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Unravel the mysteries of Ravenloft in the dread adventure Curse of Strahd. Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.

Review: “This adventure has virtually become a rite of passage for groups playing D&D 5e. It’s dark, moody, and brooding in a way that captures your imagination as few adventures do. In much the same way that people look back on the Ravenloft of the 80s with fond memories, Curse of Strahd has risen above the other adventures for 5e as one of the greatest (if not THE greatest) adventures for this generation of D&D.” - Tabletopjoab.com

An epic Critical Role campaign for the world’s greatest roleplaying game. The greed of mortals has awakened a powerful entity long thought destroyed. For eons, this mighty champion of the gods has been imprisoned in the darkest depths of Exandria. His name has been forgotten, as have his heroic deeds. Languishing in despair, he calls out for new heroes to save him.

Call of the Netherdeep is inspired by the campaigns of the hit series Critical Role, this D&D adventure begins in the Wastes of Xhorhas and leads to the glimmering oasis-city of Ank’Harel on the continent of Marquet, and from there into a sunken realm of gloom, corruption, and sorrow known as the Netherdeep. Above it all, the red moon of Ruidus watches, twisting the fates of those who have the power to shape the course of history.
 
Review: I’ll address this to players who are maybe less familiar with Critical Roll or that have already written it off as a product only for Critical Roll fans. Call of the Netherdeep is a great adventure. It does what Tomb of Annihilation set out to do only better and with far more interesting roleplay. You don’t need to know anything about Critical Role or Exandria to enjoy this adventure and everything you need is right in the book. If you’re looking for a long-term adventure path, I highly recommend following Netherdeep's call and diving in. - Skullsplitterdice.com

Forge your fate in hellfire! Diabolical dangers await in this adventure for the world’s greatest roleplaying game.

Baldur’s Gate: Descent Into Avernus is a “road trip” or “fetch quest” that blazes a path from level 1 to level 13 that will see your party go from peons in the city of Baldur’s Gate to high-powered heroes treating with some of the more powerful beings in the multiverse. Set in the corrupt city of Baldur’s Gate, players are caught in the middle of a demonic plot spreading from the nearby holy city of Elturel. Players are encouraged to fight hard against the forces of evil, as they eventually battle deep into the first layer of the Nine Hells, riding war machines in the midst of the Blood War. This Campaign is a full vacation to the top level of Hell, all expenses on you, as you now try to find a way out of here with other players who are stuck in the same unfortunate time-share experience you are in.

Review: “I highly recommend it for people looking for something just a little different than hunting down treasure or looking for random boss encounters. Also, for people who want a rich and in-depth story, they can dig their nails into it and see all the way to the end. This was very well done and I applaud the effort to bring Hell back to D&D, properly.”

- Bleedingcool.com

In Dragonlance you will enter a world ravaged by war where your heroic actions can have world-altering stakes. Defend the people of Kalaman against seemingly insurmountable odds as Krynn prepares for war. The Dragon Armies are on the march, their ranks swelled by ogres, minotaurs, and humans who seek a share of the spoils, while rumors of the return of the Dark Queen’s dragons swirl among the people. Experience the Dragon Army’s initial invasion of the land of Solamnia, witness the creation of the infamous flying citadels, and face off against the death knight, Lord Soth.

Review: “Dragonlance: Shadow of the Dragon Queen could very well stand as the precipice of Fifth Edition’s premade adventures, alongside the likes of Curse of Strahd. A varied and epic story seasoned with memorable scenarios and showdowns with the forces of evil, both personal and large-scale, should earn this campaign a spot in the edition’s hall of fame.” - Cgmagonline.com

Death is an inevitable embrace for all adventurers. So too is resurrection, it would seem, in worlds graced by divine magic. But what about that waiting period? While you are stuck in the afterlife waiting for a cleric’s hand to return you from a critical failure—how do you bide your time?

The Black Ballad is a 10-chapter D&D campaign inspired by DiAmorte’s savage metal opera of their second album. A partnership forged in fire and blood between the musicians, artists, writers, editors, and designers who brought you The Red Opera return with another massive campaign. All to place your party in the crucible of choice to determine the fate of the afterlife. For our story begins…where yours ends.

From Storyteller’s Forge: “Within this book, you’ll find that very home for the dead detailed; the setting of the Sunless Crossing, the great city of Nox Valar, its major players and politics, and a catastrophe that strikes. A calamity threatens this once stable realm of the dead—and the fate of the greatest of all divine loopholes, resurrection. The only catch is… it all occurs in the afterlife.” More: “Our adventure begins where your last adventure ends. The Black Ballad is a perfect campaign to run after your party has fallen into the afterlife through a sword or dragon’s fire. Of course, one could find themselves here in many ways—and that’s surely an interesting story. As a Game Master, you’ll find the cleric-focused city of Nox Valar to be a perfect hub to launch this campaign and plug into any world like Ravenloft, The Red Opera, or even a homebrew world of your own creation—regardless of your players’ character levels.”

The notorious lich Vecna is weaving a ritual to eliminate good, obliterate the gods, and subjugate all worlds. To stop Vecna before he remakes the universe, the heroes work with three of the multiverse’s most famous archmages, travel to far-flung locales, and rebuild the legendary Rod of Seven Parts.

Vecna: Eve of Ruin is a high-stakes adventure in which Dungeon Masters and players can change the multiverse’s fate. This book includes legendary D&D figures, iconic fantasy locations, terrifying new monsters, and more!

  • Face the archlich Vecna in all his terrifying glory.

