We have just finished uploading a brand new adventure to the DM’s Guild – The Call of the Drowned. The 12-page adventure drops the heroes into a battle against an evil band of nautical monasters – the Drowners of Hawkesbury Bay. It’s designed for parties ranging from just level one all the way up to…
When a powerful magic item is stolen from a wealthy farming association, the leaders turn to a band of reliable and – most importantly – discrete adventurers to retrieve it.
Evil is stirring in the tiny village of Akeley – an evil that reaches out to minds that drift through the inky void between the stars.
When the party is hired to investigate a haunted castle, they’re drawn into a tale of hatred, love and betrayal stretching back more then 300 years.
This is not a normal D&D adventure. In fact, I’m not really sure what it is.
Sometimes looks can be deceiving. This time, they may be fatal.
Our upcoming adventure is all about assumptions and expectations, and how dangerous they can be when you rely on them.
When Wisp Shadowfoot, gentleman thief, makes off with the party’s valuables they are thrown into the shadowy world of criminal intrigue. The master burglar, it seems, needs a favor from people as skilled at smashing as he is at sneaking.
They’re some of the greatest heroes the world has ever seen, but when they are plucked from their own time and tasked with saving the world one last time, will they be up to the challenge?
We’re in the process of putting together our longest work yet – a mini-campaign designed around a band of particularly unlikely heroes fighting to keep their homes safe from an unhinged Elven Wizard.