This is no ordinary uprising. There are reports of entire towns going dark, all under suspicious circumstances. Travel to the region's capital, investigate, & report the nature of the rebellion.
Description:
This is no ordinary uprising. There are reports of entire towns going, all under suspicious circumstances. Men, women, and children were found ripped apart as if by animals, and a number of trade caravans have not returned from the region. As part of your admission to the Company of Strangers adventuring guild you are to travel to the region’s capital, investigate, & report the nature of the rebellion. This D&D 5th edition adventure takes place in the Company of Strangers setting, and there will be an unorthodox selection of pre-made characters to choose from.
For a century Dungeon 01 was a training site for new adventurers. Nelbrie discovered a hidden floor & now the whole guild has come in force to study & clear out these dangerous deeper sections.
Description:
On the last training run, the trainees discovered previously-unknown floors littered with occult carvings and relics. The Company of Strangers returned in force, setting up a base of operations on the first floor of the dungeon. With the assistance of veteran adventurers from across the frontier, their goal is to now map out and clear these deeper levels of the dungeon. As experienced members of the Company of Strangers, your are tasked with exploring these deeper levels and unlocking the secrets of the Mouth of Rok. To celebrate Gencon 50, this is a higher level adventure; as such, some previous RPG experience is required. This dungeon will be a real challenge, with multiple paths and optional bosses. To account for the high difficulty, there will be opportunities to “swap” out one or more dead party members for a fresh member from the guild, or for an NPC met along the way.
For a century Dungeon 01 was a training site for new adventurers. Nelbrie discovered a hidden floor & now the whole guild has come in force to study & clear out these dangerous deeper sections.
Description:
On the last training run, the trainees discovered previously-unknown floors littered with occult carvings and relics. The Company of Strangers returned in force, setting up a base of operations on the first floor of the dungeon. With the assistance of veteran adventurers from across the frontier, their goal is to now map out and clear these deeper levels of the dungeon. As experienced members of the Company of Strangers, your are tasked with exploring these deeper levels and unlocking the secrets of the Mouth of Rok. To celebrate Gencon 50, this is a higher level adventure; as such, some previous RPG experience is required. This dungeon will be a real challenge, with multiple paths and optional bosses. To account for the high difficulty, there will be opportunities to “swap” out one or more dead party members for a fresh member from the guild, or for an NPC met along the way.
For a century Dungeon 01 was a training site for new adventurers. Nelbrie discovered a hidden floor & now the whole guild has come in force to study & clear out these dangerous deeper sections.
Description:
On the last training run, the trainees discovered previously-unknown floors littered with occult carvings and relics. The Company of Strangers returned in force, setting up a base of operations on the first floor of the dungeon. With the assistance of veteran adventurers from across the frontier, their goal is to now map out and clear these deeper levels of the dungeon. As experienced members of the Company of Strangers, your are tasked with exploring these deeper levels and unlocking the secrets of the Mouth of Rok. To celebrate Gencon 50, this is a higher level adventure; as such, some previous RPG experience is required. This dungeon will be a real challenge, with multiple paths and optional bosses. To account for the high difficulty, there will be opportunities to “swap” out one or more dead party members for a fresh member from the guild, or for an NPC met along the way.
Join the Company of Strangers on a test mission in Dungeon 01, the notorious ruin curated for fledgling adventurers. Training turns into a fight for survival as the dungeon holds undiscovered dangers.
Description:
Dungeon 01 is one of many ruins and crypts that the guild maintains to test the will and ingenuity of new recruits. The Company of Strangers intended for such a dungeon to be dangerous enough to prepare adventurers that have the potential to be proper guild members, and as such some groups return with casualties or on some occasions, don't return at all. Once the dungeon has been vacated, the guild relies on years to populate their ruins with vermin, monsters, and sometimes villainous organizations who seek the ruin for its strategic value. Sometimes a more powerful evil takes hold of it than planned. Argha the mad, the half-blind Gnoll and sole-survivor from her party, now vets trainees for introductory missions. With a heavy heart she sends you and your party to Dungeon 01 in order to receive your guild membership. Will you succeed where others failed? Will you even return alive?
Join the Company of Strangers on a test mission in Dungeon 01, the notorious ruin curated for fledgling adventurers. Training turns into a fight for survival as the dungeon holds undiscovered dangers.
Description:
Dungeon 01 is one of many ruins and crypts that the guild maintains to test the will and ingenuity of new recruits. The Company of Strangers intended for such a dungeon to be dangerous enough to prepare adventurers that have the potential to be proper guild members, and as such some groups return with casualties or on some occasions, don't return at all. Once the dungeon has been vacated, the guild relies on years to populate their ruins with vermin, monsters, and sometimes villainous organizations who seek the ruin for its strategic value. Sometimes a more powerful evil takes hold of it than planned. Argha the mad, the half-blind Gnoll and sole-survivor from her party, now vets trainees for introductory missions. With a heavy heart she sends you and your party to Dungeon 01 in order to receive your guild membership. Will you succeed where others failed? Will you even return alive?
Join the Company of Strangers on a test mission in Dungeon 01, the notorious ruin curated for fledgling adventurers. Training turns into a fight for survival as the dungeon holds undiscovered dangers.
Description:
Dungeon 01 is one of many ruins and crypts that the guild maintains to test the will and ingenuity of new recruits. The Company of Strangers intended for such a dungeon to be dangerous enough to prepare adventurers that have the potential to be proper guild members, and as such some groups return with casualties or on some occasions, don't return at all. Once the dungeon has been vacated, the guild relies on years to populate their ruins with vermin, monsters, and sometimes villainous organizations who seek the ruin for its strategic value. Sometimes a more powerful evil takes hold of it than planned. Argha the mad, the half-blind Gnoll and sole-survivor from her party, now vets trainees for introductory missions. With a heavy heart she sends you and your party to Dungeon 01 in order to receive your guild membership. Will you succeed where others failed? Will you even return alive?