39 Hours of Non-Stop Gaming

 

Saturday 9:00 aM - Sunday Midnight

 

We'll have open tables and a library of Adventurers League games, so you can start and end your own games whenever you like.  In addition, we have a schedule of games run by experienced DMs, and three Epic games during the convention!

Adventure Premiere!  Be among the first to play Season 7!  Role Play Rally will be the convention to premiere adventure DDAL07-01.  Details are still unreleased, but we will be the first convention to play the new season!  Look for it to be added to the schedule once we get it from Wizards of the Coast.

Epic Adventures!  We will be running three Epic games this year.  Saturday at 6:30, we will run Ark of the Mountains for levels 1-16.  Sunday at 1:30, we will run Hectacomb for levels 11-20.  Sunday at 6:30, we will run Relics of Khundrukar for levels 1-10.  These will be big and awesome!

Regional Preview!  Play DDAL06-03, Crypt of the Death Giants, before it's released to the public!  This adventure is for levels 17-20 (tier 4), so only the highest level characters can participate.

 
 

Saturday, June 17, 2017

8:00 AM: Convention Opens

Registration Desk, Convention Merchandise Booth, and Library Open

Open Table Adventuring: Throughout the convention, feel free to grab an open table and run an adventure!  We will have every game from every season of Adventurers League in the library at the registration desk, or feel free to bring your own.

 

9:00 AM: Scheduled adventures begin

New Player Table: Brand new to role playing, to D&D, or to 5th edition? Come make a new character and learn the rules. The New Player Table will be open until 6 PM, and re-open Sunday morning.

Introduction Games - A series of one hour mini-adventures. Each adventure begins on the hour and is ideal for new characters of levels 1 to 4.  We will have a special table running In Volo's Wake with a 3D constructed adventure board!

Eye of Xxiphu (DDAL05-18/19)Tier 4, 9 hours including breaks
Baron Bajram’s forces have secured the Nelanther Isles and have scoured the Sword Coast for treasures. Now they have begun to explore a mysterious island that recently just popped into existence nearby. SEER seems to believe that an aboleth artifact is their goal. It is up to the adventurers, in competition with the baron, as well as aboleths, the Kraken Society, and the mysterious caretaker of the island, to locate the Eye of Xxiphu and avert catastrophic disaster.

Tomb of Horrors (Tales from the Yawning Portal Hardcover)Tier 3, Recommended Levels 14+, 9 hours including breaks
In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors.  This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the demilich.  Created by Gary Gygax himself for convention play, Tomb of Horrors is considered one of the most punishing adventures written.  Updated to 5th Edition rules in Tales from the Yawning Portal, we will be running this for 9 hours, and the party is tasked with getting as far as they can in that time.  Be wary: this is a deadly adventure.

Beneath Durlag's Tower (DDAL05-08/09)Tier 3, 9 hours including breaks
East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources to recovering it. After a very pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts!

It's All in the Blood (DDEX03-04)Tier 3, 9 hours including breaks
Agents of the fire giants of Maerimydra, a city in the Underdark, have overtaken the drow outpost of Szith Morcane. The factions seek out adventurers to free the outpost’s leaders for questioning on the giants’ activities. Can you extricate them before it’s too late?

Hillsburg Trilogy: Arrival (HILL01-01)Tier 2, 4 hours, first part of Hillsburg adventure trilogy. Note that this adventure is part of a trilogy, and signing up is for all three parts of the adventure.  Part 2 will be Saturday at 2 PM and Part 3 is Sunday at 10 AM.
Hillsfar struggles to stay aloft after the fall of First Lord Torin Nomerthal. 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 set in Hillsfar.

Hulburg Trilogy: Hulburg Rebuilding (HULB01-01)Tier 2, 4 hours, first part of Hulburg adventure trilogy. Note that this adventure is part of a trilogy, and signing up is for all three parts of the adventure.  Part 2 will be Saturday at 2 PM and Part 3 is Sunday at 9 AM.
Since the rebirth of Hulburg, the strong have preyed upon the weak, with only limited protection offered by the law. Recently, any resemblance of law and order has been threatened, and even the town’s greedy callous ruler cannot ignore the threat anymore. A war is brewing. Can you stop it before it is too late? A D&D Adventurers League adventure set in Hulburg.

