Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs & other monstrous humanoids are working together & aim to stop your caravan.
Description:
Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary Hsing, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible. A four-hour Adventurer's League adventure for 1st - 4th level characters.
Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs & other monstrous humanoids are working together & aim to stop your caravan.
Description:
Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary Hsing, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible. A four-hour Adventurer's League adventure for 1st - 4th level characters.
Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs & other monstrous humanoids are working together & aim to stop your caravan.
Description:
Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary Hsing, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible. A four-hour Adventurer's League adventure for 1st - 4th level characters.
Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs & other monstrous humanoids are working together & aim to stop your caravan.
Description:
Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary Hsing, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible. A four-hour Adventurer's League adventure for 1st - 4th level characters.
Parnast is in need of meat for their upcoming feast. Game is supposed to be plentiful in the Weathercote Wood, but the minions of Bad Fruul are still out there causing trouble. What can go wrong?
Description:
The Shrine of the Axes has been restored and Raggnar Redtooth, who previously conspired with dragon cultists, is trying to restore his reputation in Parnast by sponsoring a feast. There is just one thing he needs, meat for his feast. Game is supposed to be plentiful in the Weathercote Wood, but the townsfolk are all busy with their own work, and the minions of Bad Fruul are still out there causing trouble. What can go wrong on a simple hunt? A four-hour Adventurer's League adventure for 1st - 4th level characters.
Parnast is in need of meat for their upcoming feast. Game is supposed to be plentiful in the Weathercote Wood, but the minions of Bad Fruul are still out there causing trouble. What can go wrong?
Description:
The Shrine of the Axes has been restored and Raggnar Redtooth, who previously conspired with dragon cultists, is trying to restore his reputation in Parnast by sponsoring a feast. There is just one thing he needs, meat for his feast. Game is supposed to be plentiful in the Weathercote Wood, but the townsfolk are all busy with their own work, and the minions of Bad Fruul are still out there causing trouble. What can go wrong on a simple hunt? A four-hour Adventurer's League adventure for 1st - 4th level characters.
Parnast is in need of meat for their upcoming feast. Game is supposed to be plentiful in the Weathercote Wood, but the minions of Bad Fruul are still out there causing trouble. What can go wrong?
Description:
The Shrine of the Axes has been restored and Raggnar Redtooth, who previously conspired with dragon cultists, is trying to restore his reputation in Parnast by sponsoring a feast. There is just one thing he needs, meat for his feast. Game is supposed to be plentiful in the Weathercote Wood, but the townsfolk are all busy with their own work, and the minions of Bad Fruul are still out there causing trouble. What can go wrong on a simple hunt? A four-hour Adventurer's League adventure for 1st - 4th level characters.
Parnast is in need of meat for their upcoming feast. Game is supposed to be plentiful in the Weathercote Wood, but the minions of Bad Fruul are still out there causing trouble. What can go wrong?
Description:
The Shrine of the Axes has been restored and Raggnar Redtooth, who previously conspired with dragon cultists, is trying to restore his reputation in Parnast by sponsoring a feast. There is just one thing he needs, meat for his feast. Game is supposed to be plentiful in the Weathercote Wood, but the townsfolk are all busy with their own work, and the minions of Bad Fruul are still out there causing trouble. What can go wrong on a simple hunt? A four-hour Adventurer's League adventure for 1st - 4th level characters.
The ruined wizard tower in the Marsh of Chelimber may hold a clue to defeating the hill giant, Bad Fruul, & prevent him troubling the town of Parnast. The adventurers must gain access.
Description:
The ruined wizard tower in the Marsh of Chelimber may hold a clue to defeating the superintelligent hill giant, Bad Fruul, and prevent him troubling the town of Parnast. To find the tower, adventurers must overcome the watery magic of the fetid marsh and discover or clear a route to the ruins of a previously lost tower. A four hour Adventurer's League adventure for 1st - 4th level characters. This adventure continues in 05-07 Chelimber's Descent.
The ruined wizard tower in the Marsh of Chelimber may hold a clue to defeating the hill giant, Bad Fruul, & prevent him troubling the town of Parnast. The adventurers must gain access.
Description:
The ruined wizard tower in the Marsh of Chelimber may hold a clue to defeating the superintelligent hill giant, Bad Fruul, and prevent him troubling the town of Parnast. To find the tower, adventurers must overcome the watery magic of the fetid marsh and discover or clear a route to the ruins of a previously lost tower. A four hour Adventurer's League adventure for 1st - 4th level characters. This adventure continues in 05-07 Chelimber's Descent.
