Your ticket to join d20 Comics and Games for one of our campaign sessions!
Wednesday nights we are running a long term campaign following Vecna: Eve of Ruin that gets progressively higher powered as we move along. Players, however, do have the freedom to come and go as needed with minimal catch up from week to week. The story line creates a tour of the multiverse, visiting classic D&D settings and characters while bringing fun twists and turns into the gameplay. Characters will progress from level 5 to level 20 by the end of the campaign eventually culminating in a final session dealing with the bbg, and the date(s) for such will be posted well in advance so that as many members as possible can join in on the fun!!
Whether you come to just one session or all of them, it is a great way to spend an evening rolling dice, fighting dragons, and interacting with other geeks!
Tickets:
Each session will have a $20 ticket fee for play that Wednesday. Everyone will also be gifted a dnd starter pack on their first session with us (includes a set of dice, a notebook, and more!) Tickets will only be valid for the date indicated during purchase.
Ages:
While we welcome all types of players, for these specific games we do have a hard minimum age limit of 17.
Characters:
The current level for characters is 16, and items can be any uncommon and below with a few rare.
While we will have some premade characters available for anyone to use, they only have the base stats filled in and will not be fully flushed out characters, so we do recommend bringing in your own characters or coming in a bit early to be able to give the premade PCs some TLC on their backstories.
Our DM is very open to homebrews, creative ideas, and extra pizazz, but they do still need to sign off on all characters before use to make sure that it works within the mechanics of the world, party, and quests. If there are any homebrews that you feel might be a challenge, feel free to message us beforehand and our DM will let you know as soon as possible.
All sessions will follow the same timelines:
5:30PM - Check-in and character check offs
6:10PM - Player last call and plot recaps
6:30PM to 9:00PM - the Adventure Begins! (time is fluid based on number of participants)
Space is limited to keep the party manageable, so grab your ticket soon!
Pre-purchasing your ticket in advance guarantees your spot until 6:10PM. After that, your seat may be given away and your purchase applied to a future DnD event (at store discretion), so PLEASE be on time!
(As this is a scheduled event and requires resources for planning, there is a no refund policy on in store events.)
Background for the campaign:
Your and your fellow players' characters are all members of the Akadian Guild, a nomadic guild built around the goddess Akadi Queen of Air. The Akadian Guild does not have a set guild hall, and its members are always roaming on their journeys from place to place, plane to plane. As such, members are all given a magical tattoo in the shape of a cloud that creates a psychic bond to the guild. Quests are given to members through this tattoo, and it also allows the guild hall to teleport characters to one another when their services are needed elsewhere. While out on a mission, some of your guild mates interrupted a ritual being performed by followers of the Cult of Vecna to extract secrets that would power the Ritual of Remaking (a spell to destroy and recreate the multiverse in his image as god above all), but in doing so, created a link to the lich god himself. While only a small thread of a connection, this effect has traveled through your guild tattoos and chained the whole guild to Vecna as well. As far as your guild is able to figure out, the only effect this has had is that you are able to how gain the power of secrets. Secrets told to you are stored inside of you as power that will have the power to grant boons in the future. To speak the secret aloud to someone who does not share the link is to remove the secret's power entirely. Sometime after this, the Wizards Three, including Lady Alustriel Silverhand, Mordenkainen, and Tasha the Witch, attempted to make a wish spell that would stop the lich's plan, but it failed. The spell instead tugged on the connection your guild now had and teleported some of your members to the Wizards. As an alternative solution, Mordenkainen suggests that the adventurers find and reassemble the Rod of Seven Parts as it is the key to defeating Vecna. Your guild takes on the mission to save the multiverse, sending members to find the seven rod parts that have been scattered across different planes of existence. Luckily, each piece of the rod grants the holder with the innate sense of where the next piece is, and Alustriel offers her Sanctum in Sigil as a place to rest between adventures as the Sanctum has a portal that can send you wherever the search takes you.
As of right now, your guild mates are looking for the 5th rod piece on the Isle of Serpents in Oerth.