Aehion Hayttear, decedent of the Dreambreaker, has fled Wroat in possession of the Delirium Stone and threatens to become one of the greatest threats since the Aberrant Lords of old, despite having been slain by the Diggers' Union once already. Now you must end the threat that you began, before madness finds its way home.
Aehion Hayttear, decedent of the Dreambreaker, has fled Wroat in possession of the Delirium Stone and threatens to become one of the greatest threats since the Aberrant Lords of old, despite having been slain by the Diggers' Union once already. Now you must end the threat that you began, before madness finds its way home.
Aehion Hayttear, decedent of the Dreambreaker, has fled Wroat in possession of the Delirium Stone and threatens to become one of the greatest threats since the Aberrant Lords of old, despite having been slain by the Diggers' Union once already. Now you must end the threat that you began, before madness finds its way home.
Aehion Hayttear, decedent of the Dreambreaker, has fled Wroat in possession of the Delirium Stone and threatens to become one of the greatest threats since the Aberrant Lords of old, despite having been slain by the Diggers' Union once already. Now you must end the threat that you began, before madness finds its way home.
Aehion Hayttear, decedent of the Dreambreaker, has fled Wroat in possession of the Delirium Stone and threatens to become one of the greatest threats since the Aberrant Lords of old, despite having been slain by the Diggers' Union once already. Now you must end the threat that you began, before madness finds its way home.
A paranoid professor needs a few Diggers to guard an artifact. The pay is well over the norm and the dangers the professor perceives are likely all in her head; it's easy money&maybe too easy.
A paranoid professor needs a few Diggers to guard an artifact. The pay is well over the norm and the dangers the professor perceives are likely all in her head; it's easy money&maybe too easy.
Aehion Hayttear, decedent of the Dreambreaker, has fled Wroat in possession of the Delirium Stone and threatens to become one of the greatest threats since the Aberrant Lords of old, despite having been slain by the Diggers' Union once already. Now you must end the threat that you began, before madness finds its way home.
Aehion Hayttear, decedent of the Dreambreaker, has fled Wroat in possession of the Delirium Stone and threatens to become one of the greatest threats since the Aberrant Lords of old, despite having been slain by the Diggers' Union once already. Now you must end the threat that you began, before madness finds its way home.
Aehion Hayttear, decedent of the Dreambreaker, has fled Wroat in possession of the Delirium Stone and threatens to become one of the greatest threats since the Aberrant Lords of old, despite having been slain by the Diggers' Union once already. Now you must end the threat that you began, before madness finds its way home.
Aehion Hayttear, decedent of the Dreambreaker, has fled Wroat in possession of the Delirium Stone and threatens to become one of the greatest threats since the Aberrant Lords of old, despite having been slain by the Diggers' Union once already. Now you must end the threat that you began, before madness finds its way home.
Aehion Hayttear, decedent of the Dreambreaker, has fled Wroat in possession of the Delirium Stone and threatens to become one of the greatest threats since the Aberrant Lords of old, despite having been slain by the Diggers' Union once already. Now you must end the threat that you began, before madness finds its way home.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the second of three rounds. Schedule the first round prior to this rounds play, and the third later in the show. Rounds should be played in order.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the second of three rounds. Schedule the first round prior to this rounds play, and the third later in the show. Rounds should be played in order.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the second of three rounds. Schedule the first round prior to this rounds play, and the third later in the show. Rounds should be played in order.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the second of three rounds. Schedule the first round prior to this rounds play, and the third later in the show. Rounds should be played in order.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the second of three rounds. Schedule the first round prior to this rounds play, and the third later in the show. Rounds should be played in order.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the second of three rounds. Schedule the first round prior to this rounds play, and the third later in the show. Rounds should be played in order.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the second of three rounds. Schedule the first round prior to this rounds play, and the third later in the show. Rounds should be played in order.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the third of three rounds. Schedule to play the prior two rounds before playing this round. Rounds should be played in order.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the third of three rounds. Schedule to play the prior two rounds before playing this round. Rounds should be played in order.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the third of three rounds. Schedule to play the prior two rounds before playing this round. Rounds should be played in order.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the third of three rounds. Schedule to play the prior two rounds before playing this round. Rounds should be played in order.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the third of three rounds. Schedule to play the prior two rounds before playing this round. Rounds should be played in order.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the third of three rounds. Schedule to play the prior two rounds before playing this round. Rounds should be played in order.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the third of three rounds. Schedule to play the prior two rounds before playing this round. Rounds should be played in order.
This ticket allows you to order the Well of Woe adventure by the round to fit your convention schedule. This is the third of three rounds. Schedule to play the prior two rounds before playing this round. Rounds should be played in order.
A paranoid professor needs a few Diggers to guard an artifact. The pay is well over the norm and the dangers the professor perceives are likely all in her head; it's easy money&maybe too easy.
A paranoid professor needs a few Diggers to guard an artifact. The pay is well over the norm and the dangers the professor perceives are likely all in her head; it's easy money&maybe too easy.
The D&D Open Championship is the largest and only official D&D team tournament in the world. Bring a team of six players to Gen Con Indy, or create one on site. Compete against other teams for advancement to the semifinal round on Saturday at 1 p.m., and then to the finals on Sunday at 8 a.m. Top three in finals win top D&D prizes. See www.rpga.com for more information.
The D&D Open Championship is the largest and only official D&D team tournament in the world. Bring a team of six players to Gen Con Indy, or create one on site. Compete against other teams for advancement to the semifinal round on Saturday at 1 p.m., and then to the finals on Sunday at 8 a.m. Top three in finals win top D&D prizes. See www.rpga.com for more information.
The D&D Open Championship is the largest and only official D&D team tournament in the world. Bring a team of six players to Gen Con Indy, or create one on site. Compete against other teams for advancement to the semifinal round on Saturday at 6 p.m., and then to the finals on Sunday at 8 a.m. Top three in finals win top D&D prizes. See www.rpga.com for more information.
The D&D Open Championship is the largest and only official D&D team tournament in the world. Bring a team of six players to Gen Con Indy, or create one on site. Compete against other teams for advancement to the semifinal round on Saturday at 11 p.m., and then to the finals on Sunday at 8 a.m. Top three in finals win top D&D prizes. See www.rpga.com for more information.
The D&D Open Championship is the largest and only official D&D team tournament in the world. Bring a team of six players to Gen Con Indy, or create one on site. Compete against other teams for advancement to the semifinal round on Saturday at 11 p.m., and then to the finals on Sunday at 8 a.m. Top three in finals win top D&D prizes. See www.rpga.com for more information.
"When Thelanis falls on the dusk of the Slayer's jungle, a fire alights in a woe's well. Forever extinguished, the dreamer awakens and the pariahs rise." This small fragment of Draconic prophecy means many things to many people, but the members of four factions race to enact their will on it and unlock its true meaning. A three-round (12-hour adventure) for 1st-level characters.
"When Thelanis falls on the dusk of the Slayer's jungle, a fire alights in a woe's well. Forever extinguished, the dreamer awakens and the pariahs rise." This small fragment of Draconic prophecy means many things to many people, but the members of four factions race to enact their will on it and unlock its true meaning. A three-round (12-hour adventure) for 1st-level characters.