No one has ever been able to navigate the treacherous Warhl Ocean, until now. Your gov’t sends you on a secret mission to find out how it is done. If you fail, it surely means war.
High-level characters are hired by Orcus to obtain a powerful staff—but just what is he holding back? And why are those two demon princes following the party? 14th + level characters.
A tournament for dungeon masters! Quick thinking is essential here as each dungeon master gets equal time to improvise an adventure, picking up where the last DM left off.
Vote decides winner.
Ready for a little ‘change’ in this our 13th year? Uncle Throckmorton thought he was, but the wretched business took a decidedly monstrous turn. Can your band of nine heroes turn back the Beast?
You’ve got to be kidding! Them knucklebones don’t have a brain in dere heads! Nobody tries that with us—nobody! (Comments at a hastily-called meeting from the staff of Baron Harkess.)
You, the trusted friends of the King, have been selected to test the security of his newly constructed castle. The guards have NOT been notified and instructed against killing.
The capital has fallen to the Paladins from the north, and now you find yourself racing across the plains to locate your king before they do, or else you won’t get paid.
Our intrepid band of thieves have escaped King Andraz by cleverly having themselves enslaved. Now if they only had a file...An 8-player team AD&D adventure for experienced players.
A Cure For The Kingdom. The medallion of everlasting vigor, key to the continuance of the Royal Line of Jarvik, has been stolen. If you don’t get it back, the Kingdom will be plunged into chaos.