Set in the time of Knights of the Old Republic. Darth Malik wants you to fetch an item from within the Jedi Temple on Coruscant. This is not a Sparks event.
Description:
As Darth Malik leads an assault, he sends 2 teams of 4 on the errand. Sith are not known to work well in groups, but will you fail? Will you work together?
Set in the time of Knights of the Old Republic. Darth Malik wants you to fetch an item from within the Jedi Temple on Coruscant. This is not a Sparks event.
Description:
As Darth Malik leads an assault, he sends 2 teams of 4 on the errand. Sith are not known to work well in groups, but will you fail? Will you work together?
Set in the time of Knights of the Old Republic. Darth Malik wants you to fetch an item from within the Jedi Temple on Coruscant. This is not a Sparks event.
Description:
As Darth Malik leads an assault, he sends 2 teams of 4 on the errand. Sith are not known to work well in groups, but will you fail? Will you work together?
Set in the time of "Knights of the Old Republic." Darth Malik wants you to fetch an item from within the Jedi Temple on Coruscant. This is not a Sparks event.
Description:
As Darth Malik leads an assault, he sends 2 teams of 4 on the errand. Sith are not known to work well in groups, but will you fail? Will you work together?
Set in the time of "Knights of the Old Republic." Darth Malik wants you to fetch an item from within the Jedi Temple on Coruscant. This is not a Sparks event.
Description:
As Darth Malik leads an assault, he sends 2 teams of 4 on the errand. Sith are not known to work well in groups, but will you fail? Will you work together?
Welcome to the land of imagination. You are about to begin a journey into worlds where magic & monsters are the order of the day.
Description:
You are about to begin a journey into worlds where magic and monsters are the order of the day, where law and chaos are forever at odds, where adventure and heroism are the meat and drink of all who would seek their fortunes in uncommon pursuits.
Welcome to the land of imagination. You are about to begin a journey into worlds where magic & monsters are the order of the day.
Description:
You are about to begin a journey into worlds where magic and monsters are the order of the day, where law and chaos are forever at odds, where adventure and heroism are the meat and drink of all who would seek their fortunes in uncommon pursuits.
Explore the archmage's abandoned childhood home. What forgotten treasures and terrors lay within? Caution is your watchword in this adventure by Rob Kuntz.
Description:
Before there was a Castle Zagyg, there was the Dark Chateau. Of anachronistic design and uncertain history, this manse resides within the Little Hillwood forest surrounding the immense castle. Rumors abound. Some say the house lies abandoned, in ruins. Some say it is haunted. Others warn not to go there at all as the area is infested with goblin-kind. A crazed wasteling even claims it is the original homestead of the Grand Archwizard himself. Meant to be a starting adventure before exploring the larger castle, the Dark Chateau was authored by Gary Gygax's friend and Greyhawk co-creator Rob Kuntz. Come and discover what forgotten secrets and hidden dangers Zagyg left within.
Each group chooses from one of six areas to explore. Adventure in the Little Hillwood, Mouths of Madness, Castle Precinct Ruins, East Wall Towers, Castle Fortress, or Dungeon Level 1.
Description:
Welcome to the final & rare adventure by Gary Gygax. Published in late 2007, Castle Zagyg: Upper Works is a massive work covering not only the famous Castle Greyhawk, all its towers, the central fortress, & the first gygaxian dungeon level below; but also myriad locations in the wilderness surrounding & the honeycomb of caves infesting the rocky bluff upon which the castle stands. Traditional entry is either along the haunted Old Castle Track or by Rhennee riverboat up the False Urt River, however nothing is stopping parties from trailblazing overland into The Little Hillwood. Players have the option of beginning the game in any of the six regions of the castle & may wander anywhere within: 1. The one-time castle acreage; 2. The "Mouths of Madness" caves; 3. The vast castle precincts; 4. Both intimidating East Towers; 5. The ebon edifice of the Fortress; or 6. "The Storerooms" dungeon 1.
Each group chooses from one of six areas to explore. Adventure in the Little Hillwood, Mouths of Madness, Castle Precinct Ruins, East Wall Towers, Castle Fortress, or Dungeon Level 1.
Description:
Welcome to the final & rare adventure by Gary Gygax. Published in late 2007, Castle Zagyg: Upper Works is a massive work covering not only the famous Castle Greyhawk, all its towers, the central fortress, & the first gygaxian dungeon level below; but also myriad locations in the wilderness surrounding & the honeycomb of caves infesting the rocky bluff upon which the castle stands. Traditional entry is either along the haunted Old Castle Track or by Rhennee riverboat up the False Urt River, however nothing is stopping parties from trailblazing overland into The Little Hillwood. Players have the option of beginning the game in any of the six regions of the castle & may wander anywhere within: 1. The one-time castle acreage; 2. The "Mouths of Madness" caves; 3. The vast castle precincts; 4. Both intimidating East Towers; 5. The ebon edifice of the Fortress; or 6. "The Storerooms" dungeon 1.
Each group chooses from one of six areas to explore. Adventure in the Little Hillwood, Mouths of Madness, Castle Precinct Ruins, East Wall Towers, Castle Fortress, or Dungeon Level 1.
