Played Baldur's Gate 3? See how it comes to life around a real tablePlayed Baldur's Gate 3? Start here
The Academy of DungeoneeringStory games for working teams

Games

Find your next adventure.

A dragon to face. A starship to bring home. A suspicious number of bears in excellent hats.

Choose the kind of story you want to be part of. We'll help you find a game that suits your group, explain the rules as we play and get everyone involved. No one needs to have played before, buy a rulebook or arrive with a finished character.

These are our three-hour standalone adventures. You can also ask about a team-development session or help starting a campaign of your own.

Ink-and-watercolour drawing seen from above: a meeting table with a character card at every place, one card being passed across, a tray of dice in the middle and a game master's screen standing open at the head of the table.
Ready-made characters, or your own.

The games

Five ways in.

A snapped rope bridge over a chasm on the corner of a map, with two amber eyes peering up from the dark, beside a coil of rope, a glowing scroll and a twenty-sided die.

Dungeons & Dragons

The bridge is broken. Something is moving beneath it. Your wizard has a spell, your fighter has a rope, and somebody has suggested a plan involving both. Step into a world of monsters, magic and bold decisions. You choose what your character attempts; I guide the rules, bring the world to life and help you discover what happens next.

  • Heroic fantasy
  • Three hours
  • Ready-made characters
  • No experience needed

Played Baldur's Gate 3? See how it compares

A gold and a dusk-blue twelve-sided die in front of a mountain village under a storm cloud, with a ribboned letter and a small lantern.

Daggerheart

The storm has cut off a mountain village. You have a promise to keep, a difficult road ahead and companions with very different ideas about how to get there. Daggerheart gives us heroic fantasy shaped by the people around the table. Its Hope and Fear dice bring triumphs and complications, while your characters' abilities give you ways to help one another through.

  • Character-led fantasy
  • Three hours
  • Ready-made characters
  • No experience needed
A big jar of honey with a dripping dipper, a small fedora and dark glasses on its lid, a vault blueprint and a lock pick.

Honey Heist

You have a plan, a getaway route and a very convincing hat. You are also a bear. So is everybody else on the crew. Somewhere ahead is enough honey to make this whole damn operation worthwhile. Get past security, keep your criminal instincts sharp and resist eating the evidence. A ridiculous caper played with absolute seriousness, until somebody remembers they can simply maul the door.

  • Comedy heist
  • Three hours
  • Very light rules
  • No experience needed
A brass model starship, a communicator with a glowing button and a heart-shaped crystal, with a streak of amber light curving past a ringed planet.

Lasers & Feelings

Status report: unfamiliar star system. Unidentified vessel approaching. Captain unavailable. You have the bridge. Whether this becomes first contact, a rescue mission or an interstellar diplomatic incident is largely down to you. Lasers & Feelings gets us into space with a handful of dice and very little to learn. Bring a cool head, a persuasive argument and a healthy suspicion of anything described as perfectly safe.

  • Space adventure
  • Three hours
  • Very light rules
  • No experience needed
A toy helicopter on a tall stack of casino chips, a playing card and aviator sunglasses, in front of a soft cartoon explosion cloud.

Never Stop Blowing Up

Save the scientist. Steal the helicopter. Explain later why the helicopter is inside the casino. Never Stop Blowing Up is an action blockbuster built around your team's increasingly outrageous decisions. Expect reckless stunts, unlikely escapes and plans that get louder as they go wrong. Work together, take the leap and try to save the day with at least some of the building still standing.

  • Action-film mayhem
  • Three hours
  • Ready-made characters
  • No experience needed

How the games work

One table, a shared story.

You decide what your character tries. The game master describes the world, plays the people you meet and guides the rules. Your choices, the game's mechanics and the consequences of each attempt shape what happens next.

You can speak as your character or simply describe what they do. Voices and acting are optional.

Ready-made characters are the default, so nobody has to prepare. If you'd rather make your own, you can, within what the game's rules allow: tell us when you book.

How Mark runs a table

Make it the right session for your group

Tell us whether you're planning a game with friends, an after-work adventure or a team-development session. We'll recommend a game and a scenario that fit.

Standalone adventures run for three hours, including the introduction to the game. Our three-hour team-development sessions also include a debrief, with a written follow-up afterwards, so we choose the adventure to fit that format.

If you'd like horror, we'll discuss the tone and themes beforehand. We also agree what character death would mean for the session, including whether anyone might finish playing before the rest of the group.

See how a team-development session works

Want to keep playing?

We can help your group establish a campaign, run the first session and hand it over to a GM from your own group. You can identify that person before we start or choose them after you've seen how the game works.

Start a campaign

Dungeons & Dragons belongs to Wizards of the Coast, Daggerheart to Darrington Press, Honey Heist to Grant Howitt, Lasers & Feelings to John Harper, and Never Stop Blowing Up to Dropout. The Academy of Dungeoneering isn't connected with any of them.

Book an adventure

Pull up a chair.

Sessions are available in Cambridge, London and online. We come to your office or chosen venue, with travel included in Cambridge and London. Sessions elsewhere are available by arrangement, with an additional travel fee agreed before booking. Need a space? We can arrange a suitable venue for an additional fee.

Email us with your group size, two or three possible dates, where you'd like to play and any game that has caught your eye. We'll agree the format and complete price before you book.

hello@academyofdungeoneering.com

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The Academy's house dragon: a small dragon curled asleep on a stack of old books beside a lit candle, one eye half open.