The free Stay at Home, Play at Home Dungeons & Dragons downloads return from the holiday weekend with a double dose of PDF goodness from Wizards of the Coast. Now available at Dungeon Masters Guild are the 51 page D&D Adventurers League: Forgotten Traditions (free through June 1st) and D&D Adventurers League: Maze of Shadows (free through May 30th) which clocks in at 60 pages. Be sure to grab these while you can!
From WotC:
D&D Adventurers League: Forgotten Traditions.
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.
A Four-Hour Adventure for 5th-10th Level Characters
Also included in the purchase of this adventure is a version specially converted for use with the Fantasy Grounds virtual tabletop software. The converted adventure features all the text and maps from the original adventure along with cross-linking of monsters, spells, magic items, equipment, and story elements, plus the powerful rules automation for which Fantasy Grounds is known.
The adventure PDF clocks in at 51 pages and is a free download at Dungeon Masters Guild through June 1st.
D&D Adventurers League: Maze of Shadows
DESTINY AWAITS THE COMING OF THE STORMREAVERS
A force of darkness and corruption seeps into the jungles of Chult, defiling the once eternal spirits that gave life to the land. Left unchecked, this vile power will extend beyond the jungle lands to pervade the entirety of the Realms.
Seeking to restore the Lost City of Mezro and its immortal protectors, a band of adventurers is bound by destiny to either restore the balance, or be consumed by their own dark fates.
Maze of Shadows a D&D Adventurers League adventure for character Levels 11-16, It is the sequel to Heart of the Wild and The Risen Mists, being the third and last in a series of adventures that expands upon one of the storylines first encountered in the Tomb of Annihilation hardcover.
This three-part adventure provides 8-10+ hours of play with an optional destiny point system that allows you to determine the adventure’s outcome from a multitude of possible endings. It can be played on it’s own, as part of a series, or as a follow up to the ToA campaign.
This adventure is also part of the Lost City of Mezro series of adventures. Included in this series is the Ruins of Mezro setting book, by Will Doyle.
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