DDEX2-11 Oublietter of Fort Iron / DDEX2-12 Dark Rites at Fort Dalton
Summary:
Parts 1 & 2 of the Season 2 2-part series. 1 ticket gets you both. An Adventurers League Expeditions adventure for levels 1-4.
Description:
DDEX2-11 Oublietter of Fort Iron: When Fort Iron was taken from the duergar who inhabited it, much of their subterranean quarters were never fully explored. An ancient oubliette has been discovered and its contents have disturbed the miners. Can the mine and the miners be saved from the dangers of the Oubliette of Fort Iron? A two-hour D&D Adventurers League Expeditions adventure for characters levels 1-4. DDEX2-12 Dark Rites at Fort Dalton: Fort Dalton along the River Lis was long ago destroyed. Now rumors tell of foul cults practicing their dark rites within the fort’s ruins. Are the rumors of elemental cults true or are the rumors a cover for some other sinister plot? A two-hour D&D Adventurers League Expeditions adventure for characters levels 1-4.
DDEX2-11 Oublietter of Fort Iron / DDEX2-12 Dark Rites at Fort Dalton
Summary:
Parts 1 & 2 of the Season 2 2-part series. 1 ticket gets you both. An Adventurers League Expeditions adventure for levels 1-4.
Description:
DDEX2-11 Oublietter of Fort Iron: When Fort Iron was taken from the duergar who inhabited it, much of their subterranean quarters were never fully explored. An ancient oubliette has been discovered and its contents have disturbed the miners. Can the mine and the miners be saved from the dangers of the Oubliette of Fort Iron? A two-hour D&D Adventurers League Expeditions adventure for characters levels 1-4. DDEX2-12 Dark Rites at Fort Dalton: Fort Dalton along the River Lis was long ago destroyed. Now rumors tell of foul cults practicing their dark rites within the fort’s ruins. Are the rumors of elemental cults true or are the rumors a cover for some other sinister plot? A two-hour D&D Adventurers League Expeditions adventure for characters levels 1-4.
An Adventurers League Expeditions adventure for levels 5-10.
Description:
A bastion of the Cult of the Howling Wind has been located beneath the Monastery of the Yellow Rose in the bowels of the Earthspur Mountains. In order to thwart the cult’s plans for Mulmaster’s destruction, you must delve into the depths and quell the storm within. While their winds still blow, none in Mulmaster are truly safe. A D&D Adventurers League Expeditions adventure for characters levels 5-10.
An Adventurers League Expeditions adventure for levels 5-10.
Description:
A bastion of the Cult of the Howling Wind has been located beneath the Monastery of the Yellow Rose in the bowels of the Earthspur Mountains. In order to thwart the cult’s plans for Mulmaster’s destruction, you must delve into the depths and quell the storm within. While their winds still blow, none in Mulmaster are truly safe. A D&D Adventurers League Expeditions adventure for characters levels 5-10.
An Adventurers League Expeditions adventure for levels 5-10.
Description:
A bastion of the Cult of the Howling Wind has been located beneath the Monastery of the Yellow Rose in the bowels of the Earthspur Mountains. In order to thwart the cult’s plans for Mulmaster’s destruction, you must delve into the depths and quell the storm within. While their winds still blow, none in Mulmaster are truly safe. A D&D Adventurers League Expeditions adventure for characters levels 5-10.
An Adventurers League Expeditions adventure for levels 5-10.
Description:
The fabled sword of Selfaril is told to bestow wisdom and power upon whomever wields it, so naturally its discovery has caused quite a stir in Mulmaster. All of this is complicated when a masked benefactor claims to not only know the truth about the blade, but also how it can be used to benefit the oppressed people of Mulmaster. Can it truly change Mulmaster for the better? A D&D Adventurers League Expeditions adventure for characters levels 5-10.
An Adventurers League Expeditions adventure for levels 5-10.
Description:
The fabled sword of Selfaril is told to bestow wisdom and power upon whomever wields it, so naturally its discovery has caused quite a stir in Mulmaster. All of this is complicated when a masked benefactor claims to not only know the truth about the blade, but also how it can be used to benefit the oppressed people of Mulmaster. Can it truly change Mulmaster for the better? A D&D Adventurers League Expeditions adventure for characters levels 5-10.
An Adventurers League Expeditions adventure for levels 5-10.
Description:
The fabled sword of Selfaril is told to bestow wisdom and power upon whomever wields it, so naturally its discovery has caused quite a stir in Mulmaster. All of this is complicated when a masked benefactor claims to not only know the truth about the blade, but also how it can be used to benefit the oppressed people of Mulmaster. Can it truly change Mulmaster for the better? A D&D Adventurers League Expeditions adventure for characters levels 5-10.
An Adventurers League Expeditions adventure for levels 5-10.
Description:
Aleyd Burral, the Risen Hero of Phlan has sounded the call to battle! Intent on retaking her home of Phlan, Aleyd has amassed a surprising amount of support from the citizenry of Phlan, including that of the High Blade himself. But as lofty as her goals might be, the honor-bound warrior seems willing to sacrifice much in her quest—including everything
An Adventurers League Expeditions adventure for levels 5-10.
Description:
Aleyd Burral, the Risen Hero of Phlan has sounded the call to battle! Intent on retaking her home of Phlan, Aleyd has amassed a surprising amount of support from the citizenry of Phlan, including that of the High Blade himself. But as lofty as her goals might be, the honor-bound warrior seems willing to sacrifice much in her quest—including everything