This one-hour True Grind adventure will take place just before the characters from “The Evading Hilt” seek to enter the city. It will be your task to fight your way through a city containing hordes of Smoak’s minions before finding yourself in front of Fortune’s Gate – a back entrance to the city. There you must defeat a final guardian and determine how to open this magically barred city gate.
This one-hour True Grind adventure will take place just before the characters from “The Evading Hilt” seek to enter the city. It will be your task to fight your way through a city containing hordes of Smoak’s minions before finding yourself in front of Fortune’s Gate – a back entrance to the city. There you must defeat a final guardian and determine how to open this magically barred city gate.
This one-hour True Grind adventure will take place just before the characters from “The Evading Hilt” seek to enter the city. It will be your task to fight your way through a city containing hordes of Smoak’s minions before finding yourself in front of Fortune’s Gate – a back entrance to the city. There you must defeat a final guardian and determine how to open this magically barred city gate.
This one-hour True Grind adventure will take place just before the characters from “The Evading Hilt” seek to enter the city. It will be your task to fight your way through a city containing hordes of Smoak’s minions before finding yourself in front of Fortune’s Gate – a back entrance to the city. There you must defeat a final guardian and determine how to open this magically barred city gate.
This one-hour True Grind adventure will take place just before the characters from “The Evading Hilt” seek to enter the city. It will be your task to fight your way through a city containing hordes of Smoak’s minions before finding yourself in front of Fortune’s Gate – a back entrance to the city. There you must defeat a final guardian and determine how to open this magically barred city gate.
Mini-Quest: 'Getting In' sponsored by Wizards of the Coast
Description:
Less rules, more fun! This is a great ONE HOUR introductory event for newbies, and it can be enjoyed by TD Vets who want an exciting hour of adventure. It allows you to play a D&D adventure within a life-size, walk-through dungeon with emphasis on fun interactive props and sets. Story: Your group of six thugs must steal a relic to get membership in the local Rogues’ Guild. XP awarded (NIGHTMARE XP, too) but you must be under 4th level to get XP.
Mini-Quest: 'Getting In' sponsored by Wizards of the Coast
Description:
Less rules, more fun! This is a great ONE HOUR introductory event for newbies, and it can be enjoyed by TD Vets who want an exciting hour of adventure. It allows you to play a D&D adventure within a life-size, walk-through dungeon with emphasis on fun interactive props and sets. Story: Your group of six thugs must steal a relic to get membership in the local Rogues’ Guild. XP awarded (NIGHTMARE XP, too) but you must be under 4th level to get XP.
Mini-Quest: 'Getting In' sponsored by Wizards of the Coast
Description:
Less rules, more fun! This is a great ONE HOUR introductory event for newbies, and it can be enjoyed by TD Vets who want an exciting hour of adventure. It allows you to play a D&D adventure within a life-size, walk-through dungeon with emphasis on fun interactive props and sets. Story: Your group of six thugs must steal a relic to get membership in the local Rogues’ Guild. XP awarded (NIGHTMARE XP, too) but you must be under 4th level to get XP.
Mini-Quest: 'Getting In' sponsored by Wizards of the Coast
Description:
Less rules, more fun! This is a great ONE HOUR introductory event for newbies, and it can be enjoyed by TD Vets who want an exciting hour of adventure. It allows you to play a D&D adventure within a life-size, walk-through dungeon with emphasis on fun interactive props and sets. Story: Your group of six thugs must steal a relic to get membership in the local Rogues’ Guild. XP awarded (NIGHTMARE XP, too) but you must be under 4th level to get XP.
Mini-Quest: 'Getting In' sponsored by Wizards of the Coast
Description:
Less rules, more fun! This is a great ONE HOUR introductory event for newbies, and it can be enjoyed by TD Vets who want an exciting hour of adventure. It allows you to play a D&D adventure within a life-size, walk-through dungeon with emphasis on fun interactive props and sets. Story: Your group of six thugs must steal a relic to get membership in the local Rogues’ Guild. XP awarded (NIGHTMARE XP, too) but you must be under 4th level to get XP.