Dark Pyramid of Sorcerer's Isle (DDEX01-11)Tier 2, 9 hours including breaks
Long unoccupied, the pyramid on Sorcerer’s Isle now flows with strange magical energy, warping creatures and the landscape around it. The Cult of the Dragon and Red Wizards of Thay have taken notice, and it’s up to you to keep whatever power dwells there out of their hands.

Raiders of the Twilight Marsh (DDEX01-12)Tier 2, 4 hours
A black dragon’s treasure horde has been located in the Twilight Marsh, and within it are secrets that hold interest to the factions. With the dragon marauding over the countryside, the horde is left unguarded. Now is the time to plunder its lair!

The Drowned Tower (DDEX02-03)Tier 2, 4 hours
You are approached by someone claiming to be a member of the Brotherhood of the Cloak investigating unusual incidents involving some of his brethren. Discretion is vital, as there is rumored to be a link between the denizens of the Tower of Arcane Might and one of the elemental cults. Can you uncover the truth?

Melvaunt Trilogy: Tales of Good and Evil (CORE02-01)Tier 1, 4 hours, first part of Melvaunt adventure trilogy. Note that this adventure is part of a trilogy, and signing up is for all three parts of the adventure.  Part 2 will be Saturday at 2 PM and Part 3 is Sunday at 9 AM.
As the City of a Thousand Forges perseveres in the face of threats both internal and external, the effects of the planar portal continue to make everyone uneasy. When unusual individuals are drawn to the city because of the portal’s power, heroes are asked to keep the peace and ferret out anyone intending to bring harm to Melvaunt. A D&D Adventurers League adventure set in Melvaunt.

Secrets of Sokol Keep (DDEX01-02)Tier 1, 4 hours
Decades have passed since Sokol Keep was reclaimed, and a small garrison placed there along with a beacon to help guide ships. Now, that beacon has gone dark, and the garrison has disappeared. In Phlan, rumors circulate that something ancient was discovered in the grounds beneath the keep, dating to before the clerics of Tyr built the small fortress. Uncover the secrets of Sokol Keep!

The Courting of Fire (DDEX01-05)Tier 1, 4 hours
An exiled cultist and his kobold minions are spotted searching long-forgotten ruins in the Dragonspire Mountains. Rumors say he looks for a precious gift to give to a fearsome dragon that dwells there. What he hopes to attain with his gift is unknown, but can’t be good for the citizens of Phlan.

Embers of Elmwood (DDEX02-02)Tier 1, 4 hours
A derelict raft drifts into Mulmaster’s harbor carrying a young woman. Delirious with hunger, the only words she seems able to speak so far have been “ash and fire.” The only other clue to her identity is an ornate tattoo. Is the woman insane, or is something nefarious at play?

 

10:00 AM: Scheduled adventures begin

In Dire Need (DDAL05-04)Tier 2, 2 hours
An expedition of dwarf warriors from Citadel Adbar finds itself isolated and besieged by Ice Spire ogres and their allies. They require immediate relief or they risk being destroyed to a dwarf. SEER has directed you to their location in the hopes that you can rescue the dwarves and save their precious cargo, a tablet bearing secrets of ancient rune magic.

Oubliette of Fort Iron (DDEX02-11)Tier 1, 2 hours
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?

The Black Road (DDAL05-02)Tier 1, 2 hours
Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary HSING, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible.

A Thousand Tiny Deaths (DDAL06-01)Tier 1, 2 hours
The promises of glory and the chance of riches draw you to Blasingdell, a small village near the infamous Stone Tooth. Within the rocky mountain lay the dwarven stronghold Khundrukar and the fabled Forge of Fury, to which a chance encounter provides you with the location of a hitherto unknown entrance. Are you brave enough to explore this mystery? Will it lead to wealth or doom?

 

11:00 AM: Scheduled adventures begin

The Black Road (DDAL05-02)Tier 1, 2 hours
Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary HSING, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible.

 

1:00 PM: Scheduled adventures begin

A Dish Best Served Cold (DDAL05-05)Tier 2, 2 hours
Among the Story of Stagwick, giants are a recurring theme, but a long-standing peace with giant-kind is now threatened as a patrol of Blood Riders spark a feud with a local tribe of giants. With word of strange activity coming from the Ice Spires, Good King Hartwick can’t be too careful. Can you quench the giants’s thirst for revenge?

Bane of the Tradeways (DDEX03-05)Tier 1, 2 hours
Times are hard in the Hillsfar countryside, especially for those of non-human ancestry. Unscrupulous merchants in league with the hated Red Plumes bleed local farmers and artisans dry. Perhaps some of those loot-laden caravans coming and going from Hillsfar could use a bit of liberation?

