We have a lot of exciting events for the show this year. We will be announcing and listing them here in the coming weeks. So check back often.
The Event Grid is HERE!!!!!!!
D&D Adventurers League – Season 10 – Rime of the Frostmaiden
DDAL 10-01 The Frozen North: An avalanche has stranded you and your allies in the treacherous Spine of the World, and a relentless blizzard is quickly blowing away all hope of survival. Gather the surviving members of your caravan and strike out for shelter. Strike out for life
DDAL 10-02 Gnashing Teeth: The goliaths of Wyrmdoom Crag are a proud, but thankfully, generous people. Having provided you with shelter from the deadly wilds of Icewind Dale, they’ve asked you to look into the strange things that have been happening in and around their home. A 4 hour D&D Adventurer’s League adventure for characters level 1-4.
DDAL 10-03 Divining Evil: A gruesome discovery sets you off into the frozen wastes in search of answers. Will you find the answers you seek, or will your journey leave you with only more questions? A 4 hour D&D Adventurer’s League adventure for characters level 1-4
DDAL 10-04 Cold Benevolence: Feral-Tongue must be stopped! But without aid, it’s likely that your efforts will be in vain. Among rising tensions, Old Goat suggests an unlikely ally: Chwingas! Her plan, however, isn’t popular among other members of the clan. Can you sway their opinion? Better still, can you find the elusive elemental spirits? A 4 hour D&D Adventurer’s League adventure for characters level 1-4.
DDAL EP 10-01 Terror in Ten-Towns: As a beastly army approaches Ten-Towns from the south, heroes take the lead in fortifications and defense. But can the heroes’ optimistic hard work overcome the worst enemy—the towns’ distrust of one another? A 4-hour epic adventure for characters levels 1-4 (APL 3).
DDAL 10-05 A Blight in the Darkness: The wicked owlbear was nerly defeated. Not it’s time to finish the deed and destory her and her master once and for all. But first, you must find them. Track them down and save Ten-Towns! Part 5 of the Plague of Anceitns series of adventures. A 4-hour adventure for characters levels 5-10 (APL 6).
D&D Adventurers League – Shadows Rising – A Moonshae Campaign
Come join us as the Moonshae campaign continues with more adventures then can even fit in the convention (but we would love if you tried to). Whether you need to catch up with the MOON 11 or 12 trilogies from Gen Con or want all new content with the MOON 13 and 14 trilogies and specials we have you covered.
Introduction to Adventure – Moonshae Isles: The Moonshaes are experiencing interesting times and interesting times are often bountiful times for those of the adventurous persuasion. You will play the following two adventures over the 5 hour slot. MOON 1-2 – Delivering a message to the fey. Having a map and permission helps but be ready for the unexpected even more so in current troubled times. Things tend to be what you believe them to be when dealing with the fey. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3. MOON 1-3 – Deliver a message to Highrock, easy money. Or so they said, but since when has anything been simple when it involves stubborn dwarves and ancestral trouble? A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3.
The Adventure Continues – Moonshae Isles: The Moonshaes are experiencing interesting times and interesting times are often bountiful times for those of the adventurous persuasion. You will play the following two adventures over the 5 hour slot. MOON 1-4 – In Rorik’s homestead, an unexpected visitor forces the locals to make a difficult judgement but not before an undead threat must be laid to rest. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3. MOON 1-5 – Delivering a message to the fey. Having a map and permission helps but be ready for the unexpected even more so in current troubled times. Things tend to be what you believe them to be when dealing with the fey. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3.
