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Al-Legal D&D 5e in Cumming

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Join our Facebook Group (https://www.facebook.com/groups/221166865043925) for more info.

We'll be playing one of the following DDAL adventures. Participants in each session can vote on which adventure to play next.

Season 1 -- Tyranny of Dragons (http://www.dmsguild.com/browse.php?filters=45470_45475_0_0_0_0_0_0)

• DDEX1-02 Secrets of Sokol Keep (http://www.dmsguild.com/product/170405/DDEX102-Secrets-of-Sokol-Keep-5e) (Tier 1, levels 1-4)
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!

• DDEX1-03 Shadows Over the Moonsea (http://www.dmsguild.com/product/170407/DDEX103-Shadows-of-the-Moonsea-5e) (Tier 1, levels 1-4)
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.

• DDEX1-04 Dues For the Dead (http://www.dmsguild.com/product/170461/DDEX104-Dues-for-the-Dead-5e) (Tier 1, levels 1-4)
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.

• DDEX1-05 The Courting of Fire (http://www.dmsguild.com/product/170462/DDEX105-The-Courting-of-Fire-5e) (Tier 1, levels 1-4)
An exiled cultist and his kobold minions are spotted searching for long-forgotten ruins in the Dragonspire Mountains. Rumors say he looks for a precious gift to give 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.

• DDEX1-06 The Scroll Thief (http://www.dmsguild.com/product/170463/DDEX106-The-Scroll-Thief-5e) (Tier 1, levels 1-4)
Scholars Square is a relatively quiet corner of Phlan, but a series of odd thefts have the headmasters of verious schools in the area concerned. The headmasters' pleas for help have gone unanswered by the Black Fist, and the Lord Sage of Phlan decided to reach out to you and your kind to bring those responsible to justice.

• DDEX1-07 Drums in the Marsh (http://www.dmsguild.com/product/170465/DDEX107-Drums-in-the-Marsh-5e) (Tier 1, levels 1-4)
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 foot prints heading towards the marsh. Can you help find the lost and bring justice to the abductors?

• DDEX1-08 Tales Trees Tell (Tier 1, levels 1-4)
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?

• DDEX1-09 Outlaws of the Iron Route (http://www.dmsguild.com/product/170467/DDEX109-Outlaws-of-the-Iron-Route-5e) (Tier 1, levels 1-4)
The Iron Route, an important trade road east of Phlan, is beset by competing bandits. An exiled Black Fist officer leads his band of mercenaries turned cloaked ruffians, while a mysterious dragonborn sorcerer commands screaming savages from the north. In this war over the trade route, the beleaguered merchants are the victims, and Phlan suffers from a lack of supplies. It’s up to adventurers to strike out and reopen this vital route.

• DDEX1-10 Tyranny in Phlan (http://www.dmsguild.com/product/170469/DDEX110-Tyranny-in-Phlan-5e) (Tier 1, levels 1-4)
The Maimed Virulence has come. The future of the Cinnabar Throne and the lives of the denizens of Phlan are in jeopardy. The Cult of the Dragon rejoices, and the Black Fist is powerless to stop them. How will the factions of the city respond to this threat? Can Phlan be saved this time? Part One of Under Emerald Claws.

• DDEX1-11 Dark Pyramid of Sorcerer’s Isle (http://www.dmsguild.com/product/170470/DDEX111-Dark-Pyramid-of-Sorcerers-Isle-5e) (Tier 2, levels 5-10)
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.

• DDEX1-12 Raiders of the Twilight Marsh (http://www.dmsguild.com/product/170471/DDEX112-Raiders-of-the-Twilight-Marsh) (Tier 2, levels 5-10)
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!

• DDEX1-13 Pool of Radiance Resurgent (http://www.dmsguild.com/product/170472/DDEX113-Pool-of-Radiance-Resurgent-5e) (Tier 2, levels 5-10)
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? A sequel to DDEX1-10 Tyranny in Phlan and Part Two of Under Emerald Claws.

• DDEX1-14 Escape from Phlan (http://www.dmsguild.com/product/170474/DDEX114-Escape-from-Phlan-5e) (Tier2, levels 5-10)
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?

Season 2 -- Elemental Evil (http://www.dmsguild.com/browse.php?filters=45470_45474_0_0_0_0_0_0)

• DDEX2-02 Embers of Elmwood (http://www.dmsguild.com/product/170476/DDEX202-Embers-of-Elmwood-5e) (Tier 1, levels 1-4)
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?

• DDEX2-03 The Drowned Tower (http://www.dmsguild.com/product/170477/DDEX203-The-Drowned-Tower-5e) (Tier 2, levels 5-10)
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?

