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ID Level Title Description Times
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ADAP1-11-4Barrow of the Ogre KingFor many years, goblins have laired in a nearby dungeon hidden in the boughs of the Southwood. This dungeon is known to some as the Barrow of the Ogre King. Recently, the goblins have become bold enough to leave their dungeon home to raid the nearby town of Loudwater. It is up to your newly-formed band of adventurers to deal with the threat the goblins pose and discover why they?ve attacked the town.0
ADAP1-21-4FR1 Scepter Tower of SpellgardA mysterious presence has taken up residence in one of the towers of Spellgard, and now its dark minions plague the Gray Vale! Scepter Tower of Spellgard is the first full-length Forgotten Realms adventure published for 4th Edition D&D. When paired with the adventure that appears in the Forgotten Realms Campaign Guide, this adventure provides the Dungeon Master with all he needs to get his campaign started. This stand-alone adventure is designed to take characters from 2nd level to 5th level.0
ADAP1-51-4Menace of the Icy Spire In the deep forest near Loudwater, legend tells of a warlock who meddled with powers beyond his ability to control in pursuit of new power. Now his tower is home to a force that could cause tremendous devastation in the wrong hands.3
ADAP2-111-14Monument of the AncientsPanicked refugees are pouring into the port city of Phlan, fleeing from barbarian attacks in the Moonsea North. Something ominous and ancient drives the horse nomads to attack their neighbors. Poised to shatter the ancient monument keeping him from Faerun, a lost god from Toril's past sends an agent from the Elemental Chaos to herald his long-prophesized return... A Living Forgotten Realms adapted adventure set in Phlan for characters levels 11-14. To run this adaptation, you will need a copy of the adventure, which is found in issue 170 of Dungeon Magazine. Because of this, at least one person at the table needs to have a subscription to D&D0
ADAP2-214-17The Spiral GateAll Faerun's fate is being shaped in Netheril. You can hide behind your belief that this is all about other lands, other people, other lives, but in the end, your lands and your people will be caught up in this struggle like all the rest. So decide now. Which side are you on? A Living Forgotten Realms adapted adventure set in Hillsfar, in the Moonsea region, for characters levels 14-17 (the adventure is written for level 16 characters, so any P2 table can play, but there is no low-level/high-level split in the adaptation). To run this adaptation, you will need a copy of the adventure, which is found in issue 180 of Dungeon Magazine. Because o0
ADCP1-11-14Jungle HuntA great hunt has been called in the jungles of Chult. The Amnian trading costers of Port Nyranzaru are competing to see which one can bring in the biggest, rarest beasts as trophies, and they?re looking for adventuring companies to do the hunting. Are you and your companions up to the challenge? A Living Forgotten Realms adventure set in Chult for characters levels 1-14. At least four of the characters in the party must be members of the same Adventuring Company in order to play this adventure, 6
ADCP2-1The Paladins' PlagueThe leaders of Elturel are concerned about the plagueland a few miles outside the city, which has recently begun spewing out even more twisted monstrosities than usual. The paladins have put out a call for adventuring companies to send their best and bravest explorers to venture to the border, if not into the plagueland itself. The expedition's charter is to bring back any information about the horrors within and what might be causing the increase in Spellplague activity. This is a very dangerous assignment, but also one that offers adventurers the chance to make a name for themselves by braving one of the most dangerous and least understood 0
AGLA1-11-4Lost Temple of the Fey GodsFaeries, sprites, nymphs, and dryads ? the fey creatures of Faer?n?s wild places are often dismissed as nuisances and pranksters. Those who truly understand the fey know that as with all things natural, there is a darker side to these creatures of fancy. Could a rash of stolen food and sleep dust traps point to a more sinister threat lurking on the wild side of reality?16
AGLA1-24-7At the Foot of the LighthouseThe Sea of Fallen Stars is the lifeblood for many who live along the coast of Aglarond. For the men and women who ply their trades over its dangerous depths, the sight of a lighthouse means a welcome return to the relative safety of shore. That is, of course, unless the lighthouse in question is no longer dedicated to guiding travelers along the safe path.8
AGLA1-37-10The Worst of All SnaresThere are those in Aglarond who seek to undo the harmony that defines this peninsular nation. A request for aid from a local wizard draws you into the savage underbelly of the slums of Old Velprintalar to confront these villains and put an end to their plans.3
AGLA1-44-7Through Twilight BoughsThe Tome of Twilight Boughs is a legendary book of powerful ancient Yuir rituals protected by cryptic magic. The tome, or a copy of it, has recently been found. A half-elf scholar believes he has decoded a portion of it and now invites adventurers to help verify his findings. But how exactly does one verify the contents of a book over 2,000 years old? This adventure is the second part of the Tome of Twilight Boughs major quest, which began in AGLA1-1 Lost Temple of the Fey Gods.10
AGLA1-51-4Silver LiningThe commander of the Watchwall is looking for adventurers for a special mission into the Tannith Mountains. The Watchwall is always undermanned and Captain Arol thinks he may have found some new recruits. But war, like politics, can make for strange bedfellows.13
AGLA1-611-14Twisted Roots Run DeepIn Old Velprintalar, where those neglected and forgotten by society live and die in squalor, power can be had by a strong arm, a few coins, or powerful influence. Cutthroats, thugs, and thieves thrive here – but to what purpose? Plans once thought put to rest now have new life. This adventure is a sequel to AGLA1-3 The Worst of All Snares, though play of the prior adventure is not required.3
AGLA1-77-10Twilight AmbitionsAldaron the Loremaster has continued to delve into the mysteries of the ancient Tome of Twilight Boughs. But some of the book's mysteries seem far from ancient and Aldaron needs the help of adventurers to figure out why. A Living Forgotten Realms adventure set in Aglarond for characters levels 7-10. This adventure concludes the Major Quest involving the Tome of Twilight Boughs (which begins in AGLA1-1 Lost Temple of the Fey Gods and continues in AGLA1-4 Through Twilight Boughs).5
AGLA2-17-10The Undumor ConnectionThe commander of Citadel Dantalien needs someone to rescue an agent of the Simbarch’s Guard from the Thayan outpost of Undumor. Volunteers can expect to face a horde of voracious monsters and shambling corpses. Are you still interested in the assignment? This adventure is Part 2 of the "Circle of Stones" Major Quest, which began in AGLA1-5 Silver Lining.4
AGLA2-214-17First Strike The time is now! The Thayan forces of Undumor threaten to flood the Yuirwood with hordes of undead. The Simbarch Council seeks heroes of great renown as Aglarond prepares to deal with this threat. This is the conclusion of the "Circle of Stones" major quest, which began in AGLA1-5 Silver Lining and continued in AGLA2-1 The Undumor Connection. 2
AKAN1-11-4The Rotting Ruin of GalainAmidst goblin raids originating from the ruined town of Galain, you are asked by a young genasi woman to locate her brother. Lost or deceased, it?s up to you to find him!13
AKAN1-24-7The Depths of AirspurKidnappers have taken the daughter of a wealthy noble lord. You are entrusted with the task of saving her before it?s too late.2
AKAN1-37-10Property for SaleTrinkets and gold pieces are not the only revenue involved in clearing out a dungeon. Sometimes the dungeon itself is worth a hefty sum.3
AKAN1-44-7Runes in RuinsWhen the Spellplague brought Akanul to the Realms, many items were shattered and lost. Pieces of something are now surfacing, and it is imperative that the government of Akanul finds it before anyone else.3
AKAN1-57-10Shell GameA package lands in your hands, and sounds of combat are all around. Whatever is within must reach its destination, and only you can carry it there now. What do you do?3
AKAN1-67-10Abeir EternalRumors are swirling in Airspur. A group of genasi is prophesying the defeat of the Abolethic Sovereignty, quoting from the sayings and strategies of Gethani, a legendary resistance leader. Will the age-old hopes of the genasi people be realized – and are someone's ambitions getting out of control – or is it some dastardly plot by the aberrant lords of madness?0
AKAN1-71-4Faint HopeWhen antipathy prevents an old man from getting an escort to the south, you are his last resort. Can you help him reach the jungles and a possible cure for his ailing adopted daughter?18