MOON 2-1 Defenders of Caer Moray: The most untamed of the Moonshaes, residents on Moray are accustomed to defending themselves. Recently something has stirred the dark forces that threaten the families of this strategically vital location. With every spare sword allocated to the homelands, who will answer their call for aid? A 4-Hour Adventure for 1st-4th Level Characters
MOON 2-2 Army of the Unseen: Little more than an outpost, Dynnegall is the life-blood of resources that flow from Caer Moray, supporting Ffolk townships across the archipelago. But the supply boat is overdue by almost a tenday and hope is difficult to find. With the recent attacks repelled an opportunity exists to send aid, but who dares to venture outside the walls? A Four-Hour Adventure for 1st-4th Level Characters
MOON 2-3 The Eye in the Mist: The events at Dynnegall revealed evidence that a new threat to fey and Ffolk may have emerged on Moray. The ties to prophecy are too strong to ignore. If true, every moment is critical. The Earthmother herself shudders as attention turns to the Eye in the Mist, a moonwell in the forest of Moray’s eastern coast. A 4-Hour Adventure for 1st-4th Level Characters
MOON 3-1 Atop the Fairheights: “Just as it looked like the combined forces of Clan Rookoath and Clan Rustfire might drive a long-time threat from their ancestral homes, the dwarven forces suffer a terrible defeat. The proud and slightly xenophobic dwarves reach out for assistance. But is it too late, or can a group of heroes turn the tide? Part 1 of the Fairheight Trilogy. A Four-Hour D&D Adventurers League Convention for 5th- 10th Level ”
MOON 3-2 Within the Tunnels of Dwarvenholm: With the immediate threat to Clans Rookoath and Rustfire quelled, the next step is to clear the tunnels of Dwarvenholm, allowing the clans to again move freely between their homes. However, the enemy will not give up their gains so easily, as a new player enters the battlefield. Part 2 of the Fairheight Trilogy. A Four-Hour D&D Adventurers League Convention for 5th- 10th Level
MOON 3-3 Beneath the Cairnwell: The lost moonwell, known as the Cairnwell, plays a significant role in the battle for the Fairheight Range. Can it be saved and turned into a source of weal for the dwarves, or will the enemy take its power and turn it into a fountain of woe? Part 3 of the Fairheight Trilogy. A Four-Hour D&D Adventurers League Convention for 5th- 10th Level
MOON 9-1 Dark Moon Rising: A vitally important diplomat has gone missing, and a village seems to be troubled by an unseen force that threatens to spread all across the Moonshaes. All the while, a massive volcano rumbles in its slumber, threatening to awake, bringing forth chaos and destruction. A Dark Moon Rises over the island of Norland. Can you come to its aid? A 4-hour adventure for Tier 2 characters. Optimized for APL 8. Content warning – This adventure contains themes of abandonment, grief, and mind control. Descretion is advised.
MOON 9-2 Dark Moon Marching: Fighting factions in Rogarsheim increase the peril of the duergar and the threat from the Shadowfell. Can the characters uncover the darkness in Rogarsheim and unite the people against the threat of the Shadowfell? A 4-hour adventure for Tier 2 characters. Optimized for APL 8. Content Warning: This adventure contains themes of abandonment, grief, and mind control. Discretion is advised.
MOON 9-3 Dark Moon Bound: The characters need to recruit a cleric of Valkur to help them defeat the shadow army before the firbolg shaman and his minions rout the army of Norland with their spells of fear and terror. Will the characters pursaude the cleric to asst them and return to the battlefield in time for Valkur to aid them all? A four hour adventure for Tier 2 characters. Optimized for APL 8. Content Warning – This adventure contains themse of abandonment, grief, and mind control. Player discretion is advised.
MOON 11-1 A Darkened City: Once brilliant Caer Callidyrr has darkened, and the Slain sits on the High King’s throne. Helpless to fight his unknowable enemy, the forces of light have asked you to infiltrate the enemy’s stronghold and learn all you can. Will you dare the shadowed streets of the capital of the Moonshaes to gain entry to the Court of the Slain? Part 1 of the Somber Remnant Trilogy. A Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8.
MOON 11-2 A Darkened Court: The Court of the Slain at Caer Callidyrr holds many intrigues and even more danger. Yet you must walk these darkened halls and speak in whispers to uncover the malevolent plots of the Slain. Careful, now. One wrong step or a misplaced word could mean exposure and oblivion. Part 2 of the Somber Remnant Trilogy. A Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8.
MOON 11-3 A Darkened Heart: You have worked your way to the heart of the Darkened Court at Caer Callidyrr. There, you have a chance to pierce the shadows and secrets that surround and protect the Slain. Can you reveal the mystery of the greatest threat to the Moonshaes and will you survive to tell anyone else? Part 3 of the Somber Remnant Trilogy. A Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8
MOON 12-1 Nothing Is Sacred: The Moonshaes are plunged into shadow and with permission of High Lady Ordalf, survivors have made their way to Gwynneth, the only Isle spared from darkness. The Conclave needs heroes to execute their plans of survival in the face of the most powerful threat the Moonshaes have yet seen, the Slain. A 4 hour D&D Adventurer’s League adventure for characters level 11-16
MOON 12-2 A Gift from the Queen: With the fate of the Moonshaes held in the balance, the adventurer’s path lies in the lost tomb of an ancient Queen. What answers could she possibly offer to loosen the Slain’s deadly hold on this world. A 4 hour D&D Adventurer’s League adventure for characters level 11-16. Contend Warning: This adventure contains themes of body horror. Player discretion is advised
MOON 12-3 Tempest of Malice: The key to severing the chains of the Slain is located at Tempest Keep, and the adventurers must face the impossible — brave the wrath of the elements to harness the power of the storm. A 4 hour D&D Adventurer’s League adventure for characters level 11-16.