• DDEX2-04 Mayhem in the Earthspur Mines (http://www.dmsguild.com/product/170478/DDEX204-Mayhem-in-the-Earthspur-Mines-5e) (Tier 2, levels 5-10)
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?

• DDEX2-05 Flames of Kythorn (http://www.dmsguild.com/product/170479/DDEX205-Flames-of-Kythorn-5e)(Tier 1, levels 1-4)
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?

• DDEX2-06 Breath of the Yellow Rose (http://www.dmsguild.com/product/170480/DDEX206-Breath-of-the-Yellow-Rose-5e) (Tier 1, levels 1-4)
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.

• DDEX2-07 Bounty in the Bog (http://www.dmsguild.com/product/170481/DDEX207-Bounty-in-the-Bog-5e) (Tier 1, levels 1-4)
The Soldiery has grown weary of dealing with a particularly nettlesome band of miscreants who have holed up in the Flooded Forest to the south. And so, you have been called upon to quell their activities so that trade along the North Road can resume unmolested. However, in so doing, the truth behind their activities reveal that much more than simple banditry is at hand. Will you be able to stop it?

• DDEX2-08 Foulness Beneath Mulmaster (http://www.dmsguild.com/product/170482/DDEX208-Foulness-Beneath-Mulmaster-5e) (Tier 1, levels 1-4)
The sewers beneath Mulmaster have always been dangerous, with countless stories of brigands, murderers, and worse that lurk beneath the streets of the City of Danger. But those stories pale in comparison to a new threat under Mulmaster, one brought to light by a strange and disturbing corpse recently found. It is up to you to learn the terrifying truth of what lurks below.

• DDEX2-09 Eye of the Tempest (http://www.dmsguild.com/product/170484/DDEX209-Eye-of-the-Tempest-5e) (Tier 2, levels 5-10)
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?

• DDEX2-10 Cloaks and Shadows (http://www.dmsguild.com/product/170485/DDEX210-Cloaks-and-Shadows-5e) (Tier 1, levels 1-4)
The Cloaks of Mulmaster have taken an interest in your progress, and may be looking to sponsor adventurers for future work. You’ve been offered an interview with one of their ranking members at the Theater of the Stars, but you never know what to expect in the City of Danger.

• DDEX2-11 Oubliette of Fort Iron (http://www.dmsguild.com/product/170486/DDEX211-Oubliette-of-Fort-Iron-5e) (Tier 1, levels 1-4)
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?

• DDEX2-12 Dark Rites at Fort Dalton (http://www.dmsguild.com/product/170487/DDEX212-Dark-Rites-at-Fort-Dalton-5e) (Tier 1, levels 1-4)
Fort Dalton along the River Lis was long ago destroyed. Now rumors tell of foul cults practicing their dark rites within the fort’s ruins. Are the rumors of elemental cults true or are the rumors a cover for some other sinister plot?

• DDEX2-13 The Howling Void (http://www.dmsguild.com/product/170488/DDEX213-The-Howling-Void-5e) (Tier 2, levels 5-10)
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?

• DDEX2-14 The Sword of Selfaril (http://www.dmsguild.com/product/170489/DDEX214-The-Sword-of-Selfaril-5e) (Tier 2, levels 5-10)
The fabled sword of Selfaril is told to bestow wisdom and power upon whomever wields it, so naturally its discovery has caused quite a stir in Mulmaster. All of this is complicated when a masked benefactor claims to not only know the truth about the blade, but also how it can be used to benefit the oppressed people of Mulmaster. Can it truly change Mulmaster for the better?

• DDEX2-15 Black Heart of Vengeance (http://www.dmsguild.com/product/170490/DDEX215-Black-Heart-of-Vengeance-5e) (Tier 2, levels 5-10)
Aleyd Burral, the Risen Hero of Phlan has sounded the call to battle! Intent on retaking her home of Phlan, Aleyd has amassed a surprising amount of support from the citizenry of Phlan, including that of the High Blade himself. But as lofty as her goals might be, the honor-bound warrior seems willing to sacrifice much in her quest—including everything she once stood for.

• DDEX2-16 Boltsmelter's Book (http://www.dmsguild.com/product/170491/DDEX216-Boltsmelters-Book-5e) (Tier 1, levels 1-4)
A dwarven expedition has stopped in Mulmaster for much-needed supplies. Furgis Boltsmelter, their founder and leader, is looking for some “no questions asked” protection for the duration of his stay in the city. Whatever he is trying to protect may not stay hidden for long. Can you keep his secret treasure out of the wrong hands?

