Tabletop adventures

Dungeons & Dragons

Forge your legend, roll the dice and enter the realm — whether you're a seasoned Dungeon Master or a first-time adventurer.

New to the table?

What is Dungeons & Dragons?

Dungeons & Dragons is a collaborative tabletop role-playing game. Instead of a board, the game happens in everyone's imagination. One person, the Dungeon Master (DM), describes the world, plays all the characters you meet and keeps the story moving. Everyone else creates a character — a hero with their own skills, personality and quirks — and decides what that character says and does.

When the outcome of an action is uncertain — leaping a chasm, charming a guard, dodging a mechanical dragon — the dice decide. There's no single winner: the group succeeds (or hilariously fails) together, and the story is something you all write as you play.

No experience needed · Dice and character sheets provided at the table [to be confirmed]

At the festival

Drop-in D&D sessions

Dungeons & Dragons featured among the all-day activities of the 2026 programme. Details for 2027:

When

[Session times to be confirmed]
Where
[Venue to be confirmed]
Dungeon Masters
[DM names to be confirmed]
How to join
[Sign-up details to be confirmed] — in the meantime, contact us.
Cost
[To be confirmed]
See it in the schedule

How to play

The basics in five minutes

Make a character

Choose a name, a race (your people — human, elf, dwarf and more) and a class (your calling — fighter, wizard, rogue…). Six ability scores describe what you're good at: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.

Classes in a nutshell

Fighters and barbarians hit hard and take hits. Rogues are sneaky and skilful. Wizards and artificers bend arcane science. Clerics heal. Bards inspire. Pick whatever sounds fun — there's no wrong answer.

The d20 roll

Most actions use the twenty-sided die. Roll it, add your modifier (a bonus from your ability score), and compare the total with a difficulty number set by the DM. Meet or beat it and you succeed.

Turns & combat

When a fight breaks out, everyone rolls for initiative to set the order. On your turn you can move and take one action — attack, cast a spell, dash, hide or help a friend. Damage reduces hit points (HP).

Talk, explore, imagine

Combat is only part of it. You'll solve puzzles, explore strange places and talk your way out of trouble. Describing what your character does is half the fun.

Table manners

Be kind, share the spotlight, and follow the DM's lead. Everyone at the table — new or experienced — is there to have a good time together.

Animated guide

How a turn works

  1. Step 1

    The DM sets the scene

    “A brass golem blocks the bridge, steam hissing from its joints. What do you do?”

  2. Step 2

    You declare an action

    “I'll try to slip past it and pull the lever on the far side.”

  3. Step 3

    The DM calls for a roll

    That's tricky — the DM asks for a Dexterity check against a difficulty of 13.

  4. Step 4

    Roll the d20 + modifier

    You roll 11 and add your +3 Dexterity modifier: 14. That beats 13!

  5. Step 5

    The DM narrates the result

    “You duck under its swinging arm and haul the lever. The golem shudders to a halt.” Next player's turn!

Interactive

Brass dice tower

Pick a die and roll!

    Interactive

    Character forge

    A random level-1 hero with steampunk flair. Ability scores use the classic “roll four six-sided dice, drop the lowest” method.

    Mini-adventure

    The Case of the Stolen Chronotron