AKAN2-111-14Set AdriftIt is not often that adventurers get approached to do a favor for the Akanûl military, but it’s good coin for a quick trip across the Sea of Fallen Stars. Who are you to say no?4
BALD1-11-4Flames of InitiationYou have come to the city of Baldur's Gate in search of adventure and quickly discover the Flaming Fist, one of the largest and most powerful mercenary companies in all Faerun. To survive in this teeming metropolis, you must prove both your physical and political prowess, and the challenges you will face might turn out to be far more complicated than you imagined.20
BALD1-24-7The Night I Called the Undead OutYou are asked to recover a stolen statue from an abandoned mansion in the Bloombridge district of Baldur?s Gate. What seems to be a simple task quickly turns into a night of terror. The timing of these events seems more than a bit coincidental. Can you protect the locals and still survive long enough to unravel the mystery?11
BALD1-37-10Tome of the TraitorWhen a Scribe of Candlekeep betrays his brethren to pursue his own goals, terrible knowledge escapes the walls of the Edificant Library. Who will take the responsibility of wielding this power?4
BALD1-41-4Silent Streets and Vanished SoulsA distraught father has gotten no satisfaction from the city authorities of Baldur?s Gate, so he turns to sellswords in hopes of finding his lost daughter. The truth of her disappearance may reveal dark secrets from the city?s past ? secrets that those on both sides of the law would kill to protect.11
BALD1-57-10Lost RefugeAn unseen menace lurks in the Cloak Wood. The common folk of the villages and logging camps along the perimeter of the forest have begun to vanish. The forest is filled with beasts, monsters, and vicious fey. And if that wasn?t enough, the investigation just might end up involving you in an ancient, endless struggle. This adventure begins the ?Fey Gates of the Sea of Swords? major quest.0
BALD1-64-7Brothers in ArmsA frail alliance connects the city of Baldur's Gate to the nation of Elturgard – and when vital information crosses the border without authorization, that alliance is bound to be put to the test. A visiting paladin’s moral code clashes with the organization that has kept the city safe for more than a century, and the outcome may be hard to predict.10
BALD2-111-14Turning PointThe eladrin city of Baeladar Yaaira is under siege by fomorians and their twisted fey allies. Taking the fight directly to the enemy is out of the question, so the city’s defenders must identify the true source of the invasion and put a stop to it before the entire Sword Coast is threatened. This adventure is the conclusion of the "Fey Gates of the Sea of Swords" Major Quest, whose previous installments are BALD1-5 Lost Refuge and MOON1-5 Lost Love.0
CALI3-11-10Malice of MintarAla'Ammar, patriarch of House Azhar in Almraiven, believes his bloodline might be traced back to the legendary House Asada. To prove his claim, Ala'Ammar seeks the famous Battlecloak of Vycaena. He needs a band of daring adventurers to conduct the search for him -- a search that leads through the twisted streets of Mintar, into dark dungeons where secrets are torn from souls the way flesh is torn from bone. A Living Forgotten Realms adventure set in Calimshan for characters of the Heroic Tier (levels 1-10). This is the first part of the Battlecloak Saga, which continues with CALI3-2 and concludes in CALI3-3. We recommend, but do not require, 3
CALI3-21-10Menace of MemnonThe search for the Battlecloak of Vycaena leads to the city of Memnon, where fire genasi enjoy an opulent lifestyle built on the backs of human slaves. Heroes are needed to infiltrate the city, posing as thespians, and locate the prize. Does your ability to perform on stage match your ability to perform in combat? A Living Forgotten Realms adventure set in Calimshan for characters of the Heroic Tier (levels 1-10). This is the second part of the Battlecloak Saga, which began with CALI3-1 and concludes in CALI3-3. We recommend, but do not require, that you play the three parts of this story arc in order, with the same character. 2
CORE1-11-4InheritanceWhen the Netherese conquered Sembia those who objected were either killed or forced to flee. Decades later a young man inherits a key to the family vault abandoned seventy years earlier. Desperate for money he hires you to retrieve it contents in a gamble that something worthwhile is still there.11
CORE1-104-7Dancing ShadowsOn most occasions, the trip from the ruins of Spellgard back to civilization is reasonably safe. But what happens when the road is more dangerous than expected - especially when shadows bite? First part of Bane of Shadows trilogy.8
CORE1-1111-14Drawing a BlankThe city of Westgate is the focus of many rumors and plots. Recent stories tell of faceless skulkers who wander the city?s streets at night and then vanish into thin air when confronted. Who or what could be causing this phenomenon?6
CORE1-127-10Songs of HeartA tale of two adventurers leads you to the fabled city of Evereska. Non-natives are not always allowed to enter so this is a one-time opportunity. It starts with the simple task of locating a missing person but obviously more is afoot. Can you keep cool and find out what is going wrong before the poet recites his last poem? Second part of the ?Bane of Shadows? trilogy, which began in CORE1-10 Dancing Shadows.3
CORE1-131-4The Fate of Camp 15Your travels have brought you to the pearl-trading city of Ankhapur, near the Lake of Steam. You have been asked to visit a nearby outpost and pick up a shipment of pearls. It seems like easy money. Unfortunately, something has killed off most of the divers and nearly shut down the operation. Now you must discover the source of this camp?s troubles before you share its fate.12
CORE1-1411-14What Storms May ComeDarkness and light struggle and heroes are once again drawn to unravel the secret of the radiant vessel. Can the truth be determined and the machinations of Szass Tam put to an end? This adventure is the conclusion of the ?Radiance Against Thay? major quest and sequel to CORE1-2 Radiant Vessel of Thesk and CORE1-6 Incident at the Gorge of Gauros.2
CORE1-1511-14Where Dragons DieNetheril's influence is expanding alarmingly and the Silverstars of Selûne are becoming desperate. The task of finding a weapon suitable for battling this expansion has fallen to you and your only clues take you to a place where mortals dare not tread. The third part of the Bane of Shadows trilogy.4
CORE1-1611-14Fragments of a Shattered MindIn the human bastion of Almraiven, a gifted magical scholar has gone missing. The academy insists she’s taken a sabbatical; her friends say that she was on the verge of a major discovery and would never have abandoned her research at such a critical juncture. Can you get to the bottom of this mathematical mystery? A double-length Living Forgotten Realms adventure0
CORE1-174-7Finding HarmonyA prophet and his followers are leaving Thesk and looking to start a new life. Heroes are needed to protect them on their travels and aid them in finding a new home?4
CORE1-21-4The Radiant Vessel of TheskRumors of a great item, touched by divinity, have traveled across Faer?n. Those with an interest in possessing the item and benefiting from its power have sent agents to find it, but no one seems to know what or where it is.10
CORE1-31-4Sense of WonderYou are summoned to help a cleric of Gond Wonderbringer, who seeks the location of a lost temple to the Lord of All Smiths. Think of all the marvelous inventions, lost since the Spellplague came crashing down on the nation of Lantan, that might lie waiting to be rediscovered and brought back to the lands of Faerun!14
CORE1-44-7Crystal ClearThe Low Market of Athkatla is no place for the more delicate flowers of civilization. For those of a less savory character, or whose reputations need not be protected quite so zealously, however, the Low Market is a bazaar like no other. Goods and services of all kinds can be had as long as the price is right? and the price is always right. But today, the coin of the realm seems to be something other than gold.7
CORE1-54-7Touched by DarknessYoung children do not look at the world the same way as adults. So what to do when a panicked girl tells them she is chased by monsters and needs their protection and those monsters say they are her teachers?6
CORE1-67-10Incident at the Gorge of GaurosPowerful forces work, for both weal and woe, in the lands surrounding the decimated nation of Thay. Where the forces of good and evil clash great power can be unleashed, drawing those who seek destruction, and those who strive to prevent destruction4
CORE1-77-10Sovereign of the MinesSomeone is interfering with valuable shipments from the mining community of Ioma Town. Production is way down, and the rulers of Amn aren?t pleased. The evidence indicates that it?s an inside job? deep inside. Adventurers are needed to go into the mines and find out who (or what) is trying to sabotage the Iomic Crystals.4
