Joining an adventure

get your feet wet!

You’ve introduced yourself to the community, you’ve created your character, and you’re ready to roll some dice. But just how do you go about joining an adventure with D&DG? The process is really quite simple and in no time you’ll be signing up for our available sessions both online and in-person!

(This page will detail the process of signing up for events as well as some important tags we use in order to identify our events)

“Currently we use discord for all of our event management. In order to sign up for sessions, please join our discord here!.”

Levels of Play

At D&DG, we run sessions for both players and characters of all levels of experience. All of our posted events will be tagged with one of the tags listed below to note what level characters the adventure is suited for. You may join a session above or below your character’s tier at the discretion of the DM running the event. If the DM permits the character to join, you will gain 1 additional XP for a session above your tier and 1 fewer for joining a session below your tier (A minimum of 1 XP)


Level 1-4 only

Whether you’re a brand new player, or just busting out a fresh faced character, this tier is geared towards the low level/experience. These sessions will be focused on getting you or your character introduced to the world and (probably) wont get you killed.


Level 5-8 only

You’ve bashed some monsters, rolled some dice, and made some memories by now. These sessions are focused on more advanced goals and let players really find their calling in the Sundered Lands. Danger lurks (But not too much of it).


Level 9-12 only

Your hoard of dice is getting out of hand and your character has less limbs than when they arrived (or more). These sessions are focused on flexing those well earned muscles and spell slots. Death isn’t guaranteed but neither is survival.


Level 13-16 only

You’re sporting a D20 tattoo, your character sheet is on it’s 5th (at least) remake, and your character leads their own army (or runs their own petting zoo). These sessions are focused on world altering stakes and life threatening encounters. Become the legend that you had only read about as a new arrival.


Level 17+ only

You ran out of space for source books and minis eons ago. Your character is worshipped by those around them and feared by even the worst monsters from other realms. These sessions are gods fighting titans and barely breaking a sweat. Prepare for chaos and big damage numbers.

Ready Up!

If you’ve been interested in coming out but are uncertain how to get a spot, it’s pretty simple. Events have different player caps depending on their type, and follow below:

Single-Table – 6 Players (+1 DM)
Multi-Table – 18 Players (+3 DMs)

Find an event that’s not capped out on player count, hit Going, and voilà! The spot is yours! Show up at the right time and place and come play some D&D with what has got to be the best bunch of players around. Everything you need to play is provided, from pre-made characters to dice.

Event Tags

Uncertain what the various square bracket words following the various events mean? Confused about whether or not they’re for you? Look no further than right here. 

Hard – Challenging sessions which provide double points towards leveling and greater rewards, but deadlier scenarios.
Deadly – Exceptionally challenging sessions which provide triple points towards leveling and greater rewards, but far more dangerous scenarios.
Multi-table – Two or more DM event, with at minimum 12 spots available for players. Check the event to see how many tables are running, and if there’s no room, hit Interested anyways as players reasonably frequently drop out before events.

Event Cost

D&DG has expanded the types of play offered to allow maximum flexibility for players. The following is a breakdown of each tag elaborating what each of them entails.

Drop-In (4 hour: $16 per session, 2 hour: $12 per session) Our meat and potatoes. Drop-in games are the main way that NPC factions in the world advance the plot around the players and the PC’s are mostly reactive to the situation. These games have no expectation of follow up games or continuity of party composition from one game to the next. However they reward those that come back for subsequent games in an interconnected world. If all you do is play Drop-In games you will still get a well-rounded experience and advance your character and the plot as you go, while being fully able to schedule D&D exclusively around your commitments.
Mini-Arc (4 hour: $16 per session, 2 hour: $12 per session) This is a small series of sessions meant to address a serious problem that is beyond the scope of a single session. These are not meant to replace the Drop-In games, rather they tackle a specific quest that’s significant to the world and enhances the story rather than replacing it. For example, while the BBEG is besieging a city through multiple means that are being addressed in drop-in games, a group of adventurers could be tasked to travel to another city and find reinforcements. This would necessitate travel and conflicts that couldn’t be resolved in one session and while rotating characters throughout the adventure will work well, players who engage with more than one session will get deeper insights into their corner of the world beyond what a few hours would allow.
Epic (5-6 hour: $25 per session) This game type is a series of tables playing simultaneously towards a single objective, being resolved through different arms. For example, if Team PC are now the ones sieging the city, one group may assail the front gate and battle against the cities defenses, buying time for another table to sneak in and plant explosives within the fortress wall, while a third table rescues a group of captured prisoners and a fourth moves to assassinate an enemy commander. There can be light or heavy crossover between the tables depending on the situation at hand and the game ends once all objectives have been completed.
Mini-Series (For one session: $20, Multiple sessions: $18/seat) This is a series of two hour Sessions that take place one after another over the course of a single event, typically played out over a weekend. These Sessions lead right into one another, meaning a character cannot rest between sessions but could take a short rest during a mini-series if the character does not play in the subsequent Session. The player can still play in the next Session as a different character, but characters who wish to help the entire time have to balance that with pushing themselves too far without rest. For example, during a riot there may be any number of Sessions happening in quick succession and/or simultaneously. These Sessions don’t necessarily have a direct connection to one another but they are all Sessions under the same umbrella situation.
Initiative Order (4 hour: $18.50 per session) This option allows players to commission a 4-5 session mini-arc where they set the goal. For example, if 6 players are interested in going to Unvollar to investigate the source of a series of attacks that have besieged Salvation, they can contact the DMs saying “we want to do this” and the DMs will provide a series of sessions for them to play out their proactive goals.
Personal Quest (4 hour: $23.50 per session for spotlighted character, $17.50 per session for supporters, 2 hr: $19.50 for spotlighted character, $13.50 for supporters)This option spotlights one character and allows them the chance to pursue a personal goal that is outside the scope of normal play, typically tied to that character’s backstory. For example, if you made a character who came to Salvation after being routed out of your hometown and a position that was rightfully yours, Personal Quests allow you to bring your backstory center stage and advance it by returning home to take your rightful place. This works identically to Initiative Order but the player who is the center of the arc pays a slightly higher price and the other players who are supporting their friend pay slightly less