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.
Survivors of the White Glut have begun to experience changes to their reality. An unfortunate side effect, or something more sinister?
Description:
Survivors of the White Glut have begun to experience changes to their reality. Gaps of memory. Phantom sounds. Apparitions at the edges of vision. Is this an unfortunate side effect, or is something more sinister at work?
Survivors of the White Glut have begun to experience changes to their reality. An unfortunate side effect, or something more sinister?
Description:
Survivors of the White Glut have begun to experience changes to their reality. Gaps of memory. Phantom sounds. Apparitions at the edges of vision. Is this an unfortunate side effect, or is something more sinister at work?
In this surrealist coming-of-age story, four young female soldiers encounter a mysterious tower while wandering the desert and begin experiencing visions of their lives after the war.
In this surrealist coming-of-age story, four young female soldiers encounter a mysterious tower while wandering the desert and begin experiencing visions of their lives after the war.
In this fun one-shot adventure, you are hired to solve a mystery at the daycare in Emerald Forest Adventure Con. DMed by d20 Dame, Jen Vaughn, from the family-friendly podcast.
The void dragons grow in strength. We must stop them before what we most fear comes to pass! 14th level.
Description:
The dreaded void dragons have been a menace to the world for centuries. Their floating citadel has always seemed like too insurmountable a task to take on, but rumors have recently surfaced that the pair have recently laid a clutch of eggs. Many wizards are worried that with so much void energy in one condensed area the barrier between the world and the void may weaken. Thus, you have been tasked to take out this potential catastrophe by ANY MEANS NECESSARY.