Once registered, your young adventurer will be assigned a cabin. Upon arrival, you will go through Check-In to make sure all of your paperwork is in order, pick up any costuming or foam weapons you ordered, and meet the counselors. Once settled into the cabin, campers will then meet in the tavern for a Pre-Game meeting. It is very important that all campers are familiar with the rule system before attending this meeting. Some rule clarification will be given, but most of the time will be spent discussing safety and procedures. After a tour of the grounds, adventurers will approach the Gate of Destiny and enter the realm of Sidleterra…which is where and when the adventure begins!
Activities
During their stay in Sidleterra, campers will participate in many activities designed to entertain, educate, and be very pertinent to the game. Here is just a sampling of what they will learn:
- Armor Making: Our Armor Smith will help campers create their own pieces of chainmail or leather armor. They will learn the techniques and equipment necessary for starting their own suit of armor and bring it home. Each camp session, they can add on to what they have already made, expanding pieces into full sets of their own customized armor.
- Giant Chess: Adventurers can play (or learn to play) chess on our Giant-Sized Chess Board…but Chess against a Werewolf can be “interesting” to say the least.
- Weapons Training: After visiting the Master-At-Arms, Adventurers learn how to use their Foam Weapons, and incorporate team tactics so that their group can withstand the hordes of monsters and undead that plague the village.
- Riddle Solving: The Librarian will help Adventurers learn about the history of the town, and why it is haunted by evil creatures. Adventurers can search the scrolls for answers…but first they need to learn Latin!
- Unlocking Mythology: What are the differences between an Asian Dragon and a European Dragon? What does the African Kalanoro look like? Answers like these are important keys to solving mysteries, discovering treasure, and restoring peace to the land.
- Potion Mixing: Our Alchemy Guild will help Adventurers brush up on chemistry and mix up various potions that might seal the tombs, identify cursed treasure, or unveil secret messages.
- Treasure Hunting: To rid the land of evil, your young Hero must gather ancient items and unlock their mysteries to help them in their plight against the dark forces that terrorize the villagers.
- Storytelling: What good is a grand adventure if you don’t have a chance to brag about it? Adventurers learn how to weave a fantastic tale and help the local scribe record their deeds in the giant tome so that their adventures are preserved for years to come. Reading a book is fun, but imagine campers returning to camp years later to see their character mentioned in the history of this grand adventure!
- Dungeon Crawling: Does your Adventurer need some action? There’s always something going on in the deep, dark, haunted dungeons that hold treasure, monsters, and, quite possibly, death traps!
Visit our Photo Gallery to get an idea of the various activities and exciting experiences waiting for your adventurer.