Season 3 -- Rage of Demons (http://www.dmsguild.com/browse.php?filters=45470_45473_0_0_0_0_0_0)

• DDEX3-02 Shackles of Blood (http://www.dmsguild.com/product/170494/DDEX302-Shackles-of-Blood-5e) (Tier 1, levels 1-4)
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.

• DDEX3-03 The Occupation of Szith Morcane (http://www.dmsguild.com/product/170495/DDEX303-The-Occupation-of-Szith-Morcane-5e) (Tier 2, levels 5-10)
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?

• DDEX3-04 It's All in the Blood (http://www.dmsguild.com/product/170497/DDEX304-Its-All-in-the-Blood-5e) (Tier 3, levels 11-16)
Rumors of faceless demonic creatures have been steadily rising in the Hillsfar region, and it is said that far below the surface of Faerun, nestled in the bowels of the underdark, ancient terrors are stirring. The imperiled drow of Szith Morcaine have extended an intriguing offer, but can the drow be trusted, and for how long?

• DDEX3-05 Bane of the Tradeways (http://www.dmsguild.com/product/170498/DDEX305-Bane-of-the-Tradeways-5e) (Tier 1, levels 1-4)
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?

• DDEX3-06 No Foolish Matter (http://www.dmsguild.com/product/170499/DDEX306-No-Foolish-Matter-5e) (Tier 1, levels 1-4)
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?

• DDEX3-07 Herald of the Moon (http://www.dmsguild.com/product/170501/DDEX307-Herald-of-the-Moon-5e) (Tier 2, levels 5-10)
Elanil Elassidil, an elf bard of no small legacy, has put out a call for trustworthy agents. It is time, it seems, for a quietly hidden piece of elven history to become known to the world. Meira Faerenduil, lost knight of Myth Drannor, has been dis-covered, and must be brought back to civilization.

• DDEX3-08 The Malady of Elventree (http://www.dmsguild.com/product/170502/DDEX308-The-Malady-of-Elventree-5e) (Tier 2, levels 5-10)
An escaped duergar slave stumbles into the village of Elventree. With her she brings a malady that grips the small settlement in a bout of madness that seems unshakable. Can you find the source of the madness and save yourself and the village’s inhabitants?

• DDEX3-09 The Waydown (http://www.dmsguild.com/product/170504/DDEX309-The-Waydown-5e) (Tier 2, levels 5-10)
The recent discovery of an entrance to the Underdark has set local leaders on edge. In a display of initiative, the First Lord of Hillsfar has ordered the construction of defensive structures surrounding what locals have begun to call "The Waydown." You have been charged with escorting an emissary back to his home in the Underdark without alerting the Red Plumes.

• DDEX3-10 Quelling the Horde (http://www.dmsguild.com/product/170392/DDEX310-Quelling-the-Horde-5e) (Tier 1, levels 1-4)
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.

• DDEX3-11 The Quest for Sporedome (http://www.dmsguild.com/product/170505/DDEX311-The-Quest-for-Sporedome-5e) (Tier 2, levels 5-10)
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?

• DDEX3-12 Hillsfar Reclaimed (http://www.dmsguild.com/product/177567/DDEX312-Hillsfar-Reclaimed-5e) (Tier 1, levels 1-4)
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.

Season 4 -- Curse of Strahd (http://www.dmsguild.com/browse.php?filters=45470_45507_0_0_0_0_0_0)

• DDAL04-02 The Beast (http://www.dmsguild.com/product/178793/DDAL0402-The-Beast-5e) (Tier 1, levels 1-4)
Something strange is afoot within the Quivering Forest. So much so that even the elves of Greenhall have left their homes to seek out help from their newfound neighbors. But, their tales of a strange beast are not earning them any favors; especially among the Vistani, whom the elves suspect are to blame for their ills. Return once more to the Quivering Forest and learn the terrifying truth! Part Two of Misty Fortunes and Absent Hearts.

• DDAL04-03 The Executioner (http://www.dmsguild.com/product/178794/DDAL0403-The-Executioner-5e) (Tier 1, levels 1-4)
The locals are spreading rumors of the emergence of an age-old relic in a remote farming village. Surely you won’t be the only one to seek it, but can you afford to not be successful in this mission? And why haven’t they claimed it for themselves?

• DDAL04-04 The Marionette (http://www.dmsguild.com/product/178795/DDAL0404-The-Marionette-5e) (Tier 1, levels 1-4)
A Vistani fortuneteller has called you out by name during the Burgomaster’s private reading. She raved of an army of the dead, a delicate powderbox, and a beautiful yet dangerous woman. Now the Burgomaster wants to know why you’re more important than he is... Part Four of Misty Fortunes and Absent Hearts.

