Post-Apocalypticon 5

Nov 10-12 in Cleveland, TN, TN, US

Nov 2017

SlotScenarioGame / CampaignPlayersGMs
12-4pm
GMT-05
D&D 5e: D&D Adventurers League0 of 281 of 4

With the repeal of the Law of Humanity, things have changed in the Hillsfar surrounds, and not necessarily for the better. The farming village of The Stop is no exception. The Red Plume Soldiers have withdrawn their presence and no one is left to maintain order. When things get out of hand, a noble representative of the people and the law is required.

A 4-hour adventure for 1st-4th Level Characters.

Written by Robert Alaniz

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D&D 5e: D&D Adventurers League5 of 421 of 6

You’ve come to the wild frontier outpost of Ylraphon, a town rebuilt from destruction and now ruled by adventurers, to pass on a proud noblewoman’s final wish to her dungeon-raiding heirs. Yet the young heroes of House Marsh have delved too deep. Can you rescue them from a trap-filled ruin, vengeful assassins, and a mysterious entity that turns its attackers into its defenders?

A 4-hour adventure for 5th-10th level characters (optimized for 8th-level).

This adventure is part one of the "Whispers Over Ylraphon" series, which follows up on events from the Elemental Evil storyline and other past D&D Adventurers League seasons.

Written by Jeremy Forbing

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D&D 5e: D&D Adventurers League0 of 71 of 1

Something evil is devouring the souls of the living in Chult, but before the characters take on the horrors in Tomb of Annihilation, they must first uncover the death curse’s origin by braving a lich’s tower in the Cloakwood. This introductory adventure is designed for a party of four to six 1st-level characters, who should advance to 2nd level by the adventurer’s conclusion. It is a prelude to Tomb of Annihilation that should take about 2 to 3 hours.

Written by James Introcaso

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D&D 5e: D&D Adventurers League7 of 211 of 3

When a Thayan research expedition returns from the Glacier of the White Wyrm with only two survivors that are reduced to whispering about an ancient pyramid under the ice, perhaps it is time to discover just what scares the life out of a nation of necromancers.

Written by Alan Patrick

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D&D 5e: D&D Adventurers League3 of 280 of 4

Baron Bajram’s forces have secured the Nelanther Isles and have scoured the Sword Coast for treasures. Now they have begun to explore a mysterious island that recently just popped into existence nearby. SEER seems to believe that an aboleth artifact is their goal. It is up to the adventurers, in competition with the baron, as well as aboleths, the Kraken Society, and the mysterious caretaker of the island, to locate the Eye of Xxiphu and avert catastrophic disaster.

Written by Merric Blackman

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D&D 5e: D&D Adventurers League0 of 71 of 1

BEGIN YOUR ADVENTURES IN CHULT FIGHTING AN ANCIENT EVIL, RETURNED TO CLAIM DOMINION OVER ALL!

In Chult’s Valley of Dread, warring tribes of lizardfolk have kept each other in check for centuries. As the tribes slowly fall under the sway of a new leader, omens point to the return of an ancient threat: the demon-spawned Lizard King. Adventurers from a far-away realm find themselves in the middle of the fray. Their heroics could save the land from terrible evil, or it might play a part in bringing about doom!

The adventure contains separate parts for each level, one through four. Characters that start the adventure as brand new level 1 characters should finish the adventure as a level five character. Run time for each part is approximately 4 hours, although play time varies drastically by DM and group. We are offering all 4 parts at PAC5!

Written by Shawn Merwin

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D&D 5e: D&D Adventurers League2 of 150 of 3

Only select this ticket if you would like to play Tomb of Annihilation for the entire weekend, anytime the EPIC07-01 and D&D Open 2017 are not running. The hardcover tables is take mandatory breaks during those events. You are welcome to sign up for the Epic and Open with the same or another character. You are expected to show up to your hardcover table on all 3 days while the con is running. Your table will schedule it's own breaks with your DM. This will follow all the normal rules for playing a hardcover in Adventurers League. Have fun and may all your hits be crits!

Written by Chris Perkins

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D&D 5e: Living Arcanis 5E2 of 61 of 1

A Nawal of the Yhing Hir calls upon a group of travelers to retrieve the body of his dead son from a place where no Horseman may ride

An Introductory adventure for Tier 1 characters (levels 1 through 3) optimized for 1st level characters.

Written by Henry Lopez

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D&D Adventurers League0 of 70 of 1

Each tier of these is a distinct 4-hour hardcover-coded adventure that can be played with the same or a different character as long as he's tier appropriate when he enters. Look for Tier 1, 2, and 3 Mezro adventures available throughout the con!

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1-4pm
GMT-05
D&D 5e: D&D Adventurers League0 of 71 of 1

A trio of exhausted sprites interrupt your group as you start to break camp and continue your journey to Hillsfar. Do you dare answer their plea for aid and enter the forest of Cormanthyr?

Written by Claire Hoffman

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4:30-8:30pm
GMT-05
D&D 5e: D&D Adventurers League1 of 365 of 6

Adventure Description: Pirates! Dastardly ne’er-do-wells have been spotted just outside of the harbor! Not content with scratching a living off of the rich port city’s scraps, pirates are making for the city by land and sea. But Port Nyanzaru is far from defenseless; pick up a yklwah, climb aboard a dinosaur, or man the wall; but whatever you do, don’t let those rapscallions into the city!
Adventure Length: 3 hours
Required Number of Tables: 4+
Adventure Premiere: Conclave of Gamers (9/1), Hal-Con (9/22), DragonCon (9/2), Queen City Conquest (9/8), Lodo Ergo Sum (9/8)
DMsGuild Release: NA
Apply: To apply for the D&D Open please fill out the D&D Adventurers League Con Support form(http://bit.ly/DnDALConSupport).