 

2:00 PM: Scheduled adventures begin

Hillsburg Trilogy: Exodus (HILL01-02)Tier 2, 4 hours, second part of Hillsburg adventure trilogy. Note that this adventure is part of a trilogy, and signing up is for all three parts of the adventure.  Part 1 was Saturday at 9 AM and Part 3 is Sunday at 10 AM.
The monster attacks have caused the citizens of Hillsfar to lack confidence in the ability of the new government to protect them. Families and merchants are leaving for a safer place. Vuhm Yestral has to prove that he has control of the situation. He decides that a bit of recon needs to be undertaken. A D&D Adventurers League adventure for characters levels 5-10 in Hillsfar.

Hulburg Trilogy: Hulburb Burning (HULB01-02)Tier 2, 4 hours, second part of Hulburg adventure trilogy. Note that this adventure is part of a trilogy, and signing up is for all three parts of the adventure.  Part 1 was Saturday at 9 AM and Part 3 is Sunday at 9 AM.
Violence is on the on the rise, even more than expected. The heat is rising. People run amok. But greed does not appear to be the flame behind it. Something much colder appears to drive the chaos. Can you track it down and remove it? A D&D Adventurers League adventure set in Hulburg.

Mayhem in the Earthspur Mines (DDEX02-04)Tier 1, 4 hours
Riddled with veins of precious ore and gem, the Earthspur Mountains to the west have long been a valuable resource for anyone able to mine them. One such mine has gone silent and the only thing more concerning than its long overdue shipment is the fate of the members of the Soldiery sent to discover what has happened to the mine’s workers. Though the mine lay in a region of the Mountains once claimed by a clan of reclusive dwarves, the Ludwakazar clan wouldn’t be so bold as to violate their long-standing peace with Mulmaster. Or would they?

Pool of Radiance Resurgent (DDEX01-12)Tier 1, 4 hours
Vorgansharax rules Phlan, using the Cult of the Dragon to extend his noxious gaze. But the green dragon seeks far more than control of the beleaguered town – ultimate power is nearly within reach. Will he reactivate the Pool of Radiance and ascend to greater prominence amongst his kind?

Melvaunt Trilogy: Songs of Law and Chaos (CORE02-02)Tier 1, 4 hours, first part of Melvaunt adventure trilogy. Note that this adventure is part of a trilogy, and signing up is for all three parts of the adventure.  Part 2 will be Saturday at 2 PM and Part 3 is Sunday at 9 AM.
Omens speak of an old and forgotten power located within a played-out diamond mine in the foothills of Thar, and some believe that might be a solution to the current problems facing Melvaunt—or possibly the cause of them. With danger closing in, someone has to investigate.

Shadows Over the Moonsea (DDEX01-03)Tier 1, 4 hours
Life on the Moonsea isn’t easy. Bandits, pirates, and cruel lords dominate the land, threatening those who make an honest living there. Now, a new scourge is prowling the waters: A ghost ship has been striking small coastal villages, leaving its victims whispering about the “eye of the dracolich.” Join the adventure and learn the truth behind this threat!

The Scroll Thief (DDEX01-06)Tier 1, 4 hours
Scholars Square is a relatively quiet corner of Phlan, but a series of odd thefts have the headmasters of various schools in the area concerned. The headmasters’ pleas for help have gone unanswered by the Black Fist, and the Lord Sage of Phlan decides to reach out to you and your kind to bring those responsible to justice.

Flames of Kythorn (DDEX02-05)Tier 1, 4 hours
During a summer drought, Mulmaster is threatened by a series of arson attacks. As the populace riots, accusations fly blaming Thayans, residents of the ghettos, rowdy sailors, the refugees from Phlan and dozens of others. Can you solve the mystery before the city burns?

Uninvited Guests (DDAL05-03)Tier 1, 2 hours
The Shrine of the Axes has been restored and Raggnar Redtooth, who previously conspired with dragon cultists, is trying to restore his reputation in Parnast by sponsoring a feast. There is just one thing he needs, meat for his feast. Game is supposed to be plentiful in the Weathercoate Wood, but the townsfolk are all busy with their own work, and the minions of Bad Fruul are still out there causing trouble. What can go wrong on a simple hunt?

