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Tuesday Night D&D Adventurers League
Grab your rations and sharpen your dice—Tuesday nights are for legends.
This weekly Dungeons & Dragons Adventurers League session kicks off Season 5: Storm King’s Thunder, beginning with the treacherous (and beloved) Black Road module. Giants stir. Trade routes burn. Fate awaits.
Adventurers League is an official, drop-in style D&D program where you can come solo or bring a friend, jump into a structured campaign, and make new friends at the table while your character’s story grows week to week.
Details:
Load-in begins at 5:30pm
Adventures begin at 6:00pm sharp
18+
Sessions run 2–3 hours
Tables limited to 6 players per session
Other Information:
Walk-ins are welcome, but online tickets are preferred. This is a recurring weekly event, and while consistency is encouraged, you’re not locked into the same table week after week—play how your story unfolds.
Whether you’re a battle-hardened hero or rolling your very first character, come ready to roleplay, roll initiative, and maybe—just maybe—survive the Black Road.
(No promises. The dice decide.)
Grab your rations and sharpen your dice—Tuesday nights are for legends.
This weekly Dungeons & Dragons Adventurers League session kicks off Season 5: Storm King’s Thunder, beginning with the treacherous (and beloved) Black Road module. Giants stir. Trade routes burn. Fate awaits.
Adventurers League is an official, drop-in style D&D program where you can come solo or bring a friend, jump into a structured campaign, and make new friends at the table while your character’s story grows week to week.
Details:
Load-in begins at 5:30pm
Adventures begin at 6:00pm sharp
18+
Sessions run 2–3 hours
Tables limited to 6 players per session
Other Information:
Walk-ins are welcome, but online tickets are preferred. This is a recurring weekly event, and while consistency is encouraged, you’re not locked into the same table week after week—play how your story unfolds.
Whether you’re a battle-hardened hero or rolling your very first character, come ready to roleplay, roll initiative, and maybe—just maybe—survive the Black Road.
(No promises. The dice decide.)

