On behalf of the grizzled cleric Golzumak, travel through the Wildlands to a mages fallen tower. There, retrieve the Rose of Daramariel and the True Name of the dragon known as the Tempest of Thybaj.
Description:
An ancient force stirs. Conflict and war are on the rise. Prophets and cultists are around every corner proclaiming one calamity or another. For hundreds of years a secretive organization has tracked these events, waiting for the right time to strike. The time to pull on the strings of fate has come. Now, four groups of adventurers, some willingly, some unknowing, have each set out on individual quests to discover the source of these disruptions and develope a plan to restore peace to the land. This is one of those groups and one of those quests! From an ancient dwarven stronghold to clouded mountaintops and in between, your level of success will have lasting consequences, as it will affect events going forward. This is one of four "To Hunt A Dragon" adventures. Each is a self contained story and can be played individually and/or in any order. Level 12 pre-gens will be provided.
On behalf of the grizzled cleric Golzumak, travel through the Wildlands to a mages fallen tower. There, retrieve the Rose of Daramariel and the True Name of the dragon known as the Tempest of Thybaj.
Description:
An ancient force stirs. Conflict and war are on the rise. Prophets and cultists are around every corner proclaiming one calamity or another. For hundreds of years a secretive organization has tracked these events, waiting for the right time to strike. The time to pull on the strings of fate has come. Now, four groups of adventurers, some willingly, some unknowing, have each set out on individual quests to discover the source of these disruptions and develope a plan to restore peace to the land. This is one of those groups and one of those quests! From an ancient dwarven stronghold to clouded mountaintops and in between, your level of success will have lasting consequences, as it will affect events going forward. This is one of four "To Hunt A Dragon" adventures. Each is a self contained story and can be played individually and/or in any order. Level 12 pre-gens will be provided.
On behalf of the grizzled cleric Golzumak, travel through the Wildlands to a mages fallen tower. There, retrieve the Rose of Daramariel and the True Name of the dragon known as the Tempest of Thybaj.
Description:
An ancient force stirs. Conflict and war are on the rise. Prophets and cultists are around every corner proclaiming one calamity or another. For hundreds of years a secretive organization has tracked these events, waiting for the right time to strike. The time to pull on the strings of fate has come. Now, four groups of adventurers, some willingly, some unknowing, have each set out on individual quests to discover the source of these disruptions and develope a plan to restore peace to the land. This is one of those groups and one of those quests! From an ancient dwarven stronghold to clouded mountaintops and in between, your level of success will have lasting consequences, as it will affect events going forward. This is one of four "To Hunt A Dragon" adventures. Each is a self contained story and can be played individually and/or in any order. Level 12 pre-gens will be provided.
A new life and renewed hope awaits you in the City of Celebration, but the road there steeped in a bleak forest stands in your way. Defeat the forests hidden evil or make it your grave.
Description:
Nestled on the shores of a lazy lake, your failing village stands like an abandoned child near a dark forest. And yet, on the other side of that vile wood is your hope for a new life: Shyta-na-dobyo, the City of Celebration. But the road there, known by locals as the Dobo Spine, deals death like dwarves drink ale. Will the Spine break you and your hope, or will you break the spine? Breaking the Spine: Heartless Horrors is an introductory adventure set in the Kingdoms of Kalamar that is adaptable to younger audiences, but has elements and scenes that may seem frightening and stressful to younger players.
A new life and renewed hope awaits you in the City of Celebration, but the road there steeped in a bleak forest stands in your way. Defeat the forests hidden evil or make it your grave.
Description:
Nestled on the shores of a lazy lake, your failing village stands like an abandoned child near a dark forest. And yet, on the other side of that vile wood is your hope for a new life: Shyta-na-dobyo, the City of Celebration. But the road there, known by locals as the Dobo Spine, deals death like dwarves drink ale. Will the Spine break you and your hope, or will you break the spine? Breaking the Spine: Heartless Horrors is an introductory adventure set in the Kingdoms of Kalamar that is adaptable to younger audiences, but has elements and scenes that may seem frightening and stressful to younger players.
A new life and renewed hope awaits you in the City of Celebration, but the road there steeped in a bleak forest stands in your way. Defeat the forests hidden evil or make it your grave.
