Terms & Conditions for Legends Unbound

At Legends Unbound, we provide immersive Dungeons & Dragons experiences alongside custom-made products and digital services. These Terms & Conditions outline the rules and responsibilities for all purchases and participation, ensuring clarity, fairness, and compliance with EU law.

1. Custom-Made & Handmade Products

All custom-made and handmade products, including but not limited to custom dice, dice vaults, dice trays, miniatures, engraved items, and other personalized products, are non-refundable and non-returnable once production has started due to production based on customer specifications and immediate material and labor costs.

2. Order Cancellations

Orders may be cancelled within 24 hours of purchase for a full refund.
After 24 hours, production may have started and cancellation is no longer possible.
Cancellation requests must be sent to info@legendsunbound.nl.

3. Non-Returnable Items

The following items are non-refundable:

  • Custom-made or personalized products
  • Used or expired Hall Passes
  • Digital items and virtual goods
  • Gift cards
  • Downloadable content
  • Sale or discounted items

4. Defective or Damaged Products

If a physical product arrives defective or damaged (excluding shipping damage), you may request a refund or a remake. Requests must be submitted within 7 days of receipt and may require photo documentation. Refunds are processed within 14 days after approval.

5. Exchanges & Returns

5.1 In-Stock Products & Right of Withdrawal

  • For physical, non-custom products that are in stock, customers have a statutory 14-day cooling-off period in accordance with EU consumer law.
  • If an in-stock product is shipped before a cancellation request is received, the order can no longer be cancelled but may still be returned within the 14-day cooling-off period.
  • In such cases, the customer must notify Legends Unbound of the withdrawal and return the product at their own expense.
  • Refunds are issued after the returned item has been received and inspected.
  • Same-day or expedited shipping does not waive the customer’s statutory right of withdrawal.

5.2 Exchanges

Exchanges are only possible for defective items.

5.3 Return Conditions

Approved returns must be sent in original condition and packaging to:
Delacroixstraat 23, 1328 RC Almere, The Netherlands.

Return shipping costs are the responsibility of the customer.

Exchanges are only possible for defective items. Approved returns must be sent in original condition and packaging to:
Delacroixstraat 23, 1328 RC Almere, The Netherlands. Return shipping costs are the responsibility of the customer.

6. Hall Pass Policy

6.1 What is a Hall Pass

A Hall Pass is a digital multi-session pass used to book Dungeons & Dragons sessions. One strip equals 2 hours of gameplay; some sessions may require multiple strips.

Available tiers:

  • Bronze: 3 strips
  • Silver: 6 strips
  • Gold: 12 strips

6.2 Validity

Valid for 12 months from the date of purchase.
Expiration date visible in the user account and receipt.
Unused strips expire after this period.

6.3 Account Requirement

A Legends Unbound account is required to purchase and use a Hall Pass.
The account holder is the legal owner; the pass cannot be used without logging in.

6.4 Usage & Ownership

  • The owner must be present during sessions.
  • Other players may join invited by the owner.
  • Independent resale or transfer is prohibited. Misuse may result in suspension or invalidation without refund.

6.5 Availability & Booking

  • At least two Hall Pass–eligible play days per week are guaranteed.
  • Groups of 3+ may request alternative dates.
  • Sessions are booked online; a Discord is available for coordination.

6.6 Refunds & Cooling-Off

  • 14-day cooling-off period if no strips are used.
  • After first use or 14 days, Hall Passes are non-refundable.

7. Dungeons & Dragons Session Rules

7.0 Private Group Bookings & Deposits

  • Players may book private or alternative Dungeons & Dragons sessions by reserving an available time slot through the website during designated booking windows.
  • A refundable deposit is required at the time of booking.
  • The deposit equals the cost of the reserved time slots for one player, currently €19.95 per 2-hour time slot, or alternatively 1 Hall Pass time slot.
  • The booking party may include up to 6 players, with a minimum of 3 participants required for the session to proceed.
  • Final session costs are calculated per time slot and settled after the session, with the deposit deducted from the total.