Written by Will Doyle

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D&D 5e: D&D Adventurers League18 of 364 of 6

Adventure Description: Pirates! Dastardly ne’er-do-wells have been spotted just outside of the harbor! Not content with scratching a living off of the rich port city’s scraps, pirates are making for the city by land and sea. But Port Nyanzaru is far from defenseless; pick up a yklwah, climb aboard a dinosaur, or man the wall; but whatever you do, don’t let those rapscallions into the city!
Adventure Length: 3 hours
Required Number of Tables: 4+
Adventure Premiere: Conclave of Gamers (9/1), Hal-Con (9/22), DragonCon (9/2), Queen City Conquest (9/8), Lodo Ergo Sum (9/8)
DMsGuild Release: NA
Apply: To apply for the D&D Open please fill out the D&D Adventurers League Con Support form(http://bit.ly/DnDALConSupport).

Written by Will Doyle

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9pm-12am
GMT-05
D&D 5e: D&D Adventurers League1 of 71 of 1

Goblins abound! Strange goblins have been sighted in the farm lands south of Hillsfar! Locals report that they have been straying from the forest-realm of Cormanthor to the south in increasing numbers, and beg you to put an end to their incursions!

Written by Travis Woodall

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9pm-1am
GMT-05
D&D 5e: D&D Adventurers League6 of 280 of 4

As winter releases its grip on the region surrounding the town of Phlan, secrets are revealed within Glumpen Swamp. Strange landscapes and sigils have been found beneath the mud, and the wildlife around the swamp has become greatly agitated. At times a spectral figure can be seen in the distance, only to disappear upon approach. Can you discover what is happening in the muck and gloom?

A 4-hour Adventure for 11th – 16th Level Characters

Written by Alan Patrick

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D&D 5e: D&D Adventurers League1 of 281 of 4

Beneath the moorlands of Thar, hidden from all for centuries, lies the Broken Halls of Goldahroud. It seems to have been inhabited until recently as the blood marks on the walls are only a few weeks old. What mysteries lie beyond the doorway from the Tomb of Kered? Fear of the markings have forced the SALT Consortium to turn again to hiring adventurers to face what horrors await them in the Broken Halls of Goldahroud.

Written by Derek Gray, David Morris

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D&D 5e: D&D Adventurers League5 of 421 of 6

Refugees from Mulmaster have flooded the rough-and-tumble town of Ylraphon. Poverty, shortages, overcrowding, and an unnatural heatwave have tempers running high. When a series of mysterious crimes erupt, the people are desperate for someone to blame. Can you find the connection and the culprit, or will the angry mob deal its own form of justice?

A 4-hour D&D Adventurers League adventure for 5th-10th level characters (optimized for 8th-level).

This adventure is part two of the "Whispers Over Ylraphon series", which follows up on events from the Elemental Evil storyline and other past D&D Adventurers League seasons.

Written by Ryan Canon

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D&D 5e: D&D Adventurers League4 of 280 of 4

Part 2 of the Eye of Xxiphu. Baron Bajram’s forces have secured the Nelanther Isles and have scoured the Sword Coast for treasures. Now they have begun to explore a mysterious island that recently just popped into existence nearby. SEER seems to believe that an aboleth artifact is their goal. It is up to the adventurers, in competition with the baron, as well as aboleths, the Kraken Society, and the mysterious caretaker of the island, to locate the Eye of Xxiphu and avert catastrophic disaster.

Written by Merric Blackman

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D&D 5e: D&D Adventurers League0 of 70 of 1

DARE TO UNEARTH THE SECRETS OF A LEGENDARY CURSE

A group of adventurers is tasked to uncover the truth behind a mystery that lies deep within a forgotten sanctum, one protected by those who still practice the old teachings of Chultan magic.

Failure may crush all hope for one of their allies, while success may also bring upon the wrath of an ancient order of zealots. Can the party solve the mysteries of the forest temple before they are overtaken by the fearsome Mage Hunters?

Written by Rich Lescouflair

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D&D 5e: D&D Adventurers League0 of 71 of 1

BEGIN YOUR ADVENTURES IN CHULT FIGHTING AN ANCIENT EVIL, RETURNED TO CLAIM DOMINION OVER ALL!

In Chult’s Valley of Dread, warring tribes of lizardfolk have kept each other in check for centuries. As the tribes slowly fall under the sway of a new leader, omens point to the return of an ancient threat: the demon-spawned Lizard King. Adventurers from a far-away realm find themselves in the middle of the fray. Their heroics could save the land from terrible evil, or it might play a part in bringing about doom!

The adventure contains separate parts for each level, one through four. Characters that start the adventure as brand new level 1 characters should finish the adventure as a level five character. Run time for each part is approximately 4 hours, although play time varies drastically by DM and group. We are offering all 4 parts at PAC5!

Written by Shawn Merwin

View this session by itself
D&D 5e: D&D Adventurers League0 of 71 of 1

Each tier of these is a distinct 4-hour hardcover-coded adventure that can be played with the same or a different character as long as he's tier appropriate when he enters. Look for Tier 1, 2, and 3 Mezro adventures available throughout the con!

View this session by itself
D&D 5e: Living Arcanis 5E1 of 61 of 1

The fool desires to live forever. The average man desires to be remembered forever. The wise man desires that his actions be remembered but cares not whether his name is forgotten. All men crave immortality in their own way, and this desire makes all men craven when they should be bold; foolish when they should be wise. – Elandre val’Assante

When a painting is worth a thousand words, what image might those words paint? Not everything is black and white in Faerdlau as the Heroes are invited to speak with Ryter Ealdmar val’Holryn.

An Introductory adventure for Tier 1 characters (levels 1 through 3) optimized for 2nd level characters.

Written by Anthony Nijssen

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