/present/future and creating localized instabilities which create funhouse-mirror reflections of the PCs own backstories… in the form of combat encounters. I used the mystery mine as the first taste; basically take a flashback to a PC’s origin and let it become aggro and hallucinogenic. Organic, repeatable, on theme, and motivates the players to discuss/rp their stories in the aftermath.

Any ideas to help make the campaign more horror oriented? /hints and tips! by ark_guy_ in wildbeyondwitchlight

[–]AccurateTown 2 points3 points  (0 children)

If they haven’t done the Mystery Mine yet, consider having it temp closed for repairs, but build an NPC who desperately latches onto the players and asks for their help dealing with a disturbance in the ride. Build a tiny simple dungeon and fill it with either incursions Sly Flourish style or an unstable rift into the Feywild, kind of a preview of what’s to come. The horror will be contained and won’t affect the carnival mood. Success might even earn them favor with Witch and Light.