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Dragon Carnival (Softback)
Session Zero shouldn't feel like paperwork. This one's as fun as a… well… carnival.
Nobody's first D&D session should feel like filling in a tax return. Five thousand words of backstory before anyone's rolled a single die? Fuck that! In Dragon Carnival, your players build their characters by actually playing — jousting on giant rats, arm-wrestling an ox that could probably arm-wrestle a god, bluffing their way through a game of cards with a mysterious mage, and getting their future told by a blind fortune-teller who sees their class and background in her tarot cards.
Then, when the ringmaster runs out of tricks, your players get shoved into the arena for their first proper fight: a Wood Dragon.
Whose silly idea was it to make a creature that breathes flame out of wood? Oh, yeah, that was me.
What you're actually getting:
Character creation that happens through play, not paperwork
Over 20 carnival mini-games — jousting, tug-of-war, pie-eating contests, a bronco that will absolutely throw someone off it
4 new playable races, 12 new zodiac feats, and enough magic items to make your players giddy
3 arena fights, with bonus monsters if the carnival ever comes back to town
A brand new Cleric domain and Ranger subclass, for people who like their fortune-telling with a side of stat block
A gaggle of NPC mentors to adopt your players and mentor them as they level up
A full custom battle map, ready to drop straight into your table
Heads up: it's a bit cheeky throughout — nothing explicit, but a few near-the-knuckle jokes worth a glance before you run it for younger tables.
On a more serious note, we've sold a lot of these over the years. Why? Because it makes your first session fun. People tell us it's brilliant for introducing new players to D&D — that's why you'll find it's a favourite of charities, gaming cafés, school clubs and new DMs.
Session Zero shouldn't feel like paperwork. This one's as fun as a… well… carnival.
Nobody's first D&D session should feel like filling in a tax return. Five thousand words of backstory before anyone's rolled a single die? Fuck that! In Dragon Carnival, your players build their characters by actually playing — jousting on giant rats, arm-wrestling an ox that could probably arm-wrestle a god, bluffing their way through a game of cards with a mysterious mage, and getting their future told by a blind fortune-teller who sees their class and background in her tarot cards.
Then, when the ringmaster runs out of tricks, your players get shoved into the arena for their first proper fight: a Wood Dragon.
Whose silly idea was it to make a creature that breathes flame out of wood? Oh, yeah, that was me.
What you're actually getting:
Character creation that happens through play, not paperwork
Over 20 carnival mini-games — jousting, tug-of-war, pie-eating contests, a bronco that will absolutely throw someone off it
4 new playable races, 12 new zodiac feats, and enough magic items to make your players giddy
3 arena fights, with bonus monsters if the carnival ever comes back to town
A brand new Cleric domain and Ranger subclass, for people who like their fortune-telling with a side of stat block
A gaggle of NPC mentors to adopt your players and mentor them as they level up
A full custom battle map, ready to drop straight into your table
Heads up: it's a bit cheeky throughout — nothing explicit, but a few near-the-knuckle jokes worth a glance before you run it for younger tables.
On a more serious note, we've sold a lot of these over the years. Why? Because it makes your first session fun. People tell us it's brilliant for introducing new players to D&D — that's why you'll find it's a favourite of charities, gaming cafés, school clubs and new DMs.