The cloud giant, Baron Rajiram, remains at-large after the destruction of the Ark of the Mountains. A lead has brought the party to Hulburg in pursuit of one of the Baron's known accomplices.
Description:
Following the destruction of the Thunderbound and the Ark of the Mountains, the cloud giant known as Baron Rajiram, remains at-large. A lead from the Harpers has brought the party to the city of Hulburg in pursuit of one of the Baron’s known accomplices. If they can locate his partner-in-crime, the party will be a step closer to finally apprehending the Baron and bringing him to justice.
A four-hour adventure for 11th-16th level characters. Part One of the Storm Series
This event follows the rules for Adventurers League - you must have a level 11-16 AL character to play in this game. Please bring your character sheet and AL Log Sheet.
On the trail of Selise Teshwave and Baron Rajiram, the adventurers must enter excavations in the Galena mountains to prevent the Baron from obtaining a powerful weapon from this ruin.
Description:
Hot on the trail of Selise Teshwave and Baron Rajiram, the adventurers must enter newly exposed mountain excavations in the Galena mountains. Swift action must be taken to prevent the Baron from obtaining a powerful weapon from this ruin. Meanwhile, the mysterious Teshwave siblings, Abigail and Char, are hot on the trail of their older sister.
A four-hour adventure for 11th-16th level characters. Part Two of the Storm Series
This event follows the rules for Adventurers League - you must have a level 11-16 AL character to play in this game. Please bring your character sheet and AL Log Sheet.
The fortress moves across the land of Thar towards the Sword Coast. On board are Baron Rajiram, Selise of Teshwave, and the awoken defenses ready to keep the fortress afloat. Prepare for the assault.
Description:
The fortress moves, slow yet inevitable in its trek across the land of Thar towards the Sword Coast. On board are Baron Rajiram and his servant, Selise of Teshwave, and the awoken defenses ready to keep the fortress afloat. Prepare for the assault.
A four-hour adventure for 11th-16th level characters. Part Three of the Storm Series
This event follows the rules for Adventurers League - you must have a level 11-16 AL character to play in this game. Please bring your character sheet and AL Log Sheet.
An "oddity" has escaped from the carnival and you are tasked with tracking it down and returning it alive - or as alive as it ever was. 5th level.
Description:
The party is hired by a carnival full of oddities and exotic monsters to track down one that has escaped. Rumors abound that the monster is a cruel mockery of humanoids created by nature as revenge and others think it is just a rogue wizards transmutation experiment.
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.
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?