The PCs find an entrance to a long-ago buried council chambers where dignitaries met for the own hidden agenda as well as overseers of the general populace.
Description:
Long ago these chambers served as a meeting place for dignitaries and politicians. Those responsible for maintaining the well-being of the people also held the hidden agenda of ensuring their own permanent and corrupt installment as overseers to the general populace. A cataclysmic event long ago buried these chambers deep underground, they have not been disturbed prior to the PCs finding the entrance in the ceiling.
A Far Realm gate has been destroyed, and a foul taint now permeates through rifts in the fabric of the planes. Will you face what lies beyond the Rifts of Madness? An AL adventure for levels 11-16.
Description:
Players must bring an Adventurers League-legal Tier 3 (levels 11-16) character. Pregens will not be available. Part 6 of the Yulash Series Level Range: 11-16 (optimized for 15th Level) Adventure Designers: Derek Grey, David Morris, and Al Spader
A group of adventurers must solve the mystery of the appearance of a mountain-sized creature that trampled an entire city, while coming to the aid of the surviving refugees.
A group of adventurers must solve the mystery of the appearance of a mountain-sized creature that trampled an entire city, while coming to the aid of the surviving refugees.
A group of adventurers must solve the mystery of the appearance of a mountain-sized creature that trampled an entire city, while coming to the aid of the surviving refugees.
A group of adventurers must solve the mystery of the appearance of a mountain-sized creature that trampled an entire city, while coming to the aid of the surviving refugees.
A group of adventurers must solve the mystery of the appearance of a mountain-sized creature that trampled an entire city, while coming to the aid of the surviving refugees.
A group of adventurers must solve the mystery of the appearance of a mountain-sized creature that trampled an entire city, while coming to the aid of the surviving refugees.
A group of adventurers must solve the mystery of the appearance of a mountain-sized creature that trampled an entire city, while coming to the aid of the surviving refugees.
The inhabitants of the mining outpost, Piktown believe that an eerie green glow seen in the nearby mountains signals the return of a powerful evil. The Overlord demands its elimination.
Description:
For half a century, life in the mining outpost of Piktown has been peaceful and prosperous until a strange green glow in the nearby mountain range has rekindled a frightening legend from generations’ past. Does this recent luminous phenomenon signal the return of the dreaded Cult of the Green Orb? You and your fellow adventurers have been sent by the Overlord to investigate and to put an end to the troubling green glow! Join me, your host, DM Dean (a 30-year veteran) for a classic-style dungeon crawl using Original White Box + Greyhawk D&D rules! Please have a video-chat-capable computer and a Roll20 account.