Roll for Initiative — West Allotment Wildlings Enters the Dungeon
- Stephen Ramsey
- 6 days ago
- 5 min read
The Wildlings have always been about one thing: getting great games to the table and building a community around them. Warhammer. Age of Sigmar. Trench Crusade. Dungeon Crawlers. Batman. We've never been a club that turns its nose up at anything with good rules, a great story, and a reason to gather round a table with people you like.
So it was only a matter of time before we rolled for initiative.
West Allotment Wildlings is officially adding Dungeons & Dragons to our roster — and our first session goes live at Bay Games, Whitley Bay on Tuesday 30th June 2026, 6pm.

Backed by the Best
This isn't something we've thrown together overnight. Our D&D programme at Bay Games has the full support of Bay Games — without whose enthusiasm, space, and backing this simply wouldn't be happening. They been an incredible ally in bringing this to Whitley Bay, and we're genuinely grateful to have a venue partner who gets what we're trying to do.
We're also proud to say that our D&D sessions carry the support of Hasbro — the publisher behind Dungeons & Dragons — giving this programme an official seal of approval that we're enormously proud of. For a community club like ours to have that kind of backing behind us is extraordinary, and it speaks to what the Wildlings have built.
Between Bay Games, Hasbro, and the Wildlings community — this is D&D done properly.
Why D&D? Why Now?
If you've spent any time at the Wildlings, you'll know we love a narrative. Whether it's the Crusade campaigns of our 40K league, the twelve-month arc of our Trench Crusade Search for Salvation Lost, or the story-driven delves of Dungeon Crawler Friday, we've always gravitated toward games where the dice tell a story rather than just decide a winner.
Dungeons & Dragons is the original version of that idea. It's where the concept of a shared narrative tabletop experience was born, and for decades it's been the gateway that's brought more people into this hobby than anything else. We think there's a place for it at the Wildlings — and more importantly, we think the Wildlings community is exactly the kind of place where D&D can thrive.
Good games deserve good people around the table. We've got those in abundance.

Everyone is Welcome at This Table
One of the things we're most excited about with this venture is that it opens the door beyond the Wildlings membership. You do not need to be a WAW member to join us at Bay Games for D&D — non-Wildlings are not just welcome, they are actively encouraged to pull up a chair.
D&D has always been a game that grows communities from scratch. If you've been curious about tabletop gaming but never had a way in, this is your way in. If you're a seasoned adventurer looking for a regular table, this is your table. If you have a friend who keeps saying they want to try D&D — bring them along. The more the merrier, within our table cap of six.
The Wildlings ethos has always been one of inclusion — a community where skill level doesn't matter and enthusiasm does. That ethos doesn't change just because we've swapped miniatures for character sheets. If anything, D&D is the purest expression of it.
How It Works — One Shots to Start
We're beginning the campaign the smart way: one shots.
For the uninitiated, a one shot is a self-contained D&D adventure that begins and ends in a single session. No commitment, no sprawling multi-year saga to navigate from session one, no feeling like you've missed the bus if you can't make every date. You turn up, you play, you have a brilliant evening, and you go home. Simple as that.
This format is a perfect fit for who we are as a club. The Wildlings has always been a place you can dip in and out of — come for Dungeon Crawler Friday one week, catch an Age of Sigmar game the next, paint something the week after. D&D at WAW is going to work the same way. Each session at Bay Games stands on its own. You're always welcome at the table, whether it's your first time holding a d20 or your thousandth.
Think of it as an open tavern. The door is always unlocked.

The Quest — Winter's Daughter
Our opening adventure is Winter's Daughter by Necrotic Gnome, set in the weird fairy tale wilderness of Dolmenwood — a forest where the boundary between the mortal world and the immortal realm of Fairy grows dangerously thin.
The tomb of an ancient hero lies sealed beneath a burial mound, deep in the tangled woods. Wild roses cling to the granite entrance. Strange voices carry from a nearby ring of standing stones. Inside, the ghost of Sir Chyde — a near-mythical warrior from the ancient war between mortals and fairies — still kneels before the portrait of his love: Princess Snowfall-at-Dusk, a fairy princess imprisoned beyond the veil, waiting with the patience only immortals possess.
A magical ring. A love that defies death. A dungeon full of things that very much want to stop you reaching the bottom of it.
Winter's Daughter is the ideal first adventure for the Wildlings. It's atmospheric, beautifully written, and rewards clever thinking over brute force. It's also the kind of story that fits our ethos perfectly — it's not just a dungeon bash. There's genuine heart to it. Old school D&D at its finest.

Your Dungeon Master
Your guide through the darkness is Stephen — your friendly neighbourhood Wildlings admin and Dungeon Crawler Friday host. Running games at the club for years, Stephen is genuinely excited to bring D&D into the fold.
Expect old-school DM style: the dungeon is dangerous, the world doesn't pull its punches, and not every encounter is designed to be won. Stealth, diplomacy, lateral thinking, and the occasional spectacular act of cowardice are all perfectly valid strategies. The dice tell the story — Stephen is just here to describe what happens when they do.
Come ready to make decisions, ask questions, and try things. The rest will take care of itself.
The Longer Vision — Forging a War Party
The one shots are the beginning, not the destination.
Once we've had a few sessions at Bay Games and found our footing — once we know who's at the table, who loves the game, and who keeps turning up — we'll start looking at building something bigger. A proper campaign. A party with history, characters with arcs, and a world that changes based on what you do in it.
We're calling that process finding our war party.
When the right group of adventurers has assembled — when the rogue, the cleric, the fighter and the wizard have all proven themselves in the one shots — we'll sit down and talk about what a longer Dolmenwood campaign looks like for the Wildlings. That's when things get really interesting.
But first, the tomb.

How to Join
Sessions run every two weeks on Tuesday evenings at Bay Games, Whitley Bay, starting 30th June 2026 at 6pm. Tables are capped at 6 players — this is intentional. D&D works best when everyone gets time in the spotlight.
Wildlings member or not — you are welcome here. Here's how to secure your seat:
Step 1: RSVP on our events page here on the WAW website so we know you're coming.
Step 2: Head to Bay Games and grab your ticket directly.
No experience required. No character sheet needed in advance — we'll have everything on the night. Just turn up ready to roll.
The dungeon is open. The ghost is waiting. The ring won't retrieve itself.
Roll for initiative, Wildlings.





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