CORE1-87-10Taken (Sequel to CORE1-5)The Night Knives have been punished for the kidnapping of many children in the city of Saerloon and with it the authorities say the crime has been solved and the abductions stopped. But is it ever that simple? What if some say that there are still children missing that need rescuing from a dark fate indeed? Sequel to CORE1-54
CORE1-97-10Ages Best Left ForgottenSomeone with a long memory has found that others have uncovered something he hoped everyone else had forgotten. Can you journey to a twisted land and aid in the re-emergence of something that some feel is best left missing?2
CORE2-041-4Lost on the Golden WayThe Golden Way is one of the longest and most famous trade routes in Faerun. It stretches from the city of Telflamm on the Easting Reach all the way to Shou Lung in the exotic land of Kara-Tur. Many caravans stop at the fortified outpost of Uzbeg, near the Lake of Mists. Uzbeg has a reputation for safety and security -- so why did all of your wagons disappear last night?4
CORE2-111-14Killing the MessengerAn ancient drow city, long thought dead, has begun to stir and a battalion of Zhentarim soldiers marches to support it. Can you discover who is behind this unlikely partnership? A Living Forgotten Realms espionage adventure set in the Underdark for characters levels 11-14. Sequel to QUES1-1 Black Cloaks and Bitter Rivalries.3
CORE2-10Upon the Sea of StarsA power-hungry despot has seized control over the fabled earthmote Yaulazna. The Five Companies, now scattered, seek your help. How far are you prepared to travel and to what lengths will you go to confront the usurper? A two-round (eight-hour), high-flying Living Forgotten Realms adventure. This adventure is a loose sequel to CORE2-2 Rising of the Dark and a direct sequel to CORE2-3 High Infidelity. Play of the prior adventures is not required, but this adventure concludes a Major Quest from CORE2-3.0
CORE2-1117-20The Sign of FourFragments of an ancient, shattered tablet have surfaced all across Faerun. Its origin is shrouded in the prophecies of a dread sorceress, but what little is known of this artifact's power is enough to concern even the Coronal of Myth Drannor. Those who seek answers must embark on a quest into the realm of eternal winter. Your greatest threat may not be the wrath of Thrym the frost titan king, but rather the moral choices you will make in order to find the truth. A two-round Living Forgotten Realms adventure set in the Elemental Chaos for characters levels 17-20. This is the first part of the Shattered Secrets series, which concludes with CORE0
CORE2-1217-20The Sschindylryn HeresyA death goddess' relic lies shattered across the Realms. The drow from Sschindylryn now seek to rejoin the fragments and uncover its secrets, in defiance of the Spider Queen. But what they will unleash is not an ally against Lolth, but a new blight upon the world. And all it needs to awaken is one word. A two-round Living Forgotten Realms adventure set in the Underdark for characters levels 17-20. This is the second and final part of the Shattered Secrets series, which began with CORE2-11 The Sign of Four (P3). Playing the two adventures in order is strongly encouraged. We recommend that you allow a minimum of eight hours of playing time to c0
CORE2-211-14Rising of the DarkDuring the rise of the Netheril Empire, many battles were fought. One battle sank a Netherese ship, sending it between the waves of the Sea of Fallen Stars. There it lay for many years, vessel and cargo forgotten. Until now...3
CORE2-314-17High InfidelityThe fabled earthmote stronghold Yaulazna has temporarily opened for commerce. When one of the legendary Five Companies’ skyships comes into port, a treacherous plot begins to unfold. Will you have the grit and daring to save the day? A high-flying Living Forgotten Realms adventure set in the skies above Faerûn for characters levels 14-17. This adventure begins a Major Quest.3
CORE2-41-4Lost on the Golden WayThe Golden Way is one of the longest and most famous trade routes in Faerun. It stretches from the city of Telflamm on the Easting Reach all the way to Shou Lung in the exotic land of Kara-Tur. Many caravans stop at the fortified outpost of Uzbeg, near the Lake of Mists. Uzbeg has a reputation for safety and security – so why did all your wagons disappear last night?9
CORE2-57-10The Black Card“We need you to kill a man,” your prospective employer says, “one who has become a dire threat to our village and is too powerful for us to deal with ourselves.” Since the demon-infested Dunwood is involved, however, the matter is unlikely to be as simple as it sounds.4
CORE2-614-17Ripples in the Stream of SoulsThe pacts that some make with infernal forces grant only personal power. Some lead to terrible fates. And some, when left unchecked, threaten the peace and safety of many innocents. A Living Forgotten Realm set in Rashemen. Loose sequel to Core 1-9 Ages Best Forgotten.1
CORE2-74-7Where Secrets LieA long-dead architect’s estate may hold the key to secrets and treasures.4
CORE2-814-17Enemy of My EnemyEven the most righteous churches are not without corruption. When a powerful Tormish traitor escapes into the Underdark, will you brave the depths of an ancient drow city to see that he is brought to justice? This adventure completes a Major Quest, and is a sequel to both CORE2-1 Killing the Messenger and ADCP2-1 The Paladins’ Plague. Play of the prior adventures is recommended, but not required.1
CORM1-11-4The Black Knight of ArabelYour party is sent to investigate allegations of Netherese activity near Arabel: a dark rider commanding legions of shadow. Can you turn back the tide before it?s too late?10
CORM1-24-7Gangs of WheloonA prison city, a spy, and 3,000 of the most dangerous criminals in Cormyr: Can you get in and out of Wheloon to rescue one of the Crown?s most valuable agents?6
CORM1-37-10Head Above WaterThe Valwater family has fallen on hard times but believes that a secret near their family?s decaying estates may redeem their good name. Can the PCs uncover the truth that will restore the family?s honor?1
CORM1-47-10Black Steel and Blue FireWhat is a man touched by the Spellplague? A wonder to a scar pilgrim from the Vilhon Wilds, an object of horror or pity to a native of Cormyr, or just another opportunity for profit to an Amnite merchant. Ask the man himself, though, and he will say a man touched by the Spellplague is a man alone.2
CORM1-51-4In the Bleak MidwinterThere is something rotten in the city of Suzail. While the Midwinter Festival brings throngs of competitors, merchants, and spectators, it also brings an element of danger. When the Crown turns to the PCs for help, it's up to them to uncover what lurks under the city's snow and ice.12
CORM1-611-14Curse of the Queen of ThornsHeralds of an ancient curse arise and lay waste to the glorious nation of Cormyr. Only the greatest of heroes can stop the Harbingers of the Queen of Thorns. This is the beginning of a major quest.4
CORM1-71-4Patronage and PestilenceA disease has hit the outskirts of Suzail, and the captain of the guard has hired the PCs to provide safe transport for the arriving cure. Unfortunately, everyone else in town wants it just as badly. Can the heroes protect the medicine for the sick and dying, or will the temptation of wealth be too much to pass up?16
CORM2-0314-17Secret of the Queen of ThornsThe Queen of Thorns is coming to take the throne of Cormyr, but there is still time to bolster the kingdom's defenses. The race against the Queen's gathering forces is on! A Living Forgotten Realms adventure set in Cormyr for characters levels 14-17. This is the second part of the Queen of Thorns trilogy, which began in CORM1-6 Curse of the Queen of Thorns. The trilogy concludes with CORM2-4 Fury of the Queen of Thorns (P3).1
CORM2-0417-20Fury of the Queen of ThornsThe kingdom of Cormyr is cursed. Prophecy warns that the Queen of Thorns will end the reign of the Obarskyr family and seize the throne for her own. Dare you stand with King Foril in his attempt to defy this terrible fate? A Living Forgotten Realms adventure set in Cormyr for characters levels 17-20. This adventure concludes the Major Quest that began in CORM1-6 Curse of the Queen of Thorns (P1) and continued in CORM2-3 Secret of the Queen of Thorns (P2). It is strongly recommend, but not required, that you play these three adventures in order.1
CORM2-11-4For Crown and KingdomFor decades, knights-errant of Cormyr have sought glory in the untamed Stonelands. It is common for these knights to bring a retinue of adventurers on such quests, and what better way to make a name for oneself?8
CORM2-211-14PainA killer stalks the night in the port city of Marsember, hunting down those with ties to the Haldoneir family, while the Agony drug continues to be a blight on Cormyrian society. Can the PCs figure out the killer’s motive and stop them before the situation worsens? Part of the Pain and Suffering major quest, which starts/continues in DRAG2-1 Discomfort (level 11-14) and concludes in DALE2-2 Agony (level 14-17). 3
DALE1-11-4The ProspectThe Fall of Stars is the most famous adventurers' club in Faerun. Who can say no when offered membership in the Stellar Fellowship, for a mere errand? But of course, things are never that simple.18
