The first Dungeons & Dragons game was played back when Gary Gygax and Dave Arneson chose to personalize the massive battles of their fantasy wargames with the exploits of individual heroes. This inspiration became the first fantasy roleplaying game, in which players are characters in an ongoing fantasy story. This new kind of game has become immensely popular over the years, and D&D has grown to include many new ways to vividly experience worlds of heroic fantasy.

The core of D&D is storytelling. You and your friends tell a story together, guiding your heroes through quests for treasure, battles with deadly foes, daring rescues, courtly intrigue, and much more. You can also explore the world of Dungeons & Dragons through any of the novels written by its fantasy authors, as well as engaging board games and immersive video games. All of these stories are part of D&D.

At Mr. Bills, we are committed to fun!  Come every week, come once a month, it's YOUR game!  We will be playing a very episodic series, beginning and ending each session in a town of the DM's creation.  Build your characters and come ready to play!  If you are a newbie, we can help you character build too!  Contact us for more information!

Every Thursday, come prepared to exercise that imagination of yours!  Here is more information about our gameplay here at Mr. Bills: 

The west marches of Rakissund – An episodic 5th edition D&D experience

Go West brave soul. For the wanderer, the treasure hunter, the adventurer, the vagabond…… Whatever you wish to call yourself, the west calls to you. There is no place for you in the civilized world. Danger, adventure, and the promise of riches beyond imagination await you, out west.

Setting information

Location: The Western border of the kingdom of Trake, in the town of Hearth.

Theme: Dark gritty fantasy mixed with Robert Howard style Sword and Sorcery. Low magic, lots of death. The kingdoms to the east are relatively safe

The town of Hearth lies on the border of an ancient forest, a dark forest, known to most as the . Here the trees grow tall, and large. The wilds of this ancient forest are untamed and dangerous. Venturing more than a mile into its depths is understood by the common folk and ruling classes alike to be a death wish. Only fools and treasure hunters go into the wilds, and it’s never seen as a wise choice. Neither have much of a life expectancy in this world.

That being the case, some of the continent’s most powerful and influential people were once treasure hunters. Some even journeyed out of Hearth, just as you are about to do, and discovered their legacy in the wilds. They shaped it, through determination, blood, iron, and fell magics. What they had to experience though to shape that legacy, shaped them in return. No one ventures into the wilds and returns unchanged. It is a fell thing, and most avoid it. Through fear, or respect. Which will you command?

Characters will die. This is a certainty in a setting like this. However, if a character is smart, quick on his feet, and has some luck, then he may live to see the next day, and the next after that, and that. Legacies can be born in the West Marches of Rakissund. Will you be one of those legacies? Or will you end up as one body amongst countless others in the forgotten dungeons of the ancient world? Why don’t we find out?

Class and race restrictions

Character stats will be rolled at the table before the game starts!

The standard roll 4 d6 and drop the lowest method will be used. Don’t worry if that doesn’t make sense now, it will when we roll your character.

All core and common races are allowed, these include: Human, Elf, Dwarf, Halfling

Uncommon races are allowed by DM approval. These include: Half-orc, Gnome, Half-Elf, Tiefling

A word of note on uncommon races. They are uncommon for a reason, so you need a good reason to be playing one. Developed character ideas before creation is encouraged. Come to the table with something in mind. However, be aware that this is a dark, gritty, low magic world. If you play a half orc, people likely won’t like you. Prejudice and racism exist, and being an adventurer is bad enough. The deck is stacked against you. Some of us enjoy that all the more though.

Dragonborn and drow are banned as player races. Dragonborn simply do not exist in the world, Drow wouldn’t fit into the game type very well, as they would be run out of town if their race were ever discovered.

There are no class restrictions

Alternate 5th edition rules in effect

Any questions about what these mean will be addressed by the DM

- Rest variants: Gritty realism.  Short rests are 8 hours and long rests are 7 days. This slows down everything in the game, so be careful. However this variant fits the theme of this style very well.

-Healing variant: Slow Natural Healing & Healers kit dependency. Healers kits, they are good, have them. No, you can’t have all your hp back right away. Play smart, or die in the wilds.

-Sanity score, as well as Fear and Horror checks. This setting is a mix between Dark fantasy and Sword and Sorcery. We will have the sanity score around incase any characters develop long term madness effects.

-Lingering injuries: The life of an adventurer isn’t easy, and you will likely pick up some scars to remember along the way. Just try to not lose an eye while you’re at it.

-Massive damage: You might just die if the red dragon engulfs you in its immolating breath, even if you still have hp after it.

D’Artagnans rules of conduct at the table (Read and understand before committing to play)

Respect yourself and others at all times. Roleplaying is largely about comfort. Everyone is welcome at the table as long as they can play nice with others, and not create hostile or uncomfortable environments
Don’t hog the spotlight. We are engaging in collaborative storytelling. Collaborative is a keyword here. We play together or not at all.
A players dice are sacred. Do not touch another players dice without permission.
I care not what alignment you plan to play, but there has to be party cohesion. Your overall goals and motivations are your own, but don’t come into things planning on treachery and backstabbing. It makes for a poor play environment. If you are playing en evil or morally dubious character, remember that your fellow party members are your greatest assets. Don’t squander them.
Keep your attention focused on the game. Table chatter and out of game conversations at the table is to be kept to a minimum. The DM will not repeat himself if details are missed due to negligence.
Roleplaying is encouraged. Talking in character and acting in character are things we like to see!
Have fun!


Sessions will typically run 4 hours in length, which may vary from session to session depending on how the game progresses. If you want to play in the West Marches, we ask that you are prepared for a 4 hour commitment from the determined start time.

Having your own dice and rulebooks is not required, but it is encouraged. The shop has these in abundance if you grow tired of borrowing from your friends.

Do not fret if you have no table top roleplaying experience whatsoever. New players and veterans are invited to take part in the experience.