The elves have come to harvest the Silver Bells of Faedlor, a sacred plant native only to the Hool Marsh. The plants are found missing & docile tempers turn to vengeance. Part 2 of Guards of Solace.
Description:
The elves have come to harvest the Silver Bells of Faedlor, a sacred plant native only to the Hool Marsh, When the plants are found missing docile tempers turn to vengeance. A Story-arc Universal Wilderness adventure for character levels 1-5, and Part 2 of The Guards of Solace story arc.
The elves have come to harvest the Silver Bells of Faedlor, a sacred plant native only to the Hool Marsh. The plants are found missing & docile tempers turn to vengeance. Part 2 of Guards of Solace.
Description:
The elves have come to harvest the Silver Bells of Faedlor, a sacred plant native only to the Hool Marsh, When the plants are found missing docile tempers turn to vengeance. A Story-arc Universal Wilderness adventure for character levels 1-5, and Part 2 of The Guards of Solace story arc.
Sir Kinth is trying to determine if recent events are random, or somehow related. Now you are asked to investigate a new situation. Levels 1-10. Part 2 of Hidden Horrors.
Description:
Recent discoveries have brought to light some very disturbing events, and Sir Kinth is trying to determine if these events are random, or somehow related. Now you are asked to investigate a new situation. A one-round Tactical Dungeon adventure for character levels 1-10, and part 2 of the Hidden Horrors story arc.
Sir Kinth is trying to determine if recent events are random, or somehow related. Now you are asked to investigate a new situation. Levels 1-10. Part 2 of Hidden Horrors.
Description:
Recent discoveries have brought to light some very disturbing events, and Sir Kinth is trying to determine if these events are random, or somehow related. Now you are asked to investigate a new situation. A one-round Tactical Dungeon adventure for character levels 1-10, and part 2 of the Hidden Horrors story arc.
Events seem to have taken a turn for the worse. With the return of Orin's memory comes the knowledge of a place that nobody has dared to go: the Hellfurnaces. Part 3 of Hidden Horrors.
Description:
Events seem to have taken a turn for the worse. With the return of Orin’s memory comes the knowledge of a place that nobody has dared to go in many years....The Hellfurnaces. Does the volcanic mountain range hold the answers to the many questions? Or perhaps there is something here that hasn’t been seen in a very, very long time. A one-round Story-arc Universal Dungeon adventure for character levels 5-10, and Part 3 of the Hidden Horrors story arc.
Events seem to have taken a turn for the worse. With the return of Orin's memory comes the knowledge of a place that nobody has dared to go: the Hellfurnaces. Part 3 of Hidden Horrors.
Description:
Events seem to have taken a turn for the worse. With the return of Orin’s memory comes the knowledge of a place that nobody has dared to go in many years....The Hellfurnaces. Does the volcanic mountain range hold the answers to the many questions? Or perhaps there is something here that hasn’t been seen in a very, very long time. A one-round Story-arc Universal Dungeon adventure for character levels 5-10, and Part 3 of the Hidden Horrors story arc.
The enemy seems backed into a corner. Time to get answers & finish what was started. Can you find your way through what lies below? Conclusion of Hidden Horrors.
Description:
The enemy seems to be backed into a corner. Or rather, put into a hole in the ground. It is time to get answers and finish what was started. Can you find your way through what lies below and end this threat along with finding answers to it all? Or will it become your tomb? A two-round Story-arc Universal Dungeon adventure for character levels 5-10, and the Part 4 Conclusion of the Hidden Horrors story arc.
The Lords of Waterdeep have discovered a strange set of thefts that now lead to a disturbing conclusion. Stop a tribe of goblins from taking over the multiverse. Can you stop them before they do?
Description:
The lords of Waterdeep have discovered a strange set of thefts that now lead to a disturbing conclusion. Seemingly unconnected thefts are now leading to one conclusion, a tribe of goblins is attempting to control the multiverse and spread there influence through the known civilizations. And E.D.E.N. Adventure, this adventure will begin in one system and proceed to another system.
The Lords of Waterdeep have discovered a strange set of thefts that now lead to a disturbing conclusion. Stop a tribe of goblins from taking over the multiverse. Can you stop them before they do?
Description:
The lords of Waterdeep have discovered a strange set of thefts that now lead to a disturbing conclusion. Seemingly unconnected thefts are now leading to one conclusion, a tribe of goblins is attempting to control the multiverse and spread there influence through the known civilizations. And E.D.E.N. Adventure, this adventure will begin in one system and proceed to another system.
Join us for an official D&D Adventures League event for characters levels 1-4. This is Part 1 of a trilogy.
Description:
Hillsfar struggles to stay aloft after the fall of First Lord Torin Nomenthal. Trade is stagnant. Relations between the citizens and non-humans remain strained. Tensions are rising as Sir Vuhm Yestral is unable to ease the situation. The arrival of a charismatic stranger incites the populace to rebel against the new ruler. A D&D Adventurers League adventure for characters levels 5-10 in Hillsfar.