Assault on the Haunted Keep,
is an adventure from Dungeons and Dragons: Temple of Elemental Evil board game and part of the series Campaign A. It is a 5-hero adventure starring your favorite heroes from the game. Follow their progress, in one of the most horribly rolled session in recent history.
You’ve tracked the doppelgangers’ allies to this ruined keep, but the telltale signs of the elemental cultists are everywhere. This threat can’t be left unchallenged!
Rotten in Red Larch,
is the third campaign adventure of Dungeons and Dragons: Temple of Elemental Evil board game. Continuing Campaign A , another 5-hero quest to find doppelganger agents.
The cult looks to have infiltrated Red Larch. Some of the townsfolk have been replaced by its agents. Track and eliminate them!
The Cult of the Howling Hatred,
is the second campaign adventure of Dungeons and Dragons: Temple of Elemental Evil board game. Continuing Campaign A , it is another 5-hero quest to defeat the Air Elemental and rescue a prisoner.
Survivors have made their way to the village of Red Larch. You hear that a prisoner was captured by cultists. You and other heroes decide to hatch a rescue plan.
Dungeons and Dragons: Temple of Elemental Evil,
is the latest addition to our collection. We begin with a 5-hero campaign, known as Campaign A with Adventure 1: Escape.
What happened? We smell acid! There are only the five of us left. We have to escape and we’re not very prepared.
It’s been ages,
since we’ve played one of our favorite board games. After sessions of Castle Ravenloft and Ashardalon, we resurrect Drizzt in an all-out campaign. From Dungeons and Dragons: The Legend of Drizzt, comes a 5-hero session of Adventure 13: The Primordial Awakes!
Awaken by a dwarven ghost screaming “Help us,”, Bruenor looks out his balcony to the city of Maegera below. A giant beast has awakened and only bowls filled with magical waters will extinguish the Fiery Pit.
The dust comes off the box,
and we’re going on another day of board gaming with Dungeons and Dragons: Wrath of Ashardalon. It’s an all-out, 5-hero quest for a new Adventure 9: Sneaky Endeavor.
You sneak into the dungeon, hoping to find the stolen treasure without raising any alarms …
We’ve pulled the box from the back of the closet,
after a long year of hiding. It’s a new session of Dungeons and Dragons: Castle Ravenloft. To commemorate the event, we’re going with a rare, extravagant 5-hero session of Adventure 2: Find the Icon of Ravenloft.
Clerics rumor an ancient artifact exists to defend the town of Barovia from the vampire lord, Strahd. The only thing that stands in the way is endless corridors of darkness and an army of monsters.
A year has passed,
since 3 hapless volunteers ventured into Strahd’s castle to tackle his flesh golem, unsuccessfully. Today, revered heroes, take their place. Thorgrim and Allisa attempt to do the job where three had failed. From Dungeon and Dragons: Castle Ravenloft, its Adventure 11: Rampaging Golem!
Strahd’s twisted experiments with death created a monster that has a shambling semblance of life.
It’s monster hunting season!
A heated debate turns heroes to volunteer monster hunting beneath Firestorm Peak. It’s a party of three proving they can bring back twelve trophies in our session of Wrath of Ashardalon Adventure 2: Monster Hunt.
“I can bring back more trophies than anyone!” boasted Tarak. Vistra sat silently enjoying her lamb and dandelion sauce. As Tarak took another sip of his mold-scented ale, he barked again, “Why don’t you come with me. I’ll do all the work!” Vistra looked up from her plate, “Honestly, I don’t think you’ll make past 10 steps in there. I promise, I’ll carry you out.” Insulted, Tarak stood and wiped the green from his lips. Before he could say a word, Quinn interrupted their conversation and offered, “Let’s all go. I have a feeling you both will need me.”
Adventure 11: Rampaging Golem
If there were three overlooked characters of Dungeons and Dragons Castle Ravenloft, they would be; the mutant Arjhan, the underestimated Kat, and an underdeveloped Eladrin wizard, Immeril. Each choose to prove their metal by volunteering into Strahd’s crypts to deactivate a rampaging golem.
“The three heroes must either pacify or destroy Strahd’s newest servant, a powerful flesh golem.”