DALE1-24-7Blades for DaggerdaleRegular attacks by creatures of the wild turn life in Daggerdale into a nightmare. So when mercenaries offer protection for a fee, does it matter that these were the old enemies of the past?5
DALE1-37-10Master and ServantA man of importance has disappeared in hostile territory, and may have been captured. Returning him to safety might not be easy. Sometimes... things are exactly as they seem.4
DALE1-44-7The Lady in FlamesFey creatures wreathed in blue flames have been leaving the Spiderhaunt forest to harrass the citizens of Shadowdale. Lady Ulphor requests that you delve into the forest and retrieve or destroy the source of their newfound powers. This adventure is the second part of the Byar's Seven major quest, which started in DALE1-2 Blades for Daggerdale.6
DALE1-57-10Hunters' DownVengeance smolders in the hearts of many. It sometimes takes only a little spark to flare back to an allconsuming rage.5
DALE1-611-14The Vesperin InitiativeA trade consortium is being formed. All the players have been selected. Now if they could just agree to meet and finalize the trade pact. Why can’t they all just get along?1
DALE1-71-4ArtsIsolation can be a boon—but when strange events leave the members of an airborne boarding school for young nobles in High Dale ill, only aid from outside can offer a solution. Can the PCs solve this discretely and in time? A part of the ‘Arts & Crafts’ major quest. The other part is DRAG1-7 Crafts. Successfully completing both adventures in any order completes the major quest. This major quest is a prequel to the paragon level ‘Pain and Suffering’ arc, which starts in DRAG2-1 Discomfort.17
DALE2-14-7ForeverIn a world where even gods die, nothing lasts. Yet, some may seek any means to recover old glory, regain love, or cling to the vestiges of life itself. A Living Forgotten Realms adventure set in the Dalelands for characters levels 4-7. This adventure is a loose sequel to DALE1-4 and features NPCs from that adventure.7
DALE2-214-17AgonyA nasty drug is being spread across the western Sea of Fallen Stars. The Maiden of Pain seems involved, and local officials move quickly to stop the tide. But more goes on than meets the eye, and if the truth does not come out soon, it may spell doom for everyone. Conclusion of the “Pain and Suffering” major quest begun in DRAG2-1 Discomfort and continued in CORM2-2 Pain.1
DALE2-34-7Swords to PlowsharesDarkness stirs in Cormanthor, and an aspiring hero fed on stories of adventure seeks to lead a ratag group of farmers against it. Can you prevent the militia from instigating its own massacre? A Living Forgotten Realms adventure set in the Dalelands for characters levels 4-7. This adventure is the first part in the Stem the Tide major quest. The second and final part is Dale2-4 Illsyldra (levels 11-14).3
DALE2-411-14 IllsyldraSomething in the forests of Deepingdale drives the elves from their ancestral home. A black tree spews out disease and spawns shadow creatures bent on taking over the woods. Will you be able to solve the problem in time? A Living Forgotten Realms adventure set in the Dalelands for characters levels 11-14. This adventure is the second and final part of the Major Quest that began in DALE2-03 Swords from Plowshares (H2). You must play the two adventures in order to complete the Major Quest.3
DRAG1-11-4Many Hands Make Light WorkWestgate is a dangerous city at any time, but today it?s about to live up to its name. Today, a band of pious Silverstars have arrived in your precinct and they need a little help with renovations and? removals.7
DRAG1-24-7A Thin Gray LineShady people making even shadier deals are commonplace in the docks district of Westgate. Locals have learnt that siding with the lesser of many evils is the only way to scratch out a living, but when a new chief sergeant upsets the delicate balance of power, the fallout threatens to affect the entire docks district.5
DRAG1-37-10A Stab in the DarkSomewhere beneath the dirty streets of Westgate's docks district, its one shining light of justice is held hostage by a force intent on extinguishing any resistance. A rescue mission must be mounted, and it all starts at a masquerade ball?3
DRAG1-44-7Falling Snow White PetalMaster Fan-Ji has a problem and needs the help of professionals who value the arts of discretion, and diplomacy but can also pack a decent punch when those fail?. and if you can keep a stubborn mule under control that would be handy too!7
DRAG1-57-10White Petal FallingIntrigue and conflict flow through Nathlekh's underbelly. A subversive organization has taken over the gambling trade in Nathlekh City's foreign quarter and is using its newfound influence to reshape politics in the region. Extortion, murder and martial arts combine in this exotic city at the end of the Golden Way.5
DRAG1-67-10Night of Fallen PetalsThe Night of Fallen Petals is nigh, a festival to celebrate the dead and pay honor to those who have long since passed. But not all secrets stay dead, and the prophecy of a returning God-King may be a means for dark forces to upset the power balance in Nathlek city. Final part of the White Petal Demise major quest. The first parts of this quest are DRAG1-4 Falling Snow, White Petal and DRAG1-5 White Flower Falling.4
DRAG1-71-4CraftsWestgate, the City of Coin is a haven for all races and creeds. But now the Docks and Moonside districts hide something more sinister, an affliction that threatens to spread to all corners of the city if it is not dealt with in its infancy. With madness and agony the result, it is up to the PCs to discover and eradicate the cause. A part of the ‘Arts & Crafts’ major quest. The other part is DALE1-7 Arts. Successfully completing both adventures in any order completes the major quest. This major quest is a prequel to the paragon level ‘Pain and Suffering’ arc, which starts in DRAG2-1 Discomfort.16
DRAG2-111-14DiscomfortThe body found floating in the harbor belongs to one of the Fire Knives, and now a gang war looms on the horizon. What will you do when you discover the truth about the death? A Living Forgotten Realms adventure set in the Dragon Coast for characters levels 11-14. This adventure is part of the "Pain and Suffering" major quest, which continues in CORM2-2 Pain (levels 11-14) and concludes in DALE2-2Agony (levels 14-17).4
DRAG2-21-4This Gathering StormThievery, deceit and treachery are the lifeblood of commerce in the Dragon Coast. Piracy is all but officially sanctioned. So what happens when the unspoken rules are broken? This adventure is the first part of the Treacherous Waters trilogy, which continues with adventures DRAG2-3 (levels 4–7) and DRAG2-4 (levels 7–10).9
DRAG2-34-7Of Wild and Darkened WatersA slew of unprovoked attacks on vessels has disrupted maritime trade on the Dragon Coast. Initially thought to be the next move in an escalating war between powerful criminal factions, evidence points to a new, unannounced player in the game. Scrambling to neutralize this hidden threat, the Nine Golden Swords, Fire Knives and Westgate merchants have forged an uncomfortable alliance aimed as re-establishing the status quo.3
DRAG2-4 7-10 Into the MaelstromWhen adventurers have the opportunity to set right an ancient curse and help a tortured nymph find true love, nothing can stand in their way. Or can it? A Living Forgotten Realms adventure set in the Dragon Coast for characters levels 7-10. This adventure is the third and final part of the Treacherous Waters trilogy, which includes DRAG2-02 This Gathering Storm (H1) and DRAG2-03 Of Wild and Darkened Waters (H2). Playing at least one of the prior adventures before this adventure is encouraged (and the encouragement includes a Major Quest award), but not required.3
EAST1-11-4These Hallowed HallsThe Crafty Kobold Salvage Company has fearlessly plumbed forgotten treasures from the depths of the earth for many years. Now the owner?s son has gone missing and he needs adventurers of uncommon mettle to brave the dangers of the Underdark, find the lost explorers, and perhaps even unlock the ancient secrets of Lodestone Deep.12
EAST1-24-7Marauder's SpearGnolls swarm across the river, over the palisades, and into the dusty streets of a halfling settlement on the edge of the Eastern Shaar. Hapless hin and their hurbryn neighbors cry out for protection from these marauding dogs. Why are the gnolls attacking this backwater in such numbers tonight? Who is the real leader of the pack?4
EAST1-37-10UnbiddenAn attack of foul creatures has forced the closure of a dwarven mining operation. Adventurers are needed to investigate the threat and make the mine safe for reopening.2
EAST1-41-4Darkness in DelzimmerA simple caravan run to the free city of Delzimmer takes an unexpected turn. It?s said that there is no honor among thieves. Unfortunately, their struggles can still cause collateral damage, and the future of the Crafty Kobold Salvage Company hangs in the balance.7