 

3:00 PM: Scheduled adventures begin

Chelimber's Descent (DDAL05-07)Tier 1, 2 hours
Deep in the Marsh of Chelimber lie the ruins of a great wizard’s tower. SEER has received intelligence, which she imparts via her emissary HSING, that deep beneath the tower’s ruins lie an old magic known as rune magic. This could be just what Parnast needs to resist the onslaught of Bad Fruul and his armies!

 

4:00 PM: Scheduled adventures begin

No Foolish Matter (DDEX03-06)Tier 1, 2 hours
Some of the hamlets outlying Hillsfar have been struck by an odd malady. Rumor has it a traveling carnival visited those hamlets before the disease struck. Does coincidence not equal causation or is something sinister afoot?

Beneath the Fetid Chelimber (DDAL05-06)Tier 1, 2 hours
The ruined wizard tower in the Marsh of Chelimber may hold a clue to defeating the super-intelligent hill giant, Bad Fruul, and prevent him troubling the town of Parnast. To find the tower, adventurers must overcome the watery magic of the fetid marsh and discover or clear a route to the ruins of a previously lost tower.

 

6:30 PM: Epic adventure begins!

EPIC ADVENTURE: Ark of the Mountains (DDEP05-02)Tiers 1-3, 30 minute muster, 4 hour adventure, 30 minute epilogue
The flying galleon Thunderbound descends on Beregost, unleashing the wrath of the cloud giants! To save the town from annihilation, heroes from far and wide must awaken the lost machine entombed under Durlag’s Tower. Dare you board the Ark of the Mountains, and do battle in the burning skies?

 

12:00 am: Registration Desk Closes

Including the game library and con merchandise sales.  The game floor will be open through the night for open play.


Sunday, June 18, 2017

9:00 AM: Registration Opens & Scheduled adventures Begin

Registration Desk, Convention Merchandise Booth, and Library Open

Open Table Adventuring: Throughout the convention, feel free to grab an open table and run an adventure!  We will have every game from every season of Adventurers League in the library at the registration desk, or feel free to bring your own.

Crypt of the Death Giants (DDAL06-03, Regional Preview)Tier 4, 4 hours, Regional Previews are available at select conventions before being released to the public; be one of the first to play this adventure: 

Reeducation (DDAL05-14)Tier 3, 4 hours
HSING bears foul news: SEER has been captured. While exploring the ruins of Ulcaster in search of knowledge pertaining to runemagic (or perhaps even how to create them), they were separated and now the pseudodragon fears the worst. Without SEER’s guidance, the efforts of the assembled factions in these recent events may all be for naught!

Redemption (DDAL05-15)Tier 3, 4 hours
HSING bears foul news: SEER has been captured. While exploring the ruins of Ulcaster in search of knowledge pertaining to runemagic (or perhaps even how to create them), they were separated and now the pseudodragon fears the worst. Without SEER’s guidance, the efforts of the assembled factions in these recent events may all be for naught!

Hulburg Trilogy: Hulburg Rising (HULB01-03)Tier 2, 4 hours, third part of Hulburg adventure trilogy. Note that this adventure is part of a trilogy, and signing up is for all three parts of the adventure.  Part 2 was Saturday at 9 AM and Part 2 was Saturday at 2 PM.
Since the rebirth of Hulburg, the strong have preyed upon the weak, with only limited protection offered by the law. Recently, any resemblance of law and order has been threatened, and even the town’s greedy callous ruler cannot ignore the threat anymore. A war is brewing. Can you stop it before it is too late? A D&D Adventurers League adventure set in Hulburg.

Eye of the Tempest (DDEX02-09)Tier 2, 9 hours including breaks
A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monestary is in terrible danger. Can you brave the elements and convince the monks to escape?

Melvaunt Trilogy: Edicts of Neutrality (CORE02-03)Tier 1, 4 hours, third part of Melvaunt adventure trilogy. Note that this adventure is part of a trilogy, and signing up is for all three parts of the adventure.  Part 1 was Saturday at 9 AM and Part 2 was Saturday at 2 PM.
With land trade threatened, the city of Melvaunt is relying on sea trade to get goods into and out of the city. An island rises out of the Moonsea just outside of Melvaunt Harbor, and initial exploration indicates the island is a threat. The origins and nature of the island must be ascertained before trade is shut down completely.

Secrets of Sokol Keep (DDEX01-02)Tier 1, 4 hours
Decades have passed since Sokol Keep was reclaimed, and a small garrison placed there along with a beacon to help guide ships. Now, that beacon has gone dark, and the garrison has disappeared. In Phlan, rumors circulate that something ancient was discovered in the grounds beneath the keep, dating to before the clerics of Tyr built the small fortress. Uncover the secrets of Sokol Keep!

