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Past Projects
To Survive the Night
Winter is perpetual and merciless in Icewind Dale. Some try going it alone. Some find strength in their communities. And some will forge new paths forward. Our adventurers are caught in the machinations of both the people and the elements of this harsh, unforgiving land. Can they help? Can they survive?
A series of five Adventurers League DungeonCraft adventures which were written for and premiered at Gary Con XIII. Each is a Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8.
King Obould’s Fist
This romp is the heavy metal punk version of D&D 5e. "King Obould's Fist" features wilderness and tech-based exploration sequences, discovering an inhuman process hurting people, and industrial sabotage to make this travesty stop. It includes a modron-themed chase sequence, as well as some of the most challenging combat in existing 5e content. The open world style with special investigation mechanics makes for a tale you can fit into a 4 hour slot, or extend to 6 hours or more. The possibilities for roleplaying and social play build a powerful narrative for high level characters, and the adventure can serve as a jump-off point for stories of your own creation.
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Encounters in the Far North
Encounters in the Far North brings you 24 exciting new encounters to add to your Icewind Dale: Rime of the Frostmaiden campaign or any other game featuring arctic adventures!