Generic tickets only. Players are responsible for mustering themselves and finding a DM (limted judges will be available onsite each night). Any one-round adventure currently available can be played. DMs are responsible for bringing adventures. RPGA HQ will provide play space.
Generic tickets only. Players are responsible for mustering themselves and finding a DM (limted judges will be available onsite each night). Any one-round adventure currently available can be played. DMs are responsible for bringing adventures. RPGA HQ will provide play space.
Generic tickets only. Players are responsible for mustering themselves and finding a DM (limted judges will be available onsite each night). Any one-round adventure currently available can be played. DMs are responsible for bringing adventures. RPGA HQ will provide play space.
You must make a choice. Follow a group of kidnappers or head towards the second set of gods. One way leads to a primal tribe. The other leads to an underground complex where it is easy to get lost. The focus will be on role playing rather than fighting. Playing in other parts is not required.
The boat taking you away from the winter wasteland and the release of the first deities is out of your control. It docks on what seems to be a barren shore. After a short while a tribe of very friendly people come to greet you. They hold the information needed to continue your quest. The focus will be on role playing rather than fighting. Playing in other parts is not required.
All is not well in the Great Port of Tarmulune and no one speaks of it. People are disappearing toward some fell purpose, and you are next. A two-round Living Forgotten Realms adventure that is Part 1 of the Embers of Dawn mini-campaign, set in Tarmulune for characters levels 1-4. Events that start at 7pm will end at midnight and start again at 8am the following morning.
All is not well in the Great Port of Tarmulune and no one speaks of it. People are disappearing toward some fell purpose, and you are next. A two-round Living Forgotten Realms adventure that is Part 1 of the Embers of Dawn mini-campaign, set in Tarmulune for characters levels 1-4. Events that start at 7pm will end at midnight and start again at 8am the following morning.
All is not well in the Great Port of Tarmulune and no one speaks of it. People are disappearing toward some fell purpose, and you are next. A two-round Living Forgotten Realms adventure that is Part 1 of the Embers of Dawn mini-campaign, set in Tarmulune for characters levels 1-4. Events that start at 7pm will end at midnight and start again at 8am the following morning.
All is not well in the Great Port of Tarmulune and no one speaks of it. People are disappearing toward some fell purpose, and you are next. A two-round Living Forgotten Realms adventure that is Part 1 of the Embers of Dawn mini-campaign, set in Tarmulune for characters levels 1-4. Events that start at 7pm will end at midnight and start again at 8am the following morning.
All is not well in the Great Port of Tarmulune and no one speaks of it. People are disappearing toward some fell purpose, and you are next. A two-round Living Forgotten Realms adventure that is Part 1 of the Embers of Dawn mini-campaign, set in Tarmulune for characters levels 1-4. Events that start at 7pm will end at midnight and start again at 8am the following morning.