• DDAL04-05 The Seer (http://www.dmsguild.com/product/178796/DDAL0405-The-Seer-5e) (Tier 1, levels 1-4)
The time has come to venture beyond the village of Oranou and explore the realm of Barovia. However, in your travels, you happen across an unusual tribe of people--distrusted denizens of the Demiplane of Dread. Do the Vistani truly possess the ability to see the future, or is it simple parlor tricks and deceit? Part Five of Misty Fortunes and Absent Hearts.

• DDAL04‐06 The Ghost (http://www.dmsguild.com/product/182769/DDAL0406-The-Ghost-5e) (Tier 1, levels 1-4)
Old hatreds die hard, but sometimes it is necessary to set aside petty, personal disagreements for the greater good. The hag, Jeny Greenteeth, is wise and may prove instrumental in the troubles that lay ahead. Your task will not be easy, however; the dark forces of Barovia have agents everywhere, and eyes from beyond the grave no doubt watch your every move. Part Six of Misty Fortunes and Absent Hearts.

• DDAL04-07 The Innocent (http://www.dmsguild.com/product/182770/DDAL0407-The-Innocent-5e) (Tier 2, levels 5-10)
The mists have led you deep into Glumpen Swamp to a den of great evil. Within, the unliving son of an unliving god awaits the peace of death that eternally eludes him. Will you grant him his rest, or realize the part he is to play in things to come?
Part Seven of Misty Fortunes and Absent Hearts.

DDAL04-08 The Broken One (http://www.dmsguild.com/product/182771/DDAL0408-The-Broken-One-5e) (Tier 2, levels 5-10)
The village of Oranou is buried in winter's snows and facing starvation. An unseen beast has ravaged the livestock culled to pay Lord Strahd's tax and the village is thrown into panic and chaos. Can you find the monster and save the village from starvation, or worse? Part eight of Misty Fortunes and Absent Hearts.

• DDAL04-09 The Tempter (http://www.dmsguild.com/product/184342/DDAL0409-The-Tempter-5e) (Tier 2, levels 5-10)
The people of Oranou are desperate. The village is on the brink of starvation and has little chance of surviving the harsh winter. Even if they had enough food and supplies, Lord Strahd’s taxes are due, and the ruler of Barovia does not accept excuses as payment. The Burgomaster and others in the village have recently learned of a wealthy estate that might have enough resources to solve both of Oranou’s problems. It is a temptation he cannot afford to resist or can he? Part Nine of Misty Fortunes and Absent Hearts.

• DDAL04-10 The Artifact (http://www.dmsguild.com/product/184341/DDAL0410-The-Artifact-5e) (Tier 2, levels 5-10)
An expedition to the Amber Temple reveals another major minion of the enemy and uncovers a secret weapon that may help defeat them. Part Ten of Misty Fortunes and Absent Hearts.

• DDAL04-11 The Donjon (http://www.dmsguild.com/product/184344/DDAL0411-The-Donjon-5e) (Tier 2, levels 5-10)
The village of Oranou is panicked when a group of Bloodhand orcs appear at the edge of the woods. They bring news and an unusual request that reveals a new foe. Part Eleven of Misty Fortunes and Absent Hearts.

• DDAL04-12 The Raven (http://www.dmsguild.com/product/186783/DDAL0412-The-Raven-5e) (Tier 2, levels 5-10)
The Bloodhand orcs have a prisoner that may hold the answers to the strange goings on and the key to stopping the enemy. What can you do to convince them to hand the prisoner over? Part Twelve of Misty Fortunes and Absent Hearts.

• DDAL04-13 The Horseman (http://www.dmsguild.com/product/186786/DDAL0413-The-Horseman-5e) (Tier 2, levels 5-10)
An unknown force is inciting the people and creatures of the idyllic Greenhall to commit horrific acts of murder and carnage. Can the adventurers quell the towering rage of the rampaging Horseman? Part Thirteen of Misty Fortunes and Empty Hearts.

• DDAL04-14 The Darklord (http://www.dmsguild.com/product/186787/DDAL0414-The-Darklord-5e) (Tier 2, levels 5-10)
The enemy is revealed, but time short and if you are not successful in your mission to Mount Baratok, love will never die. Part fourteen and the finale of Misty Fortunes and Absent Hearts.

Season 5 -- Storm King's Thunder (http://www.dmsguild.com/browse.php?filters=45470_45549_0_0_0_0_0_0)

• DDAL05-02 The Black Road (http://www.dmsguild.com/product/193201/DDAL0502-The-Black-Road-5e) (Tier 1, levels 1-4)
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.

