Hidden within the Fortress of the Ur-Mage is the Wand of Death. The Ur-Mage opens the doors of his deadly stronghold every ten years, allowing crusaders of the realm to enter.
Description:
Hidden within the Fortress of the Ur-Mage is the great prize, the Wand of Death. To entertain his insatiable madness, or perhaps for some other unknowable purpose, the Ur-Mage opens the doors of the Fortress every ten years, allowing the heroes and demigods of the realm to enter in pursuit of the Wand. A crusader bearing the Wand of Death could command the dead, shatter planes, even slay the gods themselves. Today the games begin. The gates of the Fortress have opened. A tournament module.
The world is dying. Everyone knows it. The scent of the end hangs in the air, and the touch of death has burrowed into the bones of every living creature. Can you hold off the end much longer?
Description:
The world is dying. Everyone knows it. Her skies are green and sickly. Her forests are dark and foreboding Her clouds billow and roil across the sky. The scent of the end hangs in the air, and the touch of death has burrowed into the bones of every living creature, including the people of the Crater Basin and the last great city of the living, Anglekite. Will the world, the Crater Basin, and the last city of Anglekite, mount one final defense and stave off the end for a while longer? This event is the first of three connected sessions (LongCon) with continuing characters and plots. Registering for the first session covers all three.
The world is dying. Everyone knows it. The scent of the end hangs in the air, and the touch of death has burrowed into the bones of every living creature. Can you hold off the end much longer?
Description:
The world is dying. Everyone knows it. Her skies are green and sickly. Her forests are dark and foreboding Her clouds billow and roil across the sky. The scent of the end hangs in the air, and the touch of death has burrowed into the bones of every living creature, including the people of the Crater Basin and the last great city of the living, Anglekite. Will the world, the Crater Basin, and the last city of Anglekite, mount one final defense and stave off the end for a while longer? This event is the second of three connected sessions (LongCon) with continuing characters and plots. Registering for the first session covers all three.
The world is dying. Everyone knows it. The scent of the end hangs in the air, and the touch of death has burrowed into the bones of every living creature. Can you hold off the end much longer?
Description:
The world is dying. Everyone knows it. Her skies are green and sickly. Her forests are dark and foreboding Her clouds billow and roil across the sky. The scent of the end hangs in the air, and the touch of death has burrowed into the bones of every living creature, including the people of the Crater Basin and the last great city of the living, Anglekite. Will the world, the Crater Basin, and the last city of Anglekite, mount one final defense and stave off the end for a while longer? This event is the third of three connected sessions (LongCon) with continuing characters and plots. Registering for the first session covers all three.
A dungeon crawl in which you will traverse Japanese-inspired dangerous gardens and ancient shrines to destroy a druid, turned lich, before the world is inverted and entombed forever.
Description:
A dungeon crawl in which you will traverse Japanese-inspired dangerous gardens and ancient shrines to destroy a druid, turned lich, before the world is inverted and entombed forever. Note: This is a fast paced timed event and will require fast decision making to have any chance of success.
The party is tasked with defeating an evil wizard who has taken residence in a local ruined keep. Can they do so, or will they succumb to his evil ways?
The classic dungeon module S2: White Plume Mountain - darker, harsher, deadlier, and re-imagined.
Description:
The classic dungeon module S2: White Plume Mountain - darker, harsher, deadlier, and re-imagined. Venture into a volcanic mountain catacomb in search of three legendary weapons: Wave, Whelm, and Blackrazor. However, Dragotha's undead thralls wait... Fast, freaky, and deadly - one of the greatest dungeon delves of all time rises again.
The once great Caelmarath has been lost for centuries. Race to one of its recently unearthed towers to claim its treasures before the strange Dust Digger goblins take the tower for themselves.
Description:
The Wasted West is a thriving cesspool for strange adventures. The Waste Walkers, giant aberrations summoned from another world, do battle at a snails pace above a desolate landscape. Goblins roam in outlandish clans, twisted by eking out an existence in spell-scarred wasteland. Ruins of the old magocracies lie abandoned among the sand. Any who find even a lone tower buried in the sand would recover wondrous artifacts of untold worth. Heroes are not the only ones who seek out the power of Caelmarath. The eccentric Dust Diggers also dream of its power and guard their dig sites with violent diligence. The Waste Walker of alien crystal, Kb’r’ck, has reached the base of the tower in secret and continues its slow entombment of the arcane halls. (Dungeon World, Lvl 1)
King Rupert the Second takes peace and stability very seriously. Your group of monster hunters has been dispatched to take care of some trolls. Easy money? Not likely.
Description:
The Kingdom of Selvas is a peaceful place. King Rupert the Second, Lord Protector of the Realm takes peace and stability very seriously. After spending his youth eliminating monsters and other threats from his kingdom, he has turned over monster threats to the kingdom to those best suited to the task – adventurers. A bounty system with payouts by type and number of monsters keeps adventurers in business. Add in a strict policy of secrecy whenever possible and the people of Selvas have forgotten most of the threats that their fathers and grandfathers faced. Your organization – Monster Hunters – has received notification of trolls stopping traffic in the town of Ganzaga. Your group has been outfitted with horses and a wagon, and a good amount of wizards fire (very helpful for trolls) and sent to take care of the problem and collect the bounty.
King Rupert the Second takes peace and stability very seriously. Your group of monster hunters have been dispatched to take care of some trolls. Easy money? Not likely.
Description:
The Kingdom of Selvas is a peaceful place. King Rupert the Second, Lord Protector of the Realm takes peace and stability very seriously. After spending his youth eliminating monsters and other threats from his kingdom, he has turned over monster threats to the kingdom to those best suited to the task – adventurers. A bounty system with payouts by type and number of monsters keeps adventurers in business. Add in a strict policy of secrecy whenever possible and the people of Selvas have forgotten most of the threats that their fathers and grandfathers faced. Your organization – Monster Hunters – has received notification of trolls stopping traffic in the town of Ganzaga. Your group has been outfitted with horses and a wagon, and a good amount of wizards fire (very helpful for trolls) and sent to take care of the problem and collect the bounty.