Description:
Nestled on the shores of a lazy lake, your failing village stands like an abandoned child near a dark forest. And yet, on the other side of that vile wood is your hope for a new life: Shyta-na-dobyo, the City of Celebration. But the road there, known by locals as the Dobo Spine, deals death like dwarves drink ale. Will the Spine break you and your hope, or will you break the spine? Breaking the Spine: Heartless Horrors is an introductory adventure set in the Kingdoms of Kalamar that is adaptable to younger audiences, but has elements and scenes that may seem frightening and stressful to younger players.
Through the study of odd texts and old scrolls, famed scholar Hawthorn has learned the weakness of Old Rotgut. Now you must get to the scholar before his cultists capture and destroy the information!
Description:
An ancient force stirs. Conflict and war are on the rise. Prophets and cultists are around every corner proclaiming one calamity or another. For hundreds of years a secretive organization has tracked these events, waiting for the right time to strike. The time to pull on the strings of fate has come. Now, four groups of adventurers, some willingly, some unknowing, have each set out on individual quests to discover the source of these disruptions and develope a plan to restore peace to the land. This is one of those groups and one of those quests! From an ancient dwarven stronghold to clouded mountaintops and in between, your level of success will have lasting consequences, as it will affect events going forward. This is one of four "To Hunt A Dragon" adventures. Each is a self contained story and can be played individually and/or in any order. Level 3 pre-gens will be provided.
Through the study of odd texts and old scrolls, famed scholar Hawthorn has learned the weakness of Old Rotgut. Now you must get to the scholar before his cultists capture and destroy the information!
Description:
An ancient force stirs. Conflict and war are on the rise. Prophets and cultists are around every corner proclaiming one calamity or another. For hundreds of years a secretive organization has tracked these events, waiting for the right time to strike. The time to pull on the strings of fate has come. Now, four groups of adventurers, some willingly, some unknowing, have each set out on individual quests to discover the source of these disruptions and develope a plan to restore peace to the land. This is one of those groups and one of those quests! From an ancient dwarven stronghold to clouded mountaintops and in between, your level of success will have lasting consequences, as it will affect events going forward. This is one of four "To Hunt A Dragon" adventures. Each is a self contained story and can be played individually and/or in any order. Level 3 pre-gens will be provided.
Through the study of odd texts and old scrolls, famed scholar Hawthorn has learned the weakness of Old Rotgut. Now you must get to the scholar before his cultists capture and destroy the information!
Description:
An ancient force stirs. Conflict and war are on the rise. Prophets and cultists are around every corner proclaiming one calamity or another. For hundreds of years a secretive organization has tracked these events, waiting for the right time to strike. The time to pull on the strings of fate has come. Now, four groups of adventurers, some willingly, some unknowing, have each set out on individual quests to discover the source of these disruptions and develope a plan to restore peace to the land. This is one of those groups and one of those quests! From an ancient dwarven stronghold to clouded mountaintops and in between, your level of success will have lasting consequences, as it will affect events going forward. This is one of four "To Hunt A Dragon" adventures. Each is a self contained story and can be played individually and/or in any order. Level 3 pre-gens will be provided.
Far north, an uncommonly warm winter finds white orcs carrying unexplained treasures. Perhaps the snowmelt has uncovered more than the few trinkets the orcs have found! Time to strap on the snowshoes!
Description:
The frigid northern winter has settled in over Lake Adesh in the northern land of Jorakk. The locals of Varmorr have been abuzz with talks of such a mild winter. So mild that icicles have been seen this year. Something only the elders of the community can remember ever seeing before during mid-winter. Many walk around in little more than tunics. Rumors have come down the Lower Byth river from Norr-Bharr of strange activity among the white orcs of Torakk. Normally carrying little more than flint and stone, the most recent skirmishes with the orcs have found metal trinkets, silver and gold rings, and occasionally more ornate jewelry. Unseasonably warm weather and unexplained treasure? Sounds like an opportune time to make the trip far north to Lake Jorakk that youve always wanted to do. This is a Level 6 adventure. Pre-gens will be provided, or bring your own character of similar level.