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Pet Jelly Cube

The Pet Jelly Cube makes the perfect gift for your D&D enthusiast.

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Mask of Deception

A fantasy novel set in the Realms of Edeos. Nor Gan is a young sorcerer. He trades his freedom to the Fire Lord in exchange for the magical power of flame. Now cursed, he cannot remove his mask. Will his team of adventurers defeat his nemesis within the shadowy realm known as the Void?

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Levels 1-8

Hear ye, hear ye!

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The Broken Cavern

This cavern ha crumbled…

Inner Sanctum

Here is the Inner Sanctum. Players must solve a puzzle to conitnue.

        

DrakenStone Castle Campaign Setting

AnnArborDnD.com

All the adventures listed on this site have been playtested. Some at GatorCon, some at Total Escape Games in Broomfield, CO, some and some at Get Your Game On in Ann Arbor, MI, and others at Eye of the Beholder Gaming Guild in Taylor MI. Read a week-by-week synopsis of the latest adventure on our site just for players… 

The premise: this world is criss-crossed with magic teleportation circles. These were created with an ancient, forgotten magic. The true number of circles is unknown. Partial maps have been discovered. Some circles lead to neighboring realms.

Each circle has a unique activation cycle, weather it be a puzzle, trap, or “pre-requisite” to activate. Each circle also has certain rules, such as “only teleports one creature every 5 minutes” or “resets every 24 hours”.

DrakenStone Castle:

A great place to start a new campaign. The players start in a city under siege. For three generations, the ancient black dragon Zykquedoss has attacked the castle. Its once gleaming, white marble spires are now blackened and charred from a century of dragon breath. The scorched towers have survived, however, due to an enchantment placed on the stones by the dwarves, elves, and humans who built them.

To create background, the players role-play a scene as a child, when the dragon attacks. And a second scene, as a teen, under yet another dragon attack. And a third scene as a young adult, which sets in motion the intrigue of the rival factions inside the castle.

As the PCs begin the game at level 1, the dragon has disappeared. The council has chosen the group of adventurers to venture forth from DrakenStone castle. Their foremost mission: to discover the fate of the dragon, and if she will return. Secondly, to communicate with other surviving cultures, if there are any. The characters step out of the front gate. Which direction will they travel?

Roll initiative…

Catch us at these game conventions…

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Bardicon 2019. August 16-18. 111 N Grand Ave, Lansing MI. We’ll be showing off our modular magnetic stackable terrain. https://tabletop.events/conventions/bardicon
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GrandCon 2019. August 30 to September 1. DeVos Place 303 Monroe Ave, Grand Rapids MI. Catch our booth at this year’s game convention, where we’ll show off our magnetic dungeon. Register here: Grand-Con.com
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Cage of Thorns: Introduction

Each foe holds the key to the other’s demise…

The wizard blew the dust off the map, then peered over his glasses at the parchment. It was filled with islands, each floating in a nether sea and connected with dark curving lines. His mind raced. “Can there be a pattern to the lines?” he wondered. Just as his finger traced what looked like a hexagon, his hand slid off the end of the map. It was then that he realized it; both ends of the map were torn away. The black lines extended off the page in both directions. Where are the missing pieces? How many Realms of Edeos are there?

 

The Cage of Thorns: 
a Realms of Edeos D&D 4E adventure for 3-6 PCs Level 7-10 (Heroic 3 tier) written by “Uncle” Andy Schiller
. 
Spoiler Alert! If you are playing a character in The Cage of Thorns, DO NOT READ THIS unless you want to spoil all the surprises, and take all the discovery out of your game.
 Playtested at Total Escape Games, Broomfield, CO, June-August 2011.
 Cartographer: Andy Schiller. 
Original Edeos Concept by: Josh Robillard and Andy Schiller
.

 

This game can be played in 4 sessions, with each session being 3-4 hours. It is a great way to introduce new party members to each other, and makes an excellent story seed for an ongoing campaign.
 This adventure provides a great premise to start a new group, and to introduce the PCs to each other. It also provides a recurring theme that will take Level 1 characters nine more levels to complete.

 

Each PC spends the night at a different inn. In the morning, they all regain conciousness in a jail cell. Having never met each other, the PCs are forced to form an alliance. “Who teleported us here, and why?”. “How do we escape?”.
The party finds themselves in the lair of a quartet of ill-tempered outlaws: a disgraced knight, a necromancer, an assassin, and a shadow priest. The ‘four foes’ have plenty of minion guards. These four evil-doers are capturing unwitting travelers through teleportation as they sleep, and siphoning their essence into a “death gate”. When 1,000 souls are captured and stored, the outlaws intend to summon an other-planar being to do their bidding.
Of course, none of the brigands trusts each other. The shadow priest has a magic item that will immobilize the assassin, if the need arises. The assassin has a chisel that negates the wizard’s arcane spells, that he keeps hidden. The wizard has an instrument that stuns, then weakens the fighter, in case of confrontation. And the fighter has an item that will blind and silence the shadow priest, that he keeps on him at all times.

 

If the PCs can learn this, they can use it to their advantage to take on the ‘four foes’ one at a time.
Inside the cell with the party is a skeleton. A brief search of the corpse reveals a diary. In this book, the deceased adventurer writes about being teleported into this jail cell numerous times, with his comrades. He describes escaping this dungeon by climbing through a pit of sand, and making plans to defeat “the 4 foes”. Of course, it doesn’t say how, except for some cryptic clues about a glass shattering ritual, and an harmonic hammer. The diary warns against “taking the southern corridor”, which resulted in losing his entire party. It also eludes to a giant cage, which he escapes by shrinking to the size of a mouse, and fitting between the bars. He talks about escaping a second time through a labyrinth of blades.

 

After escaping, he was teleported into the jail cell again. On his third abduction, he escaped the jail cell by playing a ruse on the guards. In his wanderings through the dungeon, he came across a chasm filled with a river of molten lava. It does not say how he crossed it. Across the chasm he stumbled upon a huge, glowing glass cylander. It seemed to radiate dark magic. Perhaps his mind was just playing tricks on him, but the thought he saw the faces of his friends inside the jar.
The PCs can smell food as they sit in the jail cell. However, the guards do not bring the party nourishment. The party has no food, and keeps getting a -2 for each 8 hours spent without eating…

-Uncle Andy

As seen on Audio Dungeon…

We’re proud to announce that our product was featured on Dungeon Loot, a popular YouTube series and podcast. Our friends at Audio Dungeon loved our magnetic terrain, and you will too! Watch as our friends unbox and set up Dungeon of the Orc Lord. We received valuable feedback, and we’re working on improving our product. DrakenStone now has terrain products listed on Etsy, eBay, and our secure shopping cart right here at DrakenStone.com/store. Soon, we’ll add Amazon. We also offer a wide array of miniature terrain castles, tiles, accessories, and “build-it-yourself” kits. Miniatures are built to a standard 28mm scale…

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