Cancellations & No-Shows:

  • Bookings may be cancelled up to 24 hours before the session for a full deposit refund.
  • Cancellations within 24 hours forfeit the deposit due to preparation and scheduling costs.
  • Players have a 30-minute arrival grace period. Late arrival reduces available play time.
  • If no players arrive within 30 minutes, the session is cancelled and the deposit is forfeited.

7.1 Account Usage

  • Not required to participate in sessions.
  • Required to use Hall Passes, earn/spend gold, purchase digital items, and track progression.

7.2 Player Progression & Gold

  • Gold earned through quests.
  • Spendable on digital items linked to character and account.
  • Progression persists across sessions.

7.3 World Timeline & Shared Lore

  • Persistent world timeline.
  • Players choose what is shared publicly, school-only, or private.
  • Newly discovered locations may be named permanently.

7.4 Schools & Representation

  • Characters belong to one of four schools.
  • Players represent their school in quests.
  • School affiliation is permanent.

7.5 Character Death & Continuation

  • New character allowed with same gold/loot after death.
  • Death may trigger narrative choices affecting the world.

7.6 Character Creation & Balance

  • Use Legends Unbound system or official 2024 D&D rules.
  • Homebrew elements not allowed unless approved.
  • Characters reviewed for balance.

7.7 PvP & Player Conduct

  • PvP is not allowed.
  • Cooperation and storytelling emphasized.

7.8 Youth Campaigns

Separate campaign paths for younger players, same world but adapted content.

8. Dice Workshops (Jesmonite)

8.1 Workshop Nature

Legends Unbound offers hands-on dice-making workshops using Jesmonite materials. Participants mix pigments, pour the material into molds, and finish the dice after curing in a pressure pot. Workshops are creative experiences; final results may vary per participant.

8.2 Responsibility & Quality Disclaimer

  • Participants control their own mixing, pouring speed, and handling of materials.
  • Legends Unbound is not responsible for air bubbles, surface imperfections, color variations, or cosmetic flaws resulting from participant actions.
  • Such variations are inherent to the workshop format and are not grounds for refunds, remakes, or compensation.

8.3 Damage & Personal Property

  • Legends Unbound is not liable for damage to clothing, personal items, or property caused by workshop materials, including paint or Jesmonite.
  • Participants are advised to wear appropriate clothing.
  • Damage caused by dropping or mishandling finished dice is the sole responsibility of the participant.

8.4 Timing & Late Arrival

  • Due to pressure pot curing requirements, participants have a 15-minute arrival window.
  • Arrival later than 15 minutes results in forfeiture of the workshop ticket without refund.
  • Late arrival does not extend workshop duration.

8.5 Booking & Deposits

  • Workshops may be booked individually or via a reservation system similar to Dungeons & Dragons sessions.
  • Time windows are fixed and shorter due to material curing constraints.
  • Deposits and cancellation terms follow the same rules as outlined in Section 7.0 unless otherwise stated during booking.

8. Privacy Policy

8.1 Who We Are

Website: https://legendsunbound.nl

8.2 Personal Data Collected

  • Account registration (name, email)
  • Hall Pass purchase data
  • Character, gold, and item progression
  • Timeline choices, world interactions, in-game decisions
  • Uploaded media

8.3 Purpose of Data Processing

  • Facilitate session booking and Hall Pass usage
  • Track progression and gold
  • Maintain persistent world data
  • Communicate updates and notifications

8.4 Data Sharing

  • Discord servers for coordination
  • Third-party payment processors
  • Shipping providers for physical goods
  • Data never sold

8.5 Data Retention

  • Account and progression data for life of account
  • Hall Pass usage tracked for 12 months
  • Deleted on account closure unless legally required

8.6 User Rights (GDPR)

  • Access and export data
  • Request correction or deletion
  • Withdraw consent or object to processing
  • Contact info@legendsunbound.nl

8.7 Security Measures

  • Secure storage with encryption where applicable
  • Limited access to authorized staff
  • Reasonable technical and organizational measures

9. Immersive Technology Disclaimer

  • Custom-built digital D&D board with dynamic lighting, 3D audio, physical object interaction, and real-time world responses.
  • Spontaneous player actions may not be implemented immediately; world changes applied in future sessions.

