The Wizards of Sardior are tampering with the fabric of creation, threatening to unravel everything you cherish. You must act swiftly to stop their destructive plans.
Description:
Step into the rotating Tower of Sardior. Built by the Wizard Kovarnyl as a stronghold of chaos, destruction, and creation. Kovarnyl and his acolytes are set on annihilating all of creation to pave the way for the resurrection of Sardior and the fabled First World. As the tower endlessly reconfigures itself, you'll need to traverse its corridors, evade lethal enemies and traps, all while trying to solve the mysteries of the tower and unlock its secrets. Time is of the essence to stop their apocalyptic schemes from unfolding. Do you have what it takes to find the keystones of the tower and stop Kovarnyl before it’s too late? Bring your own standard build 12th level character (D&D 5e/2014) or choose from pre-generated characters provided. Campaign Magic Items will be provided by the DM.
Return to the frozen North of Druinnia. What began as a simple bargain with a mysterious cleric ended in blood, betrayal, and dragonfire.
Description:
Heroes are drawn back into the ice—trapped deep within a conquered dragon’s lair, where ancient ruins stir and rival dragons wage a silent war beneath the mountain. Powerful enemies command living ice, forgotten secrets wait to be unearthed, and a single bargain could change the fate of the world. This 15th-level one-shot blends mystery, brutal combat, and high-stakes choices—welcoming returning heroes with echoes of the past, while offering new adventurers a legendary tale where dragons, treasure, and destiny collide.
Return to the frozen North of Druinnia. What began as a simple bargain with a mysterious cleric ended in blood, betrayal, and dragonfire.
Description:
Heroes are drawn back into the ice—trapped deep within a conquered dragon’s lair, where ancient ruins stir and rival dragons wage a silent war beneath the mountain. Powerful enemies command living ice, forgotten secrets wait to be unearthed, and a single bargain could change the fate of the world. This 15th-level one-shot blends mystery, brutal combat, and high-stakes choices—welcoming returning heroes with echoes of the past, while offering new adventurers a legendary tale where dragons, treasure, and destiny collide.
Return to the frozen North of Druinnia. What began as a simple bargain with a mysterious cleric ended in blood, betrayal, and dragonfire.
Description:
Heroes are drawn back into the ice—trapped deep within a conquered dragon’s lair, where ancient ruins stir and rival dragons wage a silent war beneath the mountain. Powerful enemies command living ice, forgotten secrets wait to be unearthed, and a single bargain could change the fate of the world. This 15th-level one-shot blends mystery, brutal combat, and high-stakes choices—welcoming returning heroes with echoes of the past, while offering new adventurers a legendary tale where dragons, treasure, and destiny collide.
Return to the frozen North of Druinnia. What began as a simple bargain with a mysterious cleric ended in blood, betrayal, and dragonfire.
Description:
Heroes are drawn back into the ice—trapped deep within a conquered dragon’s lair, where ancient ruins stir and rival dragons wage a silent war beneath the mountain. Powerful enemies command living ice, forgotten secrets wait to be unearthed, and a single bargain could change the fate of the world. This 15th-level one-shot blends mystery, brutal combat, and high-stakes choices—welcoming returning heroes with echoes of the past, while offering new adventurers a legendary tale where dragons, treasure, and destiny collide.
A djinn lies trapped in a book. It asks for your aid in releasing it after being bound by a wizard, in exchange for a very powerful reward. Will you free it or will you keep it bound to serve you?
Description:
Join your party in this high action adventure from the 2021 Candlekeep Mysteries book for 5e. Play as a level 10 adventurer and solve the predicament of the djinn, Gazre-Azam. Your journey will lead you to mountainous regions of the Sword Coast in search of the wizard who bound Gazre-Azam, along the way fighting hungry monsters, restless undead, callous elementals, and possibly a dragon. Will you be able to find the wizard and convince them to release the djinn? This adventure is the second of three Candlekeep sessions, if your character survived the first adventure, then you can bring them back for this one. It is not necessary to have played in the other adventure, as each story is completely independent of each other. Sensitive materials in this adventure include themes of: graphic violence, forced servitude, and drowning.
Embrace the challenge and honor of the elite order by joining our Dungeons & Dragons adventure! Selected at age seven, acolytes undergo rigorous training to become skilled warriors!
Description:
Adventurers are renowned for their battlefield prowess. The adventurers reside, train, and defend the mountain fortress of Hammerfall, overlooking the coastal city of Seahaven. Within the fortress is an academy where members are selected at age seven to join the ranks. At the academy, members are trained to protect the people of Eralon and the crown. In times of peace, they administer the law; during war, they manage violence on the battlefield. Join us and become part of this legendary order!
Embrace the challenge and honor of the elite order by joining our Dungeons & Dragons adventure! Selected at age seven, acolytes undergo rigorous training to become skilled warriors!
Description:
Adventurers are renowned for their battlefield prowess. The adventurers reside, train, and defend the mountain fortress of Hammerfall, overlooking the coastal city of Seahaven. Within the fortress is an academy where members are selected at age seven to join the ranks. At the academy, members are trained to protect the people of Eralon and the crown. In times of peace, they administer the law; during war, they manage violence on the battlefield. Join us and become part of this legendary order!
Embrace the challenge and honor of the elite order by joining our Dungeons & Dragons adventure! Selected at age seven, acolytes undergo rigorous training to become skilled warriors!
Description:
Adventurers are renowned for their battlefield prowess. The adventurers reside, train, and defend the mountain fortress of Hammerfall, overlooking the coastal city of Seahaven. Within the fortress is an academy where members are selected at age seven to join the ranks. At the academy, members are trained to protect the people of Eralon and the crown. In times of peace, they administer the law; during war, they manage violence on the battlefield. Join us and become part of this legendary order!
Embrace the challenge and honor of the elite order by joining our Dungeons & Dragons adventure! Selected at age seven, acolytes undergo rigorous training to become skilled warriors!
Description:
Adventurers are renowned for their battlefield prowess. The adventurers reside, train, and defend the mountain fortress of Hammerfall, overlooking the coastal city of Seahaven. Within the fortress is an academy where members are selected at age seven to join the ranks. At the academy, members are trained to protect the people of Eralon and the crown. In times of peace, they administer the law; during war, they manage violence on the battlefield. Join us and become part of this legendary order!