MOON 13-1 Lure of the Reefs: Ships have disappeared amongst the Norheim Islands, almost all of them carrying refugees from Norland. An expedition, sent to find the cause, has similarly vanished without a trace. Most blame lack of experience with the treacherous local waters, but a few whisper of a more sinister cause, something that lures the desperate to their doom. Initiates of the Flame are looking for powerful adventurers to help since the authorities have more pressing trouble. A Four-Hour Adventure for Tier 3 Characters. Optimized for APL 13. Content Warning: This adventure contains themes of grief and mind control. Player discretion is advised
MOON 13-2 Monsters of the Deep: Ships have been raided. Their much-needed goods gone missing. Witnesses talk about a green dragon and its scaled servitors, but there are hardly any trees on windswept Norheim, let alone a true forest. Regardless, the goods need to be recovered, the monsters dealt with. Are you up to the task? A Four-Hour Adventure for Tier 3 Characters. Optimized for APL 13. Content Warning: This adventure contains themes of grief and mind control. Player discretion is advised
MOON 13-3 Wolves of the Sea: An expedition has gone missing. Rumors surface that reavers based in the pirate city of Westhaven are selling slaves to unscrupulous merchants. Is the expedition still alive? Can you uncover the slavers and rescue the expedition before it’s too late? A Four-Hour Adventure for Tier 3 Characters. Optimized for APL 13. Content Warning: This adventure contains themes of grief, mind control, and slavery. Player discretion is advised
MOON 14-1 Hearts Amiss: The city of Karador is the crowning jewel of Sarifal, but Lady Siofra worries that it has been trapped in its cycle of winter for too long. She seeks those not of the court to investigate the fey city and find out what is keeping it from blooming into spring. Part One of the Fractured Winter Trilogy. A four-hour adventure for Tier 2 characters. Optimized for APL 8.
MOON 14-2 The Lost Seasons: The city of Karador on the Isle of Gwynneth remains trapped in winter. Whispers abound that Lady Ordalf is the cause but what and why? Part two of the Fractured Winter trilogy. A four-hour Adventure for Tier 2 Characters. Optimized for APL 8.
MOON 14-3 The Ghosts of Grief: The court of High Lady Ordalf remains mired in Winter. Snow falls as heavily as her people’s hearts and they have begun to forget the joys of the other seasons. Is the cold fate of the fey court sealed? Part Three of the Fractured Winter trilogy. A four-hour adventure for Tier 2 Characters. Optimized for APL 8.
D&D Adventurers League – The D&D eXPerience
Come join us as the exciting Moonshae storylines continues with two new trilogies and special exclusive to the D&D eXPerience track at Winter Fantasy. The DDXP program is the premiere gaming experience at BMG shows. You will run through an exclusive trilogy and a special event that is only available as part of this program. You will have the same table the entire storyline and one of our highest rated DM’s as well. You will have a separate play space with water, snacks, and other little surprises here and there.
The D&D Experience @ Gen Con Rerun – MOON 15 Track (Tier Two): This will be the MOON 15 trilogy and special that ran as part of the DDXP @ Gen Con in August of 2020.
The D&D Experience @ Gen Con Rerun – MOON 16 Track (Tier Two): This will be the MOON 16 trilogy that ran as part of the DDXP @ PAX Online in September 2020.
The D&D Experience @ Winter Fantasy – MOON 17 Track (Tier Two): This will be the MOON 17 trilogy and special that is brand new for Winter Fantasy 2021. This is the last Tier Two trilogy before we head into the two final Trilogies this summer (18 and 19) and our huge MOON 20 Special event conclusion.
D&D Adventurers League – Eberron: The Oracle of War
The Oracle of War campaign begins with the characters as scavengers, adventurers who head into the highly dangerous Mournland to locate and extract artifacts from the remains of the ruined nation of Cyre. Based on those initial scavenging missions, the characters soon find themselves embroiled in a world-spanning adventure that will take them from levels 1 to 20.
Your first step in taking part in the Oracle of War campaign is to grab the Oracle of War Player’s Guide and prepare to create your character. If you are interested in being a DM for the campaign, also read the DM’s Guide for information on running your own Oracle of War campaign.