Drums in the Marsh (DDEX01-07)Tier 1, 4 hours
For the past several nights, drums have been heard on the wind, coming from the Twilight Marsh. Each morning, more turn up missing from the nearby farms, leaving only muddy, clawed footprints heading towards the marsh. Can you help the find the lost and bring justice to the abductors?

 

10:00 AM: Scheduled adventures begin

New Player Table: Brand new to role playing, to D&D, or to 5th edition? Come make a new character and learn the rules. The New Player Table will be open until 6 PM, and re-open Sunday morning.

Introduction Games - A series of one hour mini-adventures. Each adventure begins on the hour and is ideal for new characters of levels 1  to 4.  We will have a special table running In Volo's Wake with a 3D constructed adventure board!

Hillsburg Trilogy: Resurgence (HILL01-03)Tier 2, 4 hours, third part of Hillsburg adventure trilogy. Note that this adventure is part of a trilogy, and signing up is for all three parts of the adventure.  Part 1 was Saturday at 9 AM and Part 2 was Saturday at 2 PM.
There is a spy in Hillsfar! Your job is to find him or her before the city has no defense against the oncoming Dark Fey that are fueled by a forgotten ally of Torin Nomerthal and their lust for revenge.

The Redemption of Kelvan (DDAL06-03)Tier 1, 2 hours
A strange, foreign wizard calling himself Kelvan has appeared at the same time a strange mountain materializes out of thin air. He asks you to recover the Gloomblade from a Netherese ruin in order to help him with his research into this strange new mountain.

Dues for the Dead (DDEX01-04)Tier 1, 4 hours
For years, the Most Solemn Order of the Silent Shroud has tended the dead at Valinghen graveyard, providing them a peaceful eternal rest. Now, that rest has been disturbed by a necromancer seeking out a key to re-activate the Pool of Radiance.

Breath of the Yellow Rose (DDEX02-06)Tier 1, 4 hours
The monks of the Monastery of the Yellow Rose have long cloistered themselves in their home atop the Earthspur Mountains, practicing their strange lifestyle which is rumored to give them longevity. Now, their dietary restrictions and practices of breath control have become the fashion amongst the well-to-do of Mulmaster. But when a few of these lay practitioners start dropping dead from suffocation and starvation, others start to question the validity of the monks’ claims. Is this simply a deadly ignorance, or is there a fell wind blowing through the rich and powerful of Mulmaster?

A Thousand Tiny Deaths (DDAL06-01)Tier 1, 2 hours
The promises of glory and the chance of riches draw you to Blasingdell, a small village near the infamous Stone Tooth. Within the rocky mountain lay the dwarven stronghold Khundrukar and the fabled Forge of Fury, to which a chance encounter provides you with the location of a hitherto unknown entrance. Are you brave enough to explore this mystery? Will it lead to wealth or doom?

Chelimber's Descent (DDAL05-07)Tier 1, 2 hours
Deep in the Marsh of Chelimber lie the ruins of a great wizard’s tower. SEER has received intelligence, which she imparts via her emissary HSING, that deep beneath the tower’s ruins lie an old magic known as rune magic. This could be just what Parnast needs to resist the onslaught of Bad Fruul and his armies!

 

11:00 AM: Scheduled adventures begin

Escape from Phlan (DDEX01-12)Tier 2, 4 hours
Three important citizens of Phlan, who stand against the tyrannical dragon that rules, seek to escape and find refuge across the Moonsea. Can you extricate those that are vital to the factions before it’s too late?

Quelling the Horde (DDEX03-10)Tier 1, 4 hours
Waves of goblin raiders have been boiling out of the Upperdark in ever increasing numbers, threatening the safety and stability of the countryside. Their war chants are echoing madness and devotion to a dark power. Can you put an end to their rampage?

 

1:00 PM: Scheduled adventures begin

A Thousand Tiny Deaths (DDAL06-01)Tier 1, 2 hours
The promises of glory and the chance of riches draw you to Blasingdell, a small village near the infamous Stone Tooth. Within the rocky mountain lay the dwarven stronghold Khundrukar and the fabled Forge of Fury, to which a chance encounter provides you with the location of a hitherto unknown entrance. Are you brave enough to explore this mystery? Will it lead to wealth or doom?