EAST1-54-7Mole HuntYou have been tasked to travel through the Chondalwood in an attempt to retrieve a doppelganger spy working for the dwarves of Eartheart. However, any task involving a doppelganger is sure to have its complications?7
EAST1-611-14The Fardrop IncidentThe Crafty Kobold Salvage Company has lost contact with an expedition to the ruined outpost of Fardrop. The mission is simple, but the true situation is far more complicated than the dwarves realize.2
EAST1-74-7Right of PassageThe dwarves of Eartheart have delved into the wrong cavern and offended a colony of myconids. Apologies must be made, or the price for the dwarves could be steep.0
EAST2-14-7Ends and MeansLess than a century has passed since the fall of Underhome; by dwarven standards, the sting of that loss is still fresh. A small but vocal group of dwarves actively seeks out confrontations with the local drow, seeking to drive them back into the depths of the Underdark. Vengeance is one thing, but at what point does it cross the line and become a senseless, endless vendetta?6
EAST2-211-14Sibilant WhispersA mad warlock prophesies a dark fate for the East Rift. His clues lead to a demon-controlled region of the Elemental Chaos, where sinister forces plot doom for the dwarves.1
EAST2-311-14NightmaresCitizens of Hammergate are suffering sleepless nights, with visions of undead horrors invading their dreams. To one gnome, these nightmares have a special meaning. You must discover the secret of her visions or no one will ever sleep peacefully again.2
ELTU3-11-10 Good IntentionsA string of grisly murders has hit the town of Triel. Word on the street is that insanity grips the townspeople and a new cult is to blame. Are these just whispers in the dark or is there something more sinister behind it all? A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic tier (levels 1-10). This adventure is the first part of the Sinister Intentions Major Quest. This is a roleplay-intensive adventure with multiple paths for the PCs to potentially explore. We recommend that you allow 5-6 hours of play time, if possible, instead of the normal 4 hours of a convention slot.2
ELTU3-21-10 Blue WoundsIn the wake of the recent conflict against the Plaguechanged horde, the paladins of Elturel find themselves and their city pushed to the breaking point. The corruption of the Spellplague yet lingers in many parts of the city, and Elturel's citizens feel overlooked while Torm's faithful focus on vengeance instead of guardianship. In this chaotic environment, hero and villain alike must seek ways to work together for the common good -- or perhaps the appearance of charity merely hides an ulterior motive. A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic tier (levels 1-10). This adventure is the first part of the 5
ELTU3-31-10 The Way of All FleshYou are on the trail of the criminal Arbosus. Can you stop him before he is able to hatch his devilish scheme? A Living Forgotten Realms adventure set in Scornubel for characters of the Heroic tier (levels 1-10). This adventure is the second part of the Sinister Intentions Major Quest which began with ELTU3-1 Good Intentions. We strongly recommend that you play this series in order with the same character if at all possible.1
ELTU3-41-10 Blue BeastFear and discrimination drive away the spellscarred citizens of Elturgard something else lurks ahead. What evil is preying on the refugees? A Living Forgotten Realms adventure set in Scornubel for characters of the Heroic tier (levels 1-10). This adventure is the second part of the Controlling Chaos Major Quest which began with ELTU3-2 Blue Wounds. We strongly recommend that you play this series in order with the same character if at all possible.3
ELTU3-51-10It's in the BloodThe defeat of Arbosus left many unanswered questions, stirring fears of sinister plots that the Companion's light has not yet illuminated. Can you defeat the hidden threat at the Boareskyr Bridge or will you be the first to suffer a fate that could forever blot the paladins' pride? A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic Tier (levels 1-10). This is the third and final part of the Sinister Intentions Major Quest, which began in ELTU3-1 Good Intentions and continued in ELTU3-3 The Way of All Flesh. We strongly recommend that you play the three parts of this series in order, with the same character, if a1
ELTU3-61-10True BlueRumors have surfaced that a new power in Iriaebor has secretly developed a cure for the spellscarred citizens of Elturgard. While Elturel itself has failed to deliver a cure, its leaders are suspicious that a city in political turmoil could have solved the problem so quickly. You and your fellow adventurers are sent to seek the truth, wherever it may lead. A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic Tier (levels 1-10). This is the third and final part of the Controlling Chaos Major Quest, which began with ELTU3-2 Blue Wounds and continued in ELTU3-4 Blue Beast. We strongly recommend that you play the thre3
EPIC3-1 21-21 The Glorious HuntCorellon's realm of Arvandor is known for more than its majestic forests and splendid islands. The exalted of Arvandor track down and destroy abominations in an eternal event known as the Glorious Hunt. When Corellon and his exarchs receive more than they bargained for, will you join the hunt? A Living Forgotten Realms adventure set in Myth Drannor and the Astral dominion of Arvandor for 21st-level characters. This adventure marks the premiere of the LFR Epic Campaign. This is a three-round continuous-play adventure and is expected to take about 12-15 hours of play time.0
EPIC3-222-22 Cracks in the Crimson CageMortal heroes have just foiled a plot to assassinate a god and despoil his realm. The perpetrators' trail leads to Carceri an astral prison that detains powerful abominations disobedient angels and horrors from beyond the known planes. The only way to find out who's behind the attack is for you to give chase into the Red Prison... and risk being trapped for eternity with beings feared even by the gods. A three-round continuous-play Living Forgotten Realms Epic Campaign adventure set in Carceri for 22nd-level characters. This adventure is a direct sequel to EPIC3-1 The Glorious Hunt. We recommend that you allow 12-15 hours of playing time in 0
IMPI1-11-4AloneImpiltur is not a safe country for those who are alone. When a young woman?s father dies, can you resist her cry for help?7
IMPI1-24-7Breaking PointThe cities of Impiltur are rife with crime and corruption. Many a citizen suffers silently with nowhere to go, but when an extortionist goes too far, one weaponsmith is brave enough to hire adventurers even though there are signs of the supernatural.6
IMPI1-37-10Lost SoulsEven in a place like Impiltur not all are corrupt. Some bright souls still strive to help the defenseless and weak, but there is always something dark ready to extinguish what little light remains. Or is there more going on when you hear the screams of terror coming from the shrine of Ilmater and the poorhouse behind?2
IMPI1-44-7Bandits on the FarmA small farming community is being forced to give up their harvest to protect themselves from bandits. You can protect the people if you can convince them that they will be safe after your intervention.2
IMPI1-54-7Demon HuntingRumor has it that demon hunting brings rich rewards in the city of Lyrabar. When unforeseen events befall the PCs, will they become hunters - or hunted?6
IMPI1-611-14The Ancient TempleIn Impiltur, the Fraternity of Tharos threatens all good people. When a Fraternal Brother of Tharos learns of an ancient temple, he seeks the relics it may hold to increase his own power and that of the Fraternity. Can you stop him before it is too late for Impiltur?4
IMPI1-74-7MasqueradeA scheming noble’s plan may have placed his only daughter in danger, forcing the desperate man to plead for help from outsiders. But political intrigue is not the only game in Impiltur — nor the most dangerous.3
IMPI2-17-10Goblins from BelowStrange goblins wielding weird arcane powers have been spotted near Lyrabar. Arcane fire flares at their command and the authorities of Impiltur want to know what they are doing and where they came from. This adventure is the first part of the "Blue Fire Goblins" Major Quest.4
IMPI2-211-14WetworkImpiltur has been plagued by goblins throughout its long history. Now, an army of spellscarred goblinoids organized into a formidable force by a powerful bugbear waits beneath the surface of Impiltur in the Underdark to crush all of Impiltur. Adventurers learned of this threat and now the Grand Council wants this beast taken out the old fashioned way, quickly and q2uietly with a dagger in the dark. Second and final part of the Blue Fire Goblins quest started in Impi 2-1 Goblins from below.1
IMPI2-314-17Rooting Out CorruptionThe Fraternity of Tharos has troubled Impiltur since the devastation of the Spellplague. Today, the power of the Fraternity is great enough that they have penetrated all levels of life in Impiltur including the Grand Council. Adventurers may have experienced this very real threat over the last few year in Impiltur and now there is an opportunity to begin putting an end to this corruption. This continues the major quest started in Impi 1-5 How to Hunt a Demon and Impi 1-6 The Ancient Temple.1
