Legends have ever clustered thickly around the ghostly keep of Inverness. Many have entered the ruins in search of riches and eternal fame. Some few have managed to win free from the terrors lurking within but all have failed to retrieve the Soul Gem - a glowing white bauble as thick as a man's head! Dare you brave the dangers of Inverness in search of its legendary treasure? A Living Greyhawk Special Event for APLs 2-14. This event is a Living Greyhawk Special Event that will only run at Gencon Midwest and Gencon West Coast. This is an 8 hour event.
A merchant in need of guards for a shipment of precious spell components calls upon a group of heroes to assist him. A simple trip from Bet Rogala to Lebolegido never brought so much adventure
Twenty Three Years Ago...A secretive international intelligence agency raided a tiny, unnamed island off the west coast of Africa. Operation: Rapidstrike was intended to infiltrate a terrorist compound, destroying a cache of incredibly powerful mind-altering drugs called "Zukor". The mission was a success, the terrorist group shattered, and the island abandoned One Year Ago... Terrorism is on the rise once again.Through unknown sources, a new group has discovered the abandoned island and have reclaimed it, hoping to find the secrets of "Zukor". The compound is not the same, however--a massive earthquake years before has seriously damaged the buildings, blocking off entire sections. Despite this, the terrorist group has established their headquarters here and are exploring the ruins in hopes of finding samples of the hallucinogen that can be used for their sinister agenda. Now... You are the elite forces of the same intelligence agency sent to assault the island all those years ago. It's your job to flush out the terrorists and make sure that they do not find the caches of Zukor that apparantly were missed in the clean up effort. The maps of the facility are 23 years old, so just about anything could be different. Good luck.
For over a thousand years, the Coryani Empire has withstood wars and heresies without number. But now, power-hungry claws threaten to rip the Empire apart. Both enemies and allies come from unexpected sources as the Season 2 story arc races towards its conclusion. Levels 4 and up only.
The Society of the White Rose has a number of Keepers, those who store items of magic or uniqueness and guards them. The sudden death of one the Keepers, Johann Sebastian von Michelstien, has the White Rose scrambling to reacquire a number of items during the auction of his extensive estate. An unprecedented call for numerous Travelers has gone out. Some will be inserted as guards, others will become "buyers" accompanied by their "staff." The goal is to reacquire as much as possible in a legal and quiet manner. Publicity is to be avoided at all costs! This is a Living Death Interactive (LARP) for heroes of all levels. Player & Hero Introductions will be available onsite at RPGA Living Death Campaign HQ by Thursday morning of the GenCon. Picking up these materials before the start of the interactive is requested. The Living Death Campaign uses a d20 version of the Masque of the Red DeathÔ rules. The Campaign Sourcebook is available as a free download at www.livingdeath.org
At last, the final confrontation with the tamara is at hand. All of the allies are gathered, even Bengoukee has returned. But he says that it is up to you. Now is the time your heroes are truly tested, for the jungle will survive or fall on your actions this day. An adventure for heroes of any level.
Since an incident in the Scottish Highlands (The Beast of Dunvegan), the Agency's been aware of a new global terrorist organization: W.A.R.D (the World Alliance for Regional Domination), but tracking down their agents and learning their agenda has proved difficult. Now, luck swings closer to home as a high-ranking WARD agent decides to defect. The agents are sent to Malta to retrieve her - and that's where the real fun begins
As if the Gray Migrations weren_x0019_t bad enough, word has it goblinoids are raiding the road between Loudwater and the stoutheart halfling community of Shining Falls. Can a good mix of halfling wrath and adventure ingenuity make the road safe again? A v3.5 DUNGEONS & DRAGONS adventure for the LEGACY OF THE GREEN REGENT campaign set in the FORGOTTEN REALMS setting. Character generation rules, campaign standards, and fast-play characters are featured on the RPGA website (www.rpga.com). This adventure is optimized for 1st-level characters.
The Oath of Orlbar has kept the peace between Loudwater and Llorkh for the past few years. Now the Zhents claim orcs are raiding settlements from across the River Loagrann. According to the oath the High Lord must "impede all armed insurgence from the west" into Llorkh territory. Gauntlet Thelbrimm-not a man to take a Zhent at face value-is sending you to assess the situation before he is forced to take further action. A v3.5 DUNGEONS & DRAGONS adventure for the LEGACY OF THE GREEN REGENT campaign set in the FORGOTTEN REALMS setting. Character generation rules, campaign standards, and fast-play characters are featured on the RPGA website (www.rpga.com). This adventure is optimized for 1st-level characters.
The young son of High Lord Kalahar Twohands has disappeared into the lower_x0014_and believed haunted_x0014_reaches of the High Lord_x0019_s Hall. Brave the non-so-final resting places of three deprived Rensha lords, and rescue the High Lord_x0019_s son from their depraved traps and worse.