210 Great Oaks Trail, Wadsworth, OH 44281
D&D w/ Sellsword
Join Sellsword and others every 3rd Sunday from 2-6p EST for D&D 5th Edition: Spelljammer.
You fly for Astral Acquisitions Inc. aboard the famed Starchaser, piloted by renowned Captain Elaina Sartell, based out of the floating astral city of Bral.
Astral Acquisitions Inc. is well known for mercenary, collection, repossession, and acquisition work throughout Wildspace, doing what other companies cannot or refuse to do.
They are adventurers, explorers, treasure-seekers, and heroes! Do you have what it takes to live up to the name?
Spelljammer, "West Marches" style campaign.
The Spelljammer setting is a high-fantasy world where classic D&D adventures take place in space! Sailing ships are propelled by, and space travel is facilitated by, fantastical magic. There is mystery, adventure, space pirates, ship-to-ship battles, and planets to explore. The setting is a good mix for both fantasy and sci-fi lovers.
In a West Marches style campaign, the dungeon master designs the setting, creating a map and general story, and then fills it with locations to explore, rumors to follow, and quests to accept! Furthermore, each session doesn’t always drive a single overarching plot, but an overarching environment. Each session is an exploration, chosen by the players, of quests, story plots, rumors, or locations posted by the Dungeon Master (DM). This means the players drive and affect the plot and setting, making the campaign dynamic.
Furthermore, a DM of a West Marches campaign sets the times that they are available to run a game, and the pool of players decide on the group via sign-ups, and then select a quest or rumor to pursue, or location to explore. If a session ends before a quest is completed, that quest is reopened for another group to attempt (could be the same group), but the quest, and thus our setting, will have changed based on the progress of the last group.
- The D&D 5E rules are guidelines. The DM may not always follow them to the letter as long as it benefits the narrative or flow of the game. If you are creative or enthusiastic, the DM may let you bend the rules as well. You may kindly remind the DM of the rules, but please, no Rules Lawyers.
- Gameplay sessions are typically 3-4 hours long from beginning to end. After that time, the adventure immediately ends and the party is returned to their basecamp. That quest is then available to be tried again or by another group.
- With the limited time to play, please stay present in the game, be discerning and quick when your turn arrives, and be courteous during another player’s turn. We strongly recommend you study the rules, and your character’s abilities and spells between games! If you have minions, summons, or companions, you must have their character sheets open and ready to go before a session. Characters with too many summons/companions that slow down gameplay will be addressed by the DM.
- Character Death: In general, the DM doesn’t ever plan to permanently kill your character, ever. If the time comes where your character would normally be faced with death, we leave it up to the player and DM to decide what the ramifications of “death” look like in that instance. Your character could alternatively be left with a crippling wound or scar or trauma, but it will always be up to you when you permanently shelf your character.
- Spell Scrolls: Anyone can use a spell scroll, if you are proficient in the proper skill. If the spell on the scroll is on your class’s spell list, no check is required. If the spell on the scroll is on the artificer, sorcerer, warlock, or wizard spell list, you must make an Arcana check. If the spell on the scroll is on the bard spell list, a Performance check. If the spell is on the cleric or paladin spell list, a Religion check. If the spell is on the druid or ranger spell list, a Nature check. The DC to cast a spell from a scroll is 10 + the spell’s level. Outside of combat, you usually do not need to make a check.