IMPI2-417-20Goblins Strike BackThe death of their leader Ekrilliek was supposed to end the threat of the goblins of Brikklext. Instead, it led to an opportunity for the demon Morthak to seize control of the goblins with promises of sweet revenge for their fallen chief. Now, with the aid of Morthak and his powerful allies, the goblins are preparing to launch a decisive attack against the people of Impiltur. Will heroes rise up to stop the impending invasion? A Living Forgotten Realms adventure set in Impiltur for characters levels 17-20. Characters who have played IMPI2-2 Wetwork and/or IMPI2-3 Rooting out Corruption may find this adventure particularly interesting.1
LURU1-11-4Slivers of EaerlannLuruar is a haven of peace and culture surrounded by howling wilderness studded with lost ruins, hidden temples, and the lairs of foul, vicious creatures. Things that are lost, however, do not always stay so and some things hidden refuse to remain in darkness.13
LURU1-24-7The Gibbous MoonWhispered rumors of dark deeds wrought below the tavern called the Gibbous Moon slither through the heart of mercantile Everlund.4
LURU1-37-10Shades of Blue FireA century ago, the Spellplague changed the very face of Faerun. Now, whispered rumors emerging from the wilderness around Sundabar tell of a hitherto unknown and yet active plagueland surrounding the forsaken and long abandoned village of Dorn?s Ford.2
LURU1-47-10Prey for the NightThe Eastern Glimmerwood is avoided by all but the most foolhardy with good reason. For here, in the lands of the People of the Black Blood, the civilized races are not the hunter; here they are nothing but prey.4
LURU1-57-10Beyond the Wild FrontierThe North is populated with many peoples, amongst them the savage and noble Uthgardt barbarians: The balance of power is fragile in the wilderness; is it about to change?5
LURU1-64-7Desperate TimesTraveling the Nether Mountains has always been risky with bandits and shades looking for loot. Now it seems the undead are involved as more caravans go missing.4
LURU1-77-10Demonic DealingsDeep in the Glimmerwood the Uthgardt Barbarians keep the orcs of Luruar in check. A new ally to the orcs changes the balance of power. House Itharwen, unfortunate victims of the new alliance are seeking heroes to recover their losses in this battle.2
LURU2-111-14Hands that Rock the CradleThe slaving has stopped, the caravans arriving unmolested at their destinations and the Drow merchant is nowhere to be seen. As winter falls upon the lands of Luruar, something or someone can be sensed battling for control: a recipe for destruction or a recipe for life?3
LURU2-27-10Shadows of the KnightsThe Uthgardt Barbarians are on the move, but not against their longtime enemy orcs. This time they are raiding frontier towns and merchant caravans. What has caused this new aggression?7
LURU2-31-4Forgotten Crypts, Hidden DangersA collapse in the famous Lady’s College of Silverymoon reveals a network of forgotten catacombs. Engineers are sent down to ensure the stability of the university building, but more broods in the tunnels below than wood rot and crumbling walls. First part of the Forbidden Lore series, ending in LURU2-4 (levels 4-7).10
LURU2-4 4-7 Need to KnowRecords containing sensitive information on Silverymoon's defenses have fallen into the wrong hands. Now you must race against time to recover these records before they can be used against the Gem of the North. A Living Forgotten Realms adventure set in Luruar for characters levels 4-7 (H2 level band). This adventure is the second and final part of the Forbidden Lore Major Quest, which began with LURU2-3 Forgotten Crypts, Hidden Dangers (H1; click here to download). Playing the two adventures in order with the same character is recommended, but not required.3
MINI1-11-4Stirring the Embers (part 1 of 2)(8 HOUR ADVENTURE) All is not well in the Great Port of Tarmalune and no one speaks of it. People are disappearing toward some fell purpose, and you are next. A two-round Living Forgotten Realms adventure that is Part 1 of the Embers of Dawn mini-campaign, set in Tarmalune for characters levels 1-4. It is recommended that you play the Embers of Dawn mini-campaign adventures in sequential order with one character for the best enjoyment and play possibilities within the mini-campaign, but it i2
MINI1-1 (1st half)1-4Stirring the Embers (part 1 of 4 special)"(First 4 hours of MINI1-1 which is 8Hrs) All is not well in the Great Port of Tarmalune and no one speaks of it. People are disappearing toward some fell purpose, and you are next. A two-round Living Forgotten Realms adventure that is Part 1 of the Embers of Dawn mini-campaign, set in Tarmalune for characters levels 1-4. It is recommended that you play the Embers of Dawn mini-campaign adventures in sequential order with one character for the best enjoyment and play possibilities within the mini-campaign, but it is not required.1
MINI1-1 (2nd half)1-4Stirring the Embers (part 2 of 4 special)"(Second 4 Hrs of MINI1-1 which is 8Hrs) All is not well in the Great Port of Tarmalune and no one speaks of it. People are disappearing toward some fell purpose, and you are next. A two-round Living Forgotten Realms adventure that is Part 1 of the Embers of Dawn mini-campaign, set in Tarmalune for characters levels 1-4. It is recommended that you play the Embers of Dawn mini-campaign adventures in sequential order with one character for the best enjoyment and play possibilities within the mini0
MINI1-21-4The Burning Scent of Perfumed Swords (part 2 of 2)(8 HOUR ADVENTURE) Investigations bring you to the perfumed back alleys of Sambral where it becomes clear that you are not the first to look into the activities of the fire cult. All those who have come before you have disappeared or been left a ruin of their former selves; leaving you to wonder, ?Will you share their fate?? A two-round Living Forgotten Realms adventure that is Part 2 of the Embers of Dawn mini-campaign, set in Sambral for characters levels 1-4. It is recommended that you pl3
MINI1-2 (1st half)1-4The Burning Scent of Perfumed Swords (part 3 of 4)"(First 4 Hrs of MINI1-2 which is 8Hrs) Investigations bring you to the perfumed back alleys of Sambral where it becomes clear that you are not the first to look into the activities of the fire cult. All those who have come before you have disappeared or been left a ruin of their former selves; leaving you to wonder, “Will you share their fate?” A two-round Living Forgotten Realms adventure that is Part 2 of the Embers of Dawn mini-campaign, set in Sambral for characters levels 1-4. It is recomm0
MINI1-2 (2nd half)1-4The Burning Scent of Perfumed Swords (part 4 of 4)"(final 4Hrs of MINI1-2 which is 8Hrs) Investigations bring you to the perfumed back alleys of Sambral where it becomes clear that you are not the first to look into the activities of the fire cult. All those who have come before you have disappeared or been left a ruin of their former selves; leaving you to wonder, “Will you share their fate?” A two-round Living Forgotten Realms adventure that is Part 2 of the Embers of Dawn mini-campaign, set in Sambral for characters levels 1-4. It is recomme0
MINI1-31-4Building the PyreAdventurers have gained a clue that the cult activities in Sambral are directed by superiors in Ramekho. The best chance of defeating the cultists is to find them before they notice anyone looking for them. A double-length Living Forgotten Realms adventure set in Ramekho for characters levels1-4. It is recommended that you play the Embers of Dawn mini-campaign adventures in sequential order with one character for the best enjoyment and play possibilities within the mini-campaign, but it is not required.1
MINI1-41-4Coaxing the FlameYour discoveries regarding a fire cult operating in the Windrise Ports brings you to the city of Harglast You believe the leader of this cult is in town. Now begins the frenzied race to find him. A double-length Living Forgotten Realms adventure that is part of the Embers of Dawn mini-campaign set in Harglast for characters levels 1-4. It is recommended that you play the Embers of Dawn mini-campaign adventures in sequential order with one character for the best enjoyment and play possibilities within the mini-campaign, but it is not required.1
MINI1-51-4PyrophobiaLone survivors. Run. Flames. Madness. Run. Trails of Smoke. Watching eyes. RUN! You have thwarted the fire cult's ritual, but at what price? Can you escape the fire cult's advances and reveal their true leader? A Living Forgotten Realms adventure that is part of the Embers of Dawn mini-campaign set in Tarmalune for characters levels 1-4. It is recommended that you play the Embers of Dawn mini-campaign adventures in sequential order with one character for the best enjoyment and play possibilities within the mini-campaign, but it is not required. 1