  • Embark on an epic, high-level adventure for characters levels 10-20.

  • Defeat over 30 menacing new monsters in the D&D Beyond Encounters tool.

  • Explore 32 new maps on the Maps tool.

  • Journey to over 6 iconic D&D locations across the Forgotten Realms, including Planescape, Spelljammer, Eberron, Ravenloft, Dragonlance, and Greyhawk.

  • Get Vecna: Nest of the Eldritch Eye, a D&D Beyond exclusive available with digital preorder only. This single-session adventure prepares you for the final confrontation in Vecna: Eve of Ruin.

When it comes to villains, there are few names as iconic as the undead sorcerer Vecna. Appearing in countless adventure modules over the decades, he’s also inspired his very own Stranger Things villain of the same name. Now, proving that you can’t keep a lich down for long, it appears that Vecna will be emerging from the shadows in the form of a new D&D 5e adventure coming out in Spring 2024.

Take a stand against the giants in Storm King’s Thunder. Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can, while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants?

The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.
 
Review: Storms King’s Thunder excels in opening up a world and really giving players the feeling of an epic adventure. The theme still feels like a Dungeons & Dragons campaign, but with a more refreshing set of story characters and monsters to battle. The campaign does not feel like one that is on rails when the mechanics in the background cleverly steer players back to the main story. - Dickwizardry.com

Set Sail for the Stars! Spelljammer: Adventures in Space presents the Astral Plane as a Dungeons & Dragons campaign setting unlike any other. Home of the stars and gateway to the heavens, the Astral Plane teems with excitement and possibility. With the help of magic, spelljammers can cross the oceans of Wildspace, ply the silvery void known as the Astral Sea, and hop between worlds of the D&D multiverse.

  • New space backgrounds and races and new spells and magic items for your party

  • 60+ new creatures, including astral elves, cosmic horrors, lunar and solar dragons, murder comets, and space clowns, to use in encounters

  • Rules for running D&D campaigns set in Wildspace and the Astral Sea

  • Deck plans and descriptions for spell-jamming ships

  • The Rock of Bral, an asteroid city that can serve as both an adventure location and a campaign hub

There are starships, rebellious princesses, evil galactic emperors, and everything else you’d expect from a 70’s pulp novel. It’s camp as can be, and all the better for it.

Originally released as a campaign setting in 1994 for AD&D 2nd Edition, Planescape explores different planes of existence, something which has briefly been touched on in gamebooks for AD&D 1st edition in 1987. These classic works introduced a number of core planes of existence and the powerful entities that dwell there.

Planscape's Manual of the Planes creates a complete setting where characters are capable of moving between the various planes of existence in the D&D multiverse. In this sense, the world of Planescape isn’t so much a single world as it is a whole range of worlds. The larger cosmology is known as “The Great Wheel”. Planescape also introduced the setting of Sigil (also known as the “City of Doors”) a torus-shaped metropolis located in the center of the planes of existence atop an infinitely tall Spire. A kind of interdimensional gathering place, Sigil was filled with countless portals leading to other planes of existence, allowing numerous species and interplanar travelers to meet and trade. Because of its unique location in the multiverse, Sigil also featured a variety of warring Factions, unique monsters, magic items, and a variety of powerful NPCs (including the enigmatic masked Lady of Pain who ruled over the city). The Planescape setting has been beloved by players and critics alike, with many praising its unique approach to world-building and its philosophical underpinnings.

Beneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it. The mad wizards of the Arcane Brotherhood long to possess that which the god of winter's wrath has so coldly preserved--as do you! What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden's everlasting night? Brave the frozen North of Faerun in Icewind Dale: Rime of the Frostmaiden!

Review.Icewind Dale is incredibly strong as both a setting and a campaign. Sandbox adventuring is difficult to set up, and this book provides fully fleshed-out adventures no matter which way the party wanders. It’s filled to the brim with hooks and plot threads that lead to unique and entertaining quests and encounters. Pick and choose your favorite quests to present to your players or let them run free in this winter wonderland. The “secrets” mechanic is an extremely smart and engaging way to motivate the players to go all over the map and explore everything it has to offer. It concludes with a satisfyingly epic leadup and final encounter and is open-ended enough to lead to more adventures in completely unexpected ways.” - Skullsplitterdice.com

From the producers of Tabletop RPG in a Castle and Everything Epic Games comes Dragon Thrones, a dystopian medieval fantasy world ruled by an all-powerful Golden Dragon, the Last Dragon God of Kambria!

Eleven Elder Dragon gods came to Kambria searching for Essence, a powerful flowing source of natural magic only found in Kamrbia. Ten of the Dragons seized native Kingdoms to rule, influencing or forcing the inhabitants to fight in their name for the Essence. However, the eleventh dragon, the Golden One, never took control of a Kingdom, and he stood alone, “helping” the other Elder Dragons with his advice and magic. Eventually, through his clandestine manipulation, the Golden Dragon propelled the other Elder Dragons to war and slew each other one by one. Upon an Elder Dragon’s death, the Golden Dragon took their carcass to forge a Dragon Throne, a magical seat of power that communes with the mighty Kingdom High Rulers who sit upon it to this day. Within the Dragon Thrones, the spirits of the Elder Dragons live on, encapsulated as a magical artifact controlled by one central master throne: the Golden Dragon Throne. 

Dragon Thrones offers a unique 5E system with new subclasses, including an all-new base class called the Manipulator. Dragon Thrones mixes the magic of LotR with the twisted politics of GoT with the cutthroat competition of The Hunger Games. Learn more at DragonThrones.com.