10. Force Majeure

  • Illness, technical failure, or circumstances beyond control may lead to rescheduling.
  • Refunds not guaranteed; reasonable alternatives offered.

11. Limitation of Liability

  • No liability for indirect, special, incidental, or consequential damages.
  • Total liability limited to amount paid for the product or service.

12. Disputes & Applicable Law

  • Governed by laws of the Netherlands.
  • Exclusive jurisdiction of Dutch courts.
  • Contact info@legendsunbound.nl for amicable resolution.

13. Acceptance of Terms

By purchasing products, Hall Passes, or participating in sessions, you agree to these Terms & Conditions.

You have: 0 gold pieces

Smoke Bomb

A small glass sphere that bursts into thick smoke on impact, obscuring vision and creating an opportunity to escape or reposition. Effect: Creates a 10 ft radius heavily obscured area for 1 round (or until dispersed by strong wind).
Price:
G 5
In stock: 4
Total: 5 G

Throwing Knives (Bundle of 3)

Light weapons designed for throwing rather than melee combat. They have a longer range than daggers but are less effective up close. Effect: Deals 1d6 piercing damage when thrown, or 1d4 piercing damage in melee.
Price:
G 2
In stock: 5
Total: 2 G

Pickaxe

A sturdy but well-worn pickaxe used by miners, explorers, and treasure seekers. Though not built to last forever, it is perfectly suited for breaking open mineral veins and harvesting valuable resources hidden within stone. Effect: Can be used to gather from 1d2 resource nodes before the pickaxe breaks. Each successful gathering attempt counts toward its durability. Once its uses are expended, the pickaxe becomes unusable.
Price:
G 5
In stock: 2
Total: 5 G

Rope

As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.
Price:
G 2
In stock: 8
Total: 2 G

Potion of Healing

This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.
Price:
G 100
In stock: 1
Total: 100 G

Fire Arrow

This arrow is tipped with an alchemically treated head that ignites upon impact, releasing a burst of searing flame. Sparks and heat spread across the wound, dealing additional fire damage to the target.
Price:
G 15
In stock: 2
Total: 15 G

Arrows (20)

Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Price:
G 2
In stock: 99
Total: 2 G

Shovel

Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.
Price:
G 5
In stock: 5
Total: 5 G

Javelin

This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Price:
G 8
In stock: 5
Total: 8 G

Glacierfang Longsword

A blade forged in glacial ice, its edge forever rimmed with frost. Each strike carries the quiet stillness of winter. Effect: +1 to attack and damage rolls. Deals +1 cold damage on hit. Frozen Aegis (1× per day): As a bonus action, you surround yourself with icy shards for 3 rounds: Gain +2 AC. When a creature hits you with a melee attack, it must succeed on a DC 11 CON save or have its speed reduced by 10 ft until the end of its next turn.
Price:
G 250
In stock: 1
Total: 250 G

Frostborne bow

Forged in eternal winter, this pale bow exhales faint frost whenever drawn, rewarding calm and precise shots. Effect: +1 to attack and damage rolls. Frozen Conjuration (1× per day): Summon 3 Ice Arrows as a bonus action (last 1 minute). Ice Arrows: Deal normal damage + 1d4 cold damage. Target’s speed reduced by 10 ft until the start of your next turn. Arrows melt after use.
Price:
G 200
In stock: 2
Total: 200 G

Scroll of Frozen Touch

Thin parchment covered in pale blue runes that chill the air as they glow. Effect: Cast Ray of Frost (1d8 cold damage, target’s speed reduced by 10 ft until next turn). The scroll is consumed after use.
Price:
G 50
In stock: 1
Total: 50 G

Scroll of Ember Spark

A small scroll sealed with red wax that releases a burst of flame when read aloud. Effect: Cast Fire Bolt (spell attack, 1d10 fire damage). The scroll is consumed after use.
Price:
G 25
In stock: 1
Total: 25 G