MINI1-61-4Quench the Fire of the Raging GodThough your allies are bloodied and decimated, you remain determined to quench the threat. Tracking the remains of the cult to Imdolphyn you find aid in short supply as the final reckoning approaches. A Living Forgotten Realms adventure that is part of the Embers of Dawn mini-campaign set in Imdolphyn for characters levels 1-4. It is recommended that you play the Embers of Dawn mini-campaign adventures in sequential order with one character for the best enjoyment and play possibilities within the mini-campaign, but it is not required. 1
MINI2-11-4A Mourning of Ravens(8 Hour adv) Ravens Bluff has long been known as the City of Adventurers. In spite of the changes to the city wrought by the Spellplague, Ravens Bluff still offers untold opportunities for adventurers hoping to make a name for themselves. A new group of heroes are about to get their chance, when dangers from the city's past collide with the intrigue, greed, and pride of the present.This is the first part of the three-part "Return to Ravens Bluff" mini-campaign. For maximum enjoyment, it is recommended that you play the mini-campaign adventures in sequential order, using the same character.5
MINI2-21-4Ravens Under the Midday Sun(8 Hour adv) The tale of the Ravens Bluff continues as a new generation of heroes finds themselves caught in the whirl of intrigue and menace only the City of Adventurers can provide.This adventure is the second part of the three-part Return to Ravens Bluff mini-campaign. It is recommended that you play the mini-campaign adventures in sequential order with the same character, but this is not required.2
MINI2-31-4Raven Knights(8 Hour adv) An ancient threat has returned, and the fate of Ravens Bluff hangs in the balance. Only a handful of heroes know the truth. They alone have the opportunity to save the city. But are they up to the challenge? This adventure is the third and final part of the three-part Return to Ravens Bluff mini-campaign. It is recommended that you play the mini-campaign adventures in sequential order with the same character, but this is not required.2
MOON1-11-4Nature's WrathFaith in Chauntea runs strong amongst the Ffolk, and the village of Warlsbry is no exception. The village appears to have fallen from favor, and now the beasts of field and sea bring their wrath against the village. You must return the village to the gods\' good graces or it may not survive the coming winter.15
MOON1-24-7The Sea DrakeValiant seafarers travel among the Moonshae Isles every day, bringing food, supplies and information to isolated, insular communities. You have been hired as guard aboard the Sea Drake, a sturdy Nordman vessel. The weather is rainy and the fog is thick: a perfect time to sail the waters of the Moonshaes.9
MOON1-37-10Black GoldDirty Barnison got his treasure: a mysterious, almost invisible, metallic stone of some unknown substance. A visitor from a far away land now asks you to help him find some more of it and is willing to pay top price for your efforts.6
MOON1-47-10Black BloodThe Black Blood tribe holds sway over much of the island of Moray. An ambitious young man wants to break their power and make the island safe again. However, he cannot do it alone. Part 2 of ?The Fisherman? Major Quest.3
MOON1-57-10Lost LoveMoonshadow, an old eladrin adventurer, has been missing for years: Long enough to be forgotten by man, but an eladrin?s life is much longer than most. An old love seeks to find out what has happened to him. This adventure continues the ?Fey Gates of the Sea of Swords? major quest that started in BALD1-5 Lost Refuge.4
MOON1-611-14Black HeartAs if the lycanthropes of Moray, the giants of Oman and the beasts of Norland were not enough, something evil and dangerous lurks in the dark corners of what used to be the most civilized island of the Moonshae. Occupied Snowdown has need for heroes, and soon. Choose your friends well and your enemies even better. This is the conclusion of “The Fisherman” major quest.2
MOON1-77-10Treasure HuntAn old bard's tale, a sunken ship, and a foreign captain: Secrets lost for decades may come to light if you embark on this treasure hunt. You may find riches or be the main course on some beast's table.3
MOON2-14-7Darkness Falls Over MorayOnly a sliver of light separates those who profit and those who perish on the island of Moray. When that light is extinguished, it is difficult for even the greatest heroes to find their way. 3
MYRE1-11-4My Realms AdventureA My Realms adventure is the DM's chance to shape the fate of a group of characters. Are you up to the challenge? My Realms are adventures designed by the DM running them. They write the story and create the encounters.62
MYRE1-24-7My Realms AdventureA My Realms adventure is the DM's chance to shape the fate of a group of characters. Are you up to the challenge? My Realms are adventures designed by the DM running them. They write the story and create the encounters.28
MYRE1-37-10My RealmsA My Realms adventure is the DM’s chance to shape the fate of a group of characters. Are you up to the challenge? A Living Forgotten Realms adventure set in the DM’s imagination for characters levels 7-10.25
MYRE1-411-14My Realms Adventure P1A My Realms adventure is the DM's chance to shape the fate of a group of characters. Are you up to the challenge? A Living Forgotten Realms adventure set in the DM's imagination for characters levels 11-14.9
MYRE2-114-17My Realms Adventure P2A My Realms adventure is the DM’s chance to shape the fate of a group of characters. Are you up to the challenge? A Living Forgotten Realms adventure set in the DM’s imagination for characters levels 14-17.9
MYRE2-217-20My Realms Adventure P3A My Realms adventure is the DM’s chance to shape the fate of a group of characters. Are you up to the challenge? A Living Forgotten Realms adventure set in the DM’s imagination for characters levels 17-20.0
NETH3-111-20 Secrets and ShadowsRecently, the clergy of Selune obtained a powerful artifact named Last Grasp of Shadowbane. However, following a recent meeting of the high priests, the artifact has vanished. With its hunger to conquer shadow creatures, this weapon could forever change the balance of power in Netheril. Someone is needed to locate the artifact and ensure that it is used for the purpose it was intended. A Living Forgotten Realms adventure set in Netheril for characters of the Paragon tier (levels 11-20). This adventure is the first part of the Sand and Shadows Major Quest, which continues with NETH3-2 and concludes with NETH3-3. We recommend that you play the 2
NETH3-2 11-20 Flirting with DisasterAt this point in your adventuring career, the idea of pulling a shift on caravan guard duty is well beneath you. But when the caravan in question is braving the Ordulin Maelstrom, even that simple job could end up being more than you can handle. A Living Forgotten Realms adventure set in Netheril for characters of the Paragon tier (levels 11-20). This adventure is the second part of the Sand and Shadows Major Quest.2
NETH3-3 11-20 Seek and DestroyIt's time to finish the job you and the Sand Kings have started: the infiltration of Shade Enclave and the assassination of a major Netherese agent. But is a direct assault the best path to take -- both literally and morally? A Living Forgotten Realms adventure set in Netheril for characters of the Paragon tier (levels 11-20). This adventure is the third and final part of the Sand and Shadows Major Quest. You cannot earn the Major Quest bonus if you have not played both NETH3-1 and NETH3-2 before playing NETH3-3.2
PREQ3-11-10 Shrouded VisionsLady Saharel of Spellgard provides answers to the questions of those deemed worthy... but deemed worthy by whom? Answers beget more questions when pilgrims return from a restored Saharelgard with prophecies obtained after an offering to the new power in charge: the church of Shar. This is a half-round (two-hour) Living Forgotten Realms adventure for characters of the Heroic tier (levels 1-10). Although it is about half the length of a typical LFR adventure, this adventure offers many opportunities for roleplaying. If you choose to explore all of the different options available, the game can easily last more than two hours.1
QUES1-17-10Black Cloaks and Bitter RivalriesYou have haggled with the potter, you have given the coin to the stranger, and you have spared the life of an agent. Now, the Zhentarim is offering you a chance to join their ranks. Darkhold and the secrets of the Black Network await for those clever and ruthless enough to infiltrate the Zhentarim. You must have the Zhentarim Infiltration Quest Card completed and in your character's stack to participate in this adventure.5
QUES2-111-14Stir Not the World's DoomYou've read a moldy tome, spoken to one marked by flame, and learned when the next Conflagration of Souls will be. Now, journey to fresh ruins foretold by legend: Darkturret. You must discover the key to your fate before someone else does!1
SPEC1-11-4Shades of the ZhentarimZhentil Keep is a city with a storied history, even if most of the tale is not fit for innocent ears. A mission to find the wayward son of a wealthy merchant leads deep into the secrets, deceptions, and brutal power on which the dreaded Zhentarim built their ominous keep. A Living Forgotten Realms two-round special adventure set in Zhentil Keep for characters levels 1-4.1