Deep beneath the Marsh of Chelimber, in the remains of an old tower, is knowledge of older magics. This could be just what Parnast needs to resist the onslaught of Bad Fruul & his armies!
Description:
Deep in the Marsh of Chelimber lie the ruins of a great wizard’s tower. SEER has received intelligence, which she imparts via her emissary Hsing, that deep beneath the marsh in the remains of an old tower is knowledge of older magics. This could be just what Parnast needs to resist the onslaught of Bad Fruul and his armies! A four-hour Adventurer's League adventure for 1st - 4th level characters. This adventure is the continuation of 05-06 Beneath the Fetid Chelimber. You do not need to have played 05-06 to enjoy this module.
Deep beneath the Marsh of Chelimber, in the remains of an old tower, is knowledge of older magics. This could be just what Parnast needs to resist the onslaught of Bad Fruul & his armies!
Description:
Deep in the Marsh of Chelimber lie the ruins of a great wizard’s tower. SEER has received intelligence, which she imparts via her emissary Hsing, that deep beneath the marsh in the remains of an old tower is knowledge of older magics. This could be just what Parnast needs to resist the onslaught of Bad Fruul and his armies! A four-hour Adventurer's League adventure for 1st - 4th level characters. This adventure is the continuation of 05-06 Beneath the Fetid Chelimber. You do not need to have played 05-06 to enjoy this module.
Gralm, an ettin, & his followers are being recruited into the hill giant Bad Fruul's army. You are to find some way to either ensure Gralm remains neutral or joins your side.
Description:
SEER has learned of an attempt to intimidate Gralm, an ettin, and his followers into joining Bad Fruul’s army. HSING comes forth to communicate that she wants you to see if you can find some way to either insure Gralm remains neutral, or to encourage the creature to challenge Bad Fruul to single combat in the hopes that he might wrest control of the hill giant’s forces and turn them back from Parnast. A four-hour Adventurer's League adventure for 1st - 4th level characters.
Gralm, an ettin, & his followers are being recruited into the hill giant Bad Fruul's army. You are to find some way to either ensure Gralm remains neutral or joins your side.
Description:
SEER has learned of an attempt to intimidate Gralm, an ettin, and his followers into joining Bad Fruul’s army. HSING comes forth to communicate that she wants you to see if you can find some way to either insure Gralm remains neutral, or to encourage the creature to challenge Bad Fruul to single combat in the hopes that he might wrest control of the hill giant’s forces and turn them back from Parnast. A four-hour Adventurer's League adventure for 1st - 4th level characters.
Gralm, an ettin, & his followers are being recruited into the hill giant Bad Fruul's army. You are to find some way to either ensure Gralm remains neutral or joins your side.
Description:
SEER has learned of an attempt to intimidate Gralm, an ettin, and his followers into joining Bad Fruul’s army. HSING comes forth to communicate that she wants you to see if you can find some way to either insure Gralm remains neutral, or to encourage the creature to challenge Bad Fruul to single combat in the hopes that he might wrest control of the hill giant’s forces and turn them back from Parnast. A four-hour Adventurer's League adventure for 1st - 4th level characters.
An attack on Parnast by Bad Fruul & his minions is imminent. It is up to adventurers to resolve the infighting in Parnast & prepare the town for the hill giant's onslaught.
Description:
Bad Fruul and his minions have been threatening to overtake the town of Parnast for some time, and intelligence provided by SEER (via HSING) confirms that an attack is imminent. Despite this, the town is at risk from within as internal politics threaten to tear it apart. It is up to adventurers to resolve the infighting in Parnast and prepare the town for the hill giant’s onslaught. A four hour Adventurer's League adventure for 1st - 4th level characters.
An attack on Parnast by Bad Fruul & his minions is imminent. It is up to adventurers to resolve the infighting in Parnast & prepare the town for the hill giant's onslaught.
Description:
Bad Fruul and his minions have been threatening to overtake the town of Parnast for some time, and intelligence provided by SEER (via HSING) confirms that an attack is imminent. Despite this, the town is at risk from within as internal politics threaten to tear it apart. It is up to adventurers to resolve the infighting in Parnast and prepare the town for the hill giant’s onslaught. A four hour Adventurer's League adventure for 1st - 4th level characters.
An attack on Parnast by Bad Fruul & his minions is imminent. It is up to adventurers to resolve the infighting in Parnast & prepare the town for the hill giant's onslaught.