Description:
Welcome to the final & rare adventure by Gary Gygax. Published in late 2007, Castle Zagyg: Upper Works is a massive work covering not only the famous Castle Greyhawk, all its towers, the central fortress, & the first gygaxian dungeon level below; but also myriad locations in the wilderness surrounding & the honeycomb of caves infesting the rocky bluff upon which the castle stands. Traditional entry is either along the haunted Old Castle Track or by Rhennee riverboat up the False Urt River, however nothing is stopping parties from trailblazing overland into The Little Hillwood. Players have the option of beginning the game in any of the six regions of the castle & may wander anywhere within: 1. The one-time castle acreage; 2. The "Mouths of Madness" caves; 3. The vast castle precincts; 4. Both intimidating East Towers; 5. The ebon edifice of the Fortress; or 6. "The Storerooms" dungeon 1.
Shortly after arriving in Rembeld, a remote mining town in the Norther Reaches, you learn that the town is abuzz with stories of a recent discovery.
Description:
Miners have uncovered a cavern rich with deep veins of mithral ore, and the mysterious ruins of a blackened stone keep. Since then, the town has suffered a series of unexplained abductions and all clues lead back to the entrance of the mines. Desperate for answers, the town elder searches for those brave enough to delve into the depths and learn the fate of the missing townsfolk. Will you heed the call to adventure?
Shortly after arriving in Rembeld, a remote mining town in the Norther Reaches, you learn that the town is abuzz with stories of a recent discovery.
Description:
Miners have uncovered a cavern rich with deep veins of mithral ore, and the mysterious ruins of a blackened stone keep. Since then, the town has suffered a series of unexplained abductions and all clues lead back to the entrance of the mines. Desperate for answers, the town elder searches for those brave enough to delve into the depths and learn the fate of the missing townsfolk. Will you heed the call to adventure?
Shortly after arriving in Rembeld, a remote mining town in the Norther Reaches, you learn that the town is abuzz with stories of a recent discovery.
Description:
Miners have uncovered a cavern rich with deep veins of mithral ore, and the mysterious ruins of a blackened stone keep. Since then, the town has suffered a series of unexplained abductions and all clues lead back to the entrance of the mines. Desperate for answers, the town elder searches for those brave enough to delve into the depths and learn the fate of the missing townsfolk. Will you heed the call to adventure?
Shortly after arriving in Rembeld, a remote mining town in the Norther Reaches, you learn that the town is abuzz with stories of a recent discovery.
Description:
Miners have uncovered a cavern rich with deep veins of mithral ore, and the mysterious ruins of a blackened stone keep. Since then, the town has suffered a series of unexplained abductions and all clues lead back to the entrance of the mines. Desperate for answers, the town elder searches for those brave enough to delve into the depths and learn the fate of the missing townsfolk. Will you heed the call to adventure?
Knights of the Dragon "Annual High Summer Festival - Richfest"
Summary:
After choosing one of several missions from their King, Knights will have opportunities to retrain feats and classes, commission magical equipment, and enter prestige classes.
Description:
This is the annual Gen Con KotD special event. In addition to a diverse choice of directives presented to them by King Josef Calvarion I, our Knights will have opportunities to undertake advanced training, equipment procurement, and admission to some of the more esoteric professions. All players MUST have a pre-existing KotD character of ANY level that has played in a minimum of one module prior to this event.
King Josef Calvarion I opens the new Hope Bridge across the river Knox when the realm faces a crisis & needs new heroes. For KotD PCs levels 1-3.
Description:
King Josef Calvarion I dedicates the new Hope Bridge across the river Knox, heralding increased trade and cooperation with the surrounding realms. Tragedy strikes and the kingdom needs new heroes. You will need to make a new character, or bring an existing 1st-3rd level KotD character. Not playable for PCs that have previously played in KotD #1.1. Emphases: campaign introduction, character creation.
King Josef Calvarion I opens the new Hope Bridge across the river Knox when the realm faces a crisis & needs new heroes. For KotD PCs levels 1-3.
Description:
King Josef Calvarion I dedicates the new Hope Bridge across the river Knox, heralding increased trade and cooperation with the surrounding realms. Tragedy strikes and the kingdom needs new heroes. You will need to make a new character, or bring an existing 1st-3rd level KotD character. Not playable for PCs that have previously played in KotD #1.1. Emphases: campaign introduction, character creation.
King Josef Calvarion I opens the new Hope Bridge across the river Knox when the realm faces a crisis & needs new heroes. For KotD PCs levels 1-3.
Description:
King Josef Calvarion I dedicates the new Hope Bridge across the river Knox, heralding increased trade and cooperation with the surrounding realms. Tragedy strikes and the kingdom needs new heroes. You will need to make a new character, or bring an existing 1st-3rd level KotD character. Not playable for PCs that have previously played in KotD #1.1. Emphases: campaign introduction, character creation.
The savage humanoids are assembling, and the heroes must seek a relic to aid the defense of Calvaria. For KotD PCs levels 3-5.
Description:
Nemesis has drawn together a diverse army of savage humanoids; Calvaria's capital will soon be besieged on all fronts. The Archmage Xynn has identified a relic the Knights must retrieve to aid the defense of Calvaria. Of course, the gathering army is looking for it as well. You will need to bring an existing 3rd-5th level KotD character, use a pre-generated character, or bring a 3rd-level character built using our online character creation rules. Emphases: investigation, combat.