• DDAL05-03 Uninvited Guests (http://www.dmsguild.com/product/193202/DDAL0503-Uninvited-Guests-5e) (Tier 1, levels 1-4)
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 Weathercote 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?

• DDAL05-04 In Dire Need (http://www.dmsguild.com/product/195810/DDAL0504-In-Dire-Need-5e) (Tier 2, levels 5-10)
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.

• DDAL05-05 A Dish Best Served Cold (http://www.dmsguild.com/product/195811/DDAL0505-A-Dish-Best-Served-Cold-5e) (Tier 2, levels 5-10)
Stagwick’s long-standing peace with giant-kind is 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’ thirst for revenge?

• DDAL05-06 Beneath the Fetid Chelimber (http://www.dmsguild.com/product/197743/DDAL0506-Beneath-the-Fetid-Chelimber-5e) (Tier 1, levels 1-4)
The ruined wizard tower in the Marsh of Chelimber may hold a clue to defeating the superintelligent 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.

• DDAL05-07 Chelimber's Descent (http://www.dmsguild.com/product/197746/DDAL0507-Chelimbers-Descent-5e) (Tier 1, levels 1-4)
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 marsh in the remains of an old tower is knowledge of older magics. This could be just what Parnast needs to resist the onslaught of Bad Fruul and his armies!

• DDAL05-08 Durlag's Tower (http://www.dmsguild.com/product/199490/DDAL0508-Durlags-Tower-5e) (Tier 3, levels 11-16)
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 toward recovering it. After a pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts!

• DDAL05-09 Durlag's Tomb (http://www.dmsguild.com/product/199491/DDAL0509-Durlags-Tomb-5e) (Tier 3, levels 11-16)
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 toward recovering it. After a pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts! (Part 2 of 2)

• DDAL05-10 Giant Diplomacy (http://www.dmsguild.com/product/199492/DDAL0510-Giant-Diplomacy-5e) (Tier 1, levels 1-4)
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.

• DDAL05-11 Forgotten Traditions (http://www.dmsguild.com/product/199495/DDAL0511-Forgotten-Traditions-5e) (Tier 2, levels 5-10)
The origin of runes has long been lost to the majority of sages and wizards, save those with giant blood. However, with the shattering of the Ordning, the magic of runes has once again emerged into the Realms. Adventurers must delve into a ruined complex beneath the Spine of the World, suspected by SEER to be the birthplace of that arcane tradition.

• DDAL05-12 Bad Business in Parnast (http://www.dmsguild.com/product/202446/DDAL0512-Bad-Business-in-Parnast-5e) (Tier 1, levels 1-4)
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 the adventurers to resolve the infighting in Parnast and prepare the town for the hill giant's onslaught.

• DDAL05-13 Jarl Rising (http://www.dmsguild.com/product/202448/DDAL0513-Jarl-Rising-5e) (Tier 2, levels 5-10)
The frost giants of the Ice Mountains have long held to the belief that a great Jarl will one day step forward to unite the families as Konung (king). With the Ordning shattered, Jarl Ryndolg believes that if he can locate Hartkiller’s Horn, a legendary artifact among giant-kind, he could be the one. He may very well have found what he is looking for. A great clarion call has echoed across the Hartvale for two days, and the giants are all marching north. SEER calls upon adventurers to confirm rumors that Ryndolg may have done just that.

• DDAL05-14 Reeducation (http://www.dmsguild.com/product/202449/DDAL0514-Reeducation-5e) (Tier 3, levels 11-16)
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!

• DDAL05-15 Reclamation (http://www.dmsguild.com/product/202450/DDAL0515-Reclamation-5e) (Tier 3, levels 11-16)
SEER has been rescued along with Ulcaster, the infamous Archmage that founded a wizard's school that is now in ruins in the foothills of The Cloud Peaks. However, while leaving to get the two to safety a cloud ship arrived, unloading a shipload of pirates on the ruins. SEER knows what they are after and needs the heroes to stop them and their leader.

• DDAL05-16 Parnast Under Siege (http://www.dmsguild.com/product/204801/DDAL0516-Parnast-Under-Siege-5e) (Tier 1, levels 1-4)
Despite the adventurers’ best efforts, more creatures joined under Bad Fruul’s banner. No longer content to simply attack caravans or isolated homesteads, the hill giant warlord descends upon Parnast at the head of a great force of humanoids. SEER warns the adventurers (directly now) in time to rally the town and prepare defenses, but a heroic effort is required to break the siege.

Season 6 -- Tales from the Yawning Portal (http://www.dmsguild.com/browse.php?filters=45470_45572_0_0_0_0_0_0)

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