Description:
Bad Fruul and his minions have been threatening to overtake the town of Parnast for some time, and intelligence provided by SEER (via HSING) confirms that an attack is imminent. Despite this, the town is at risk from within as internal politics threaten to tear it apart. It is up to adventurers to resolve the infighting in Parnast and prepare the town for the hill giant’s onslaught. A four hour Adventurer's League adventure for 1st - 4th level characters.
An attack on Parnast by Bad Fruul & his minions is imminent. It is up to adventurers to resolve the infighting in Parnast & prepare the town for the hill giant's onslaught.
Description:
Bad Fruul and his minions have been threatening to overtake the town of Parnast for some time, and intelligence provided by SEER (via HSING) confirms that an attack is imminent. Despite this, the town is at risk from within as internal politics threaten to tear it apart. It is up to adventurers to resolve the infighting in Parnast and prepare the town for the hill giant’s onslaught. A four hour Adventurer's League adventure for 1st - 4th level characters.
The hill giant warlord Bad Fruul descends upon Parnast with his great host. The adventurers have time to rally the town & prepare defenses, but a heroic effort is required to break the siege.
Description:
Despite the adventurers’ best efforts, more creatures joined under Bad Fruul’s banner. No longer content to simply attack caravans or isolated homesteads, the hill giant warlord descends upon Parnast at the head of a great force of humanoids. SEER warns the adventurers (directly now) in time to rally the town and prepare defenses, but a heroic effort is required to break the siege. A four-hour Adventurer's League adventure for 1st - 4th level characters, and the culmination of your efforts against Bad Fruul. It is suggested you have played other adventures with us to prepare for this difficult fight.
A chance encounter provides you with the location of a hither-to unknown entrance to the fabled Forge of Fury. Are you brave enough to explore this mystery? Will it lead you to wealth or to your doom?
Description:
The promises of glory and the chance of riches draws you to Blasingdell, a small village near the infamous Stone Tooth. Within the rocky mountain lay the dwarven stronghold Khundrukar and the fabled Forge of Fury, to which a chance encounter provides you with the location of a hither-to unknown entrance. Are you brave enough to explore this mystery? Will it lead you to wealth or to your doom? A four hour Adventurer's League adventure for 1st - 4th level characters.
A chance encounter provides you with the location of a hither-to unknown entrance to the fabled Forge of Fury. Are you brave enough to explore this mystery? Will it lead you to wealth or to your doom?
Description:
The promises of glory and the chance of riches draws you to Blasingdell, a small village near the infamous Stone Tooth. Within the rocky mountain lay the dwarven stronghold Khundrukar and the fabled Forge of Fury, to which a chance encounter provides you with the location of a hither-to unknown entrance. Are you brave enough to explore this mystery? Will it lead you to wealth or to your doom? A four hour Adventurer's League adventure for 1st - 4th level characters.
A chance encounter provides you with the location of a hither-to unknown entrance to the fabled Forge of Fury. Are you brave enough to explore this mystery? Will it lead you to wealth or to your doom?
Description:
The promises of glory and the chance of riches draws you to Blasingdell, a small village near the infamous Stone Tooth. Within the rocky mountain lay the dwarven stronghold Khundrukar and the fabled Forge of Fury, to which a chance encounter provides you with the location of a hither-to unknown entrance. Are you brave enough to explore this mystery? Will it lead you to wealth or to your doom? A four hour Adventurer's League adventure for 1st - 4th level characters.
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].
21 different classes/professions/races with exotic weapons/scrolls/familiars move on a checkerboard floor thru a 4' x 6' wooden dungeon, searching for gold guarded by old-school monsters/traps.
Description:
Players move miniatures & gather gold to win. The maxed-out characters have every exotic weapon, scroll, familiar, & companion you ever wanted but never got. Winners’ free final RND Sunday AM. To get Au from guardian monsters (a miniature exists for almost every monster in the Manual), you may try talking, sleeping, trading, scaring, feeding, ignoring, tiptoeing, distracting, tricking, poisoning, bargaining, robbing, avoiding, neutralizing, pick pocketing, even killing, or doing what you deem necessary. Remember, your primary purpose is to successfully gather Au (not kill), & monsters usually have an exposed bag of Au on the side of their body, on the floor/wall, or in a chest. You may take a souvenir from each locked chest that you open. There is one particular monster you may keep if you defeat it. Each time you return to play, your character receives 3 extra HP [hit points].