Join the Company of Strangers on a test mission in Dungeon 01, the notorious ruin curated for fledgling adventurers. Training turns into a fight for survival as the dungeon holds undiscovered dangers.
Description:
Dungeon 01 is one of many ruins and crypts that the guild maintains to test the will and ingenuity of new recruits. The Company of Strangers intended for such a dungeon to be dangerous enough to prepare adventurers that have the potential to be proper guild members, and as such some groups return with casualties or on some occasions, don't return at all. Once the dungeon has been vacated, the guild relies on years to populate their ruins with vermin, monsters, and sometimes villainous organizations who seek the ruin for its strategic value. Sometimes a more powerful evil takes hold of it than planned. Argha the mad, the half-blind Gnoll and sole-survivor from her party, now vets trainees for introductory missions. With a heavy heart she sends you and your party to Dungeon 01 in order to receive your guild membership. Will you succeed where others failed? Will you even return alive?
Join the Company of Strangers on a test mission in Dungeon 01, the notorious ruin curated for fledgling adventurers. Training turns into a fight for survival as the dungeon holds undiscovered dangers.
Description:
Dungeon 01 is one of many ruins and crypts that the guild maintains to test the will and ingenuity of new recruits. The Company of Strangers intended for such a dungeon to be dangerous enough to prepare adventurers that have the potential to be proper guild members, and as such some groups return with casualties or on some occasions, don't return at all. Once the dungeon has been vacated, the guild relies on years to populate their ruins with vermin, monsters, and sometimes villainous organizations who seek the ruin for its strategic value. Sometimes a more powerful evil takes hold of it than planned. Argha the mad, the half-blind Gnoll and sole-survivor from her party, now vets trainees for introductory missions. With a heavy heart she sends you and your party to Dungeon 01 in order to receive your guild membership. Will you succeed where others failed? Will you even return alive?
Join the Company of Strangers on a test mission in Dungeon 01, the notorious ruin curated for fledgling adventurers. Training turns into a fight for survival as the dungeon holds undiscovered dangers.
Description:
Dungeon 01 is one of many ruins and crypts that the guild maintains to test the will and ingenuity of new recruits. The Company of Strangers intended for such a dungeon to be dangerous enough to prepare adventurers that have the potential to be proper guild members, and as such some groups return with casualties or on some occasions, don't return at all. Once the dungeon has been vacated, the guild relies on years to populate their ruins with vermin, monsters, and sometimes villainous organizations who seek the ruin for its strategic value. Sometimes a more powerful evil takes hold of it than planned. Argha the mad, the half-blind Gnoll and sole-survivor from her party, now vets trainees for introductory missions. With a heavy heart she sends you and your party to Dungeon 01 in order to receive your guild membership. Will you succeed where others failed? Will you even return alive?
A young boy has gone missing, it is up to the heroes to follow the clues that lead to the noble house Highmarrow. Part of the 1 Shot Wonders kickstarter.
A new ArchDespot now sits on the throne of Faremh. Her rule is far from unanimous, however. She needs people to retrieve the ancient crown to prove her worth. Part of the Legacies Campaign.
Description:
Written by JP Chapleau
A new ArchDespot now sits on the throne of Faremh. Her rule is far from unanimous, however. She needs people to retrieve the ancient crown to prove her worth. This adventure will be played using D&D 5th Edition rules and counts for the Legacies Campaign.
A new ArchDespot now sits on the throne of Faremh. Her rule is far from unanimous, however. She needs people to retrieve the ancient crown to prove her worth. Part of the Legacies Campaign.
Description:
Written by JP Chapleau
A new ArchDespot now sits on the throne of Faremh. Her rule is far from unanimous, however. She needs people to retrieve the ancient crown to prove her worth. This adventure will be played using D&D 5th Edition rules and counts for the Legacies Campaign.
Your adventuring party is composed of both good & evil races as you are forced to work together and stop a greater threat. A 2-part dungeon, but each session can stand alone.
Your adventuring party is composed of both good & evil races as you are forced to work together and stop a greater threat. A 2-part dungeon, but each session can stand alone.
Your adventuring party is composed of both good & evil races as you are forced to work together and stop a greater threat. A 2-part dungeon, but each session can stand alone.
Your adventuring party is composed of both good & evil races as you are forced to work together and stop a greater threat. A 2-part dungeon, but each session can stand alone.