 

1:30 PM: Epic adventure begins!

EPIC ADVENTURE: Hectacomb (DDEP06-03)Tiers 3-4, 15 minute muster, 4 hour adventure, 15 minute epilogue
Far below the reach of the sun, dark forces seek to bring a terrible darkness into Faerun. A great and awful host of drow, giants, and worse await your arrival. When even the dead tremble, what hope can you find?

 

2:00 PM: Scheduled adventures begin

Writhing in the Dark (DDEX03-13)Tier 2, 2 hours
An unexpected envoy arrives in Sporedome and offers to give aid against the fire giants of Maerimydra, if you are willing to help his people with a small problem.

Shackles of Blood (DDEX03-02)Tier 1, 4 hours
The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in their wake. Naturally, this has roused the suspicion of the factions. Join your factions and find out the truth behind the missing farmers.

Shadows Over the Moonsea (DDEX01-03)Tier 1, 4 hours
Life on the Moonsea isn’t easy. Bandits, pirates, and cruel lords dominate the land, threatening those who make an honest living there. Now, a new scourge is prowling the waters: A ghost ship has been striking small coastal villages, leaving its victims whispering about the “eye of the dracolich.” Join the adventure and learn the truth behind this threat!

Tales Trees Tell (DDEX01-08)Tier 1, 4 hours
Despite the shaky alliance that exists with the elves of the Quivering Forest, they do not suffer trespass in their realm lightly, especially from common folk from nearby Phlan. A woodworker’s recent blunder into the forest might set off a diplomatic incident. Can you help find him and mollify the aggravated elves?

 

3:00 PM: Scheduled adventures begin

Giant Diplomacy (DDAL05-10)Tier 2, 2 hours
SEER has learned of an attempt to intimidate Gralm, an ettin, and his followers into joining Bad Fruul’s army. HSING comes forth to communicate that she wants you to see if you can find some way to either insure Gralm remains neutral, or to encourage the creature to challenge Bad Fruul to single combat in the hopes that he might wrest control of the hill giant’s forces and turn them back from Parnast.

Bad Business in Parnast (DDAL05-12)Tier 1, 2 hours
Bad Fruul and his minions have been threatening to overtake the town of Parnast for some time, and intelligence provided by SEER (via HSING) confirms that an attack is imminent. Despite this, the town is at risk from within as internal politics threaten to tear it apart. It is up to adventurers to resolve the infighting in Parnast and prepare the town for the hill giant’s onslaught.

Death on the Wall (DDEX03-14)Tier 1, 2 hours
First Lord Torin Nomerthal and several his advisors will be leaving Hillsfar to inspect the Wall with only a small contingent of Red Plumes. The chance to strike is now! Part Two of Six Knives for Torin Nomerthal.

 

4:00 PM: Scheduled adventures begin

Giant Diplomacy (DDAL05-10)Tier 2, 2 hours
SEER has learned of an attempt to intimidate Gralm, an ettin, and his followers into joining Bad Fruul’s army. HSING comes forth to communicate that she wants you to see if you can find some way to either insure Gralm remains neutral, or to encourage the creature to challenge Bad Fruul to single combat in the hopes that he might wrest control of the hill giant’s forces and turn them back from Parnast.

The Quest for Sporedome (DDEX03-11)Tier 2, 2 hours
In the search for allies in the Underdark, you are called upon to travel through the recently opened Waydown sinkhole to find the lost myconid colony of Sporedome. It is said that they once cultivated a strain of mushrooms that could protect one from falling into madness. Can this be the cure for the rapidly spreading onslaught of insanity?

Hillsfar Reclaimed (DDEX03-12)Tier 1, 2 hours
The time has come to fight back against Hillsfar. Elanil Elassidil tasks you with uncovering valuable information to be used in a strike against the leader of Hillsfar, First Lord Torin Nomerthal himself. The only problem is that what you need is protected within the walls of the city.

 

6:30 PM: Epic adventure begins!

EPIC ADVENTURE: Relics of Khundrukar (DDEP06-01)Tiers 1-2, 30 minute muster, 4 hour adventure, 30 minute epilogue
Khundrukar held many fine implements of war in its heyday, many of them now lost to time. Clues point to some of the long dead Master Smith Durgeddin’s handy work in the service of sinister forces that bid their time deep in the Underdark. Reclaim the riches of Khundrukar from the darkness if you dare.

 

12:00 AM: Convention Closes