The Wizards of Sardior are tampering with the fabric of creation, threatening to unravel everything you cherish. You must act swiftly to stop their destructive plans.
Description:
Step into the rotating Tower of Sardior. Built by the Wizard Kovarnyl as a stronghold of chaos, destruction, and creation. Kovarnyl and his acolytes are set on annihilating all of creation to pave the way for the resurrection of Sardior and the fabled First World. As the tower endlessly reconfigures itself, you'll need to traverse its corridors, evade lethal enemies and traps, all while trying to solve the mysteries of the tower and unlock its secrets. Time is of the essence to stop their apocalyptic schemes from unfolding. Do you have what it takes to find the keystones of the tower and stop Kovarnyl before it’s too late? Bring your own standard build 12th level character (D&D 5e/2014) or choose from pre-generated characters provided. Campaign Magic Items will be provided by the DM.
Return to the frozen North of Druinnia. What began as a simple bargain with a mysterious cleric ended in blood, betrayal, and dragonfire.
Description:
Heroes are drawn back into the ice—trapped deep within a conquered dragon’s lair, where ancient ruins stir and rival dragons wage a silent war beneath the mountain. Powerful enemies command living ice, forgotten secrets wait to be unearthed, and a single bargain could change the fate of the world. This 15th-level one-shot blends mystery, brutal combat, and high-stakes choices—welcoming returning heroes with echoes of the past, while offering new adventurers a legendary tale where dragons, treasure, and destiny collide.
Return to the frozen North of Druinnia. What began as a simple bargain with a mysterious cleric ended in blood, betrayal, and dragonfire.
Description:
Heroes are drawn back into the ice—trapped deep within a conquered dragon’s lair, where ancient ruins stir and rival dragons wage a silent war beneath the mountain. Powerful enemies command living ice, forgotten secrets wait to be unearthed, and a single bargain could change the fate of the world. This 15th-level one-shot blends mystery, brutal combat, and high-stakes choices—welcoming returning heroes with echoes of the past, while offering new adventurers a legendary tale where dragons, treasure, and destiny collide.
Return to the frozen North of Druinnia. What began as a simple bargain with a mysterious cleric ended in blood, betrayal, and dragonfire.
Description:
Heroes are drawn back into the ice—trapped deep within a conquered dragon’s lair, where ancient ruins stir and rival dragons wage a silent war beneath the mountain. Powerful enemies command living ice, forgotten secrets wait to be unearthed, and a single bargain could change the fate of the world. This 15th-level one-shot blends mystery, brutal combat, and high-stakes choices—welcoming returning heroes with echoes of the past, while offering new adventurers a legendary tale where dragons, treasure, and destiny collide.
Return to the frozen North of Druinnia. What began as a simple bargain with a mysterious cleric ended in blood, betrayal, and dragonfire.
Description:
Heroes are drawn back into the ice—trapped deep within a conquered dragon’s lair, where ancient ruins stir and rival dragons wage a silent war beneath the mountain. Powerful enemies command living ice, forgotten secrets wait to be unearthed, and a single bargain could change the fate of the world. This 15th-level one-shot blends mystery, brutal combat, and high-stakes choices—welcoming returning heroes with echoes of the past, while offering new adventurers a legendary tale where dragons, treasure, and destiny collide.
A fast, loud, high-energy social deduction game. Everyone gets a secret role and then splits into two rooms, with hostages traded back and forth over timed rounds.
Description:
The Red Team wants the President in the same room as the Bomber. The Blue Team wants them apart. Expect frantic negotiations, bold bluffs, sudden reveals, and a dramatic countdown to the final round. Easy to learn, hilarious to play, and perfect for large groups.
Your settlement is being threatened by a creature of a scale never before seen. Can you protect your home from the giant threat?
Description:
The Sacred Pyres that protect each settlement from the swirling mass of necrotic energy flowing through the land known as the Umbra have dotted the night sky for as long as you can remember. The heat and light from your local fire fills your community with hope in these dire times, but some of those lights in the distance have started going out. Rumors of gigantic creatures stalking the wilderness have started to spread among the few that dare to travel. How will you respond when this threat comes to your home? This adventure will use the Age of Umbra setting and the Colossus mechanics from two of the campaign frames in the core rule book. It will include some role play and an encounter with a custom designed colossus monster. Level 3 pregens provided, beginners welcome (I'll teach you the rules). Expect some dark themes and a safety tools discussion!
A push your luck deck builder where heroes are trying to amass gold and glory!! Will you become the champion of the realm or succumb to the dark omens that plague us all?
Description:
A free-for-all race to score victory points. The points available are based on the number of players or the person to claim the final location - which ever comes first.
A push your luck deck builder where heroes are trying to amass gold and glory!! Will you become the champion of the realm or succumb to the dark omens that plague us all?
Description:
A free-for-all race to score victory points. The points available are based on the number of players or the person to claim the final location - which ever comes first.