5th Edition Fantasy Drop In Campaign
We play every Tuesday at Comic Kingdom starting 01/08/2019. The game starts at 6pm and runs until 9ish. This is an old school dungeon crawl, come prepared accordingly. New characters are to be level 1 and sourced only from the Players Handbook. No other sources are allowed for characters. We will be using the standard array for stats. If you have any questions message Randy Andrews. Take the package of equipment that comes with your class. We will be using the CREAM rule of leveling. Treasure safely transported back to town is your experience. 1 gold worth of treasure = 1 experience point.
Please see these tips below to have a more pleasant gaming experience.
It often helps for beginning players to have advice on how to play Dungeons & Dragons. Many points are overlooked by novices in their eagerness to get on with the adventure. The following points are given to help these neophite players.
Most importantly, players should be organized and cooperative. Each player should have complete information on his or her character easily on hand and should supply the Dungeon Master with this information quickly and accurately if asked. An adventuring parry will usually involve a variety of alignments and classes, so players should work together to use their abilities effectively. Arguing among players can cause delays, attract monsters, and often result in the wasting of precious resources or even the deaths of some or all of the members. While disagreements about a course of action certainly arise from time to time, players should quickly discuss their options and reach a consensus in order to proceed.
Cooperation s hould also be given to the DM. He or she is the judge of the game and his or her decisions are final. If a player disagrees, he or she should calmly state why, but accept whatever the DM decides. If necessary, the topic can be discussed outside of the game, but for the sake of all players, avoid prolonged disruptions of play. Shouting, crying, pouting, or refusing to accept decisions only angers the other players. The game should be fun for all involved. Not everything will go the way players want it. As such, the DM deserves the continued cooperation, consideration, and respect of all the players. Above all, remember that this is just a game and a little consideration can go far toward avoiding any hard feelings.
Planning is another important part of play. Players should be well equipped, comparing each member’s List and balancing the items on each. No character should be overburdened nor under-equipped. This may mean sharing the costs of extra items. Rope, oil, torches, spikes, and other useful items should always be carried. Plans should be considered for encountering monsters and casting spells.
Caution is also necessary and is a part of planning. A party that charges forward without preparation is almost certainly doomed. Danger should be expected at any moment and from any direction, possibly even from one’s own party. Lying and trickery are not unknown. Cautious play will help avoid many (but not all) tricks and traps and may save a character’s life. However, too much caution is as dangerous as too little. Many instances will require bold and quick actions on the part of the players, before all is lost. As you gain playing experience you will learn the proper pace, but often it is wise to rely on your DM for guidance.
Everything you need to play will be provided if you don’t have it.
Located at The Hydras Lair of Carson City, NV this weekly game is ran on Thursdays and is open for anyone interested to drop-in and play, irregardless of previous experience in tabletop gaming. Pre-made characters, dice, pencils, and even a spare rulebook are available, you just need to bring yourself and your imagination! Composed mostly of a homebrewed world with various pre-written modules used as direct adventure fillers or where significant inspiration is taken from, DCC is a lethal experience where death is so common, the makers even made a DEAD stamp for the game. You will lose a character, it’s inevitable.
Thursday Night Dungeon Crawl Classics in Downtown Toronto @ The Sword & Board, 1193 Bloor St. W. M6H 1N4
5th Edition Fantasy Drop In Campaign
We play every Tuesday at Comic Kingdom starting 01/08/2019. The game starts at 6pm and runs until 9ish. This is an old school dungeon crawl, come prepared accordingly. New characters are to be level 1 and sourced only from the Players Handbook. No other sources are allowed for characters. We will be using the standard array for stats. If you have any questions message Randy Andrews. Take the package of equipment that comes with your class. We will be using the CREAM rule of leveling. Treasure safely transported back to town is your experience. 1 gold worth of treasure = 1 experience point.
Please see these tips below to have a more pleasant gaming experience.
It often helps for beginning players to have advice on how to play Dungeons & Dragons. Many points are overlooked by novices in their eagerness to get on with the adventure. The following points are given to help these neophite players.
Most importantly, players should be organized and cooperative. Each player should have complete information on his or her character easily on hand and should supply the Dungeon Master with this information quickly and accurately if asked. An adventuring parry will usually involve a variety of alignments and classes, so players should work together to use their abilities effectively. Arguing among players can cause delays, attract monsters, and often result in the wasting of precious resources or even the deaths of some or all of the members. While disagreements about a course of action certainly arise from time to time, players should quickly discuss their options and reach a consensus in order to proceed.
Cooperation s hould also be given to the DM. He or she is the judge of the game and his or her decisions are final. If a player disagrees, he or she should calmly state why, but accept whatever the DM decides. If necessary, the topic can be discussed outside of the game, but for the sake of all players, avoid prolonged disruptions of play. Shouting, crying, pouting, or refusing to accept decisions only angers the other players. The game should be fun for all involved. Not everything will go the way players want it. As such, the DM deserves the continued cooperation, consideration, and respect of all the players. Above all, remember that this is just a game and a little consideration can go far toward avoiding any hard feelings.
Planning is another important part of play. Players should be well equipped, comparing each member’s List and balancing the items on each. No character should be overburdened nor under-equipped. This may mean sharing the costs of extra items. Rope, oil, torches, spikes, and other useful items should always be carried. Plans should be considered for encountering monsters and casting spells.
Caution is also necessary and is a part of planning. A party that charges forward without preparation is almost certainly doomed. Danger should be expected at any moment and from any direction, possibly even from one’s own party. Lying and trickery are not unknown. Cautious play will help avoid many (but not all) tricks and traps and may save a character’s life. However, too much caution is as dangerous as too little. Many instances will require bold and quick actions on the part of the players, before all is lost. As you gain playing experience you will learn the proper pace, but often it is wise to rely on your DM for guidance.
Everything you need to play will be provided if you don’t have it.
Located at Comic Kingdom of Reno, NV this rewritten and modernized adventure is played under the 5e system. With three tables and three experienced Judges running it, it’s sure to bring you back to the old school feel of a dungeon crawl while still using a more modernized ruleset and guidelines.
Played Tuesdays at 6PM, drop on in, there’s plenty of room!
Located at The Hydras Lair of Carson City, NV this weekly game is ran on Thursdays and is open for anyone interested to drop-in and play, irregardless of previous experience in tabletop gaming. Pre-made characters, dice, pencils, and even a spare rulebook are available, you just need to bring yourself and your imagination! Composed mostly of a homebrewed world with various pre-written modules used as direct adventure fillers or where significant inspiration is taken from, DCC is a lethal experience where death is so common, the makers even made a DEAD stamp for the game. You will lose a character, it’s inevitable.
Saturday night 6:30 pm-DCC at Secret Door. There are legends of god-like titans that inhabit the world beneath us, cosmic behemoths that move through earth like you move through air. This is the last thing on your mind as you’ve just come off the road after a long adventure. You are strung out, road ugly and happy to find a nice cozy inn to eat, drink and get some much needed sleep. You are awakened by an earthquake and the sound like a god gritting his teeth. The inn has been swallowed deep into the earth and a second quake buries it under a mile of rubble. You and the other strangers find yourself in a huge cavern that leads into the darkness, or a second smaller cave leading in a different direction. Will you survive in the “Wake of the Zorkul”? No quest, no princess to rescue, just survive and possibly escape.
Level 1 and 2 adventure. If you’re a real glutton for death I’ll let you play 4 level zeros. I have great pregens ready to to go. Hope to see you there.