SPEC1-27-10Zhent's Ancient ShadowsRumors of an ancient artifact, sacred to Shar, have proven all too true. The church of Amaunator has assembled an expedition to return to Zhentil Keep, enter the dangerous twilight-shrouded southern ruins, and destroy the artifact before it can return to its dark mistress. Will you join the followers of the Light on their quest to purge the Shadow? A two-round continuous-play0
SPEC1-31-14OBSOLETED -- Ghosts of the PastThere are four versions of this adventure, one for each level band. Look for them in the database SPEC1-3 H1 etc9
SPEC1-3 H11-4Ghosts of the Past: Hive of CorruptionEvery year, coronal Ilsevele Miritar, ruler of Myth Drannor,0
SPEC1-3 H24-7Ghosts of the Past: Windsong TowerEvery year, coronal Ilsevele Miritar, ruler of Myth Drannor, hires a0
SPEC1-3 H37-10Ghosts of the Past: Siren’s LureEvery year coronal Ilsevele Miritar, ruler of Myth Drannor, hires a1
SPEC1-3 P111-14Ghosts of the Past: Dark PortalEvery year, coronal Ilsevele Miritar, ruler of Myth Drannor, hires a0
SPEC2-1 H11-4The Scourge of ScornubelThe paladins of Elturgard are at wits’ end; bandits are looting the trade city, Scornubel. With the depletion of much-needed resources, someone needs to flush the bandits out of their nests -- and perhaps become local heroes in the process.15
SPEC2-1 H24-7Dogs of WarThe paladins of Elturgard cannot tolerate a threat from the gnolls of the Reaching Woods at this time. Will heroes step forward to undertake a risky mission to foil the gnolls and their demon allies?5
SPEC2-1 H37-10The Morninglord's LaughterThree years ago the outpost of Fort Morninglord underwent a terrible catastrophe, and the leaders of Elturgard proclaimed that any who even approached the haunted place would be arrested. Now it appears that something locked inside the sealed fortress might be needed for an upcoming battle.3
SPEC2-1 P111-14Blinking Eye of FireThe second sun above Elturel blesses the land with never-ending light. But deep beneath the streets lurk things determined to see night fall.2
SPEC2-1 P214-17Scout's HonorAmongst the towering trees of the Forest of Wyrms live countless serpents, dragons and other fell creatures that few dare brave. Only the strongest adventurers can best the dangers within and help the paladins of Elturgard achieve victory.1
SPEC2-2 P111-14Tyranny's Bleak Depths (P1)Rumors of an alliance between the Council of Blades in Mulmaster and a group of Banite Warlock Knights of Vaasa portend evil for the entire Moonsea region. Your patron has asked you to join an expedition to the Delhalls, a mine rich in gems and copper where a recent earthquake has revealed new passages. The miners say that strange, haunting melodies resound in the depths, luring men to their deaths. While concealing your true allegiances, you must discover the source of the mysterious song and determine whether it will be an adversary or an ally in the fight against the Black Lord.1
SPEC2-2 P214-17Tyranny's Bitter Frost (P2)Rumors of an alliance between the Council of Blades in Mulmaster and a group of Banite Warlock Knights of Vaasa portend evil for the entire Moonsea region. Your patron has learned that a weapon of great pwoer, lost since the long-ago death of the Ice Queen Iyraclea, may be up for grabs, and the Warlock Knights have dispatched an expedition to retrieve it. Iyraclea once lived in a castle of sculpted ice somewhere in the northern reaches of the Great Glacier, built with the blessing and assistance of the goddess Auril. Perhaps the Frostmaiden herself may yet take an interest in these proceedings...1
SPEC2-2 P317-20Tyranny's Perilous Bastion (P3)Rumors of an alliance between the Council of Blades in Mulmaster and a group of Banite Warlock Knights of Vaasa portend evil for the entire Moonsea region. Two years ago, a great earthquake rattled northern Vaasa and Damara. The ruined Castle Perilous sloughed off crumbling stone and marks of age, revealing a sleek and dark edifice beneath, covered with shimmering black runes of unknown purpose. A powerful Warlock Knight now attempts to breach the castle's defenses, and you patron fears that his efforts will succeed. You must unlock the castle's secrets before the merciless lords of tyranny gain access to the ancient and terrible power of the1
SPEC3-11-10 Roots of Corruption: InfestationTwo years ago, the city of Myth Drannor was overrun with vermin. While adventurers were able to purge the infestation, bigger problems at the time ensured the event was quickly forgotten. Now a familiar fungus spreads its tendrils through the ancient woods of Cormanthor, and this time it's proving harder to kill. A Living Forgotten Realms adventure set in Myth Drannor for characters of the Heroic tier (levels 1-10). This adventure occurs at roughly the same time as SPEC3-2 Roots of Corruption: Dark Seeds and is related to the events chronicled in SPEC1-3 Ghosts of the Past: Hive of Corruption.6
SPEC3-211-20 Roots of Corruption: Dark SeedsThe Coronal of Myth Drannor is deeply concerned by the spread of a toxic fungus in the wilds of Cormanthor. She has asked for volunteers to enter the Citadel of Fungi, a place so toxic none have even approached it in living memory. Can you eliminate the source of this unnatural corruption before it is too late? A Living Forgotten Realms adventure set in Myth Drannor for characters of the Paragon tier (levels 11-20). This adventure occurs at roughly the same time as SPEC3-1 Roots of Corruption: Infestation and is related to the events chronicled in SPEC1-3 Ghosts of the Past: Hive of Corruption.1
TYMA1-11-4Elder WisdomA frontier village on the outskirts of Tymanther needs help with a reconnaissance mission. The dragonborn do not often look to outsiders, so this is a good chance to learn about the fate of Unther? and meet the new neighbors.6
TYMA1-24-7Taking Stock of the SituationIn the outlying village of Ruinspoke, something or someone is taking the livestock. Others have attempted to investigate, but they have not returned.8
TYMA1-37-10Tools of the TradeYou are asked to investigate the theft of caravan goods in the village of Ruinspoke. Aside from the monetary value of the stolen items, the reputation and prestige of House Jalt are at stake. Sometimes an accident is just an accident, and sometimes it's a clue to something far more sinister. Adventuring isn't the only dangerous profession.3
TYMA1-44-7Death Before DishonorA secret cabal seeks an artifact of unknown power in the ruins of ancient Unthalass. Unfortunately, the only dragonborn in all of Djerad Thymar with the knowledge to stop them has been declared outcast by his own House. Can you trust one who has already proven himself untrustworthy long enough to keep the relic out of the grasping hands of the cabal?3
TYMA1-51-4From One Dwarf to AnotherWhen an annoying dwarf goes missing, nobody in Ruinspoke really cares. Well, nobody except a fellow dwarf, that is. But it takes more than just one dwarf to mount a rescue mission?13
TYMA1-611-14Troubled RoadsA group of young scholars from Ruinspoke has gone missing in the capital city of Djerad Thymar. Although their academy insists that they are simply on a research trip, their families believe otherwise, and the leader of House Jalt has asked you to help.4
TYMA1-77-10Stolen CargoThere are many dangers on the open sea - and beneath the waves. Adventurers are able to defend themselves, but the rest of your ship's crew is not so fortunate. Now it falls to you to rescue them from the drowned city of Messemprar.0
TYMA2-11-4Old Enemies AriseThe life of a typical kobold is nasty, brutish, and short. They breed like rabbits and have a tendency to fight anything and everything they come into contact with – including each other. So why are the various kobold tribes near the town of Ruinspoke suddenly so well organized? This adventure is the first part of the "Rise of Darkness" Major Quest, which continues in TYMA2-2 (H2).7
TYMA2-24-7The Hand of DarknessThe disorganized creatures that periodically menace the settled edge of Ruinspoke have recently grown bold. Who or what is organizing this force? Lord Tuanek is in need of adventurers to investigate the impetus behind these attacks and remove the threat to Ruinspoke.This adventure is the second part of the Rising Darkness major quest, which began in TYMA2-1 Old Enemies Arise and concludes in TYMA2-4.2
WATE1-11-4HeirloomAn old tutor asks the adventurers to recover a stolen family heirloom for a ?down-on-their-luck? Waterdhavian noble family.9
WATE1-24-7Dark Secrets of DownshadowAdventurers are the only hope of a servant who seeks her missing brother. Will the heroes be in time to save the boy and best the villains?6
WATE1-37-10The Woolmen's Restless TombA rich Waterdhavian guild wants to lay its former guildmaster to rest in lavish ceremony, but the guild tomb is occupied by undead. Adventurers are sought to clear out the undead and discover clues as to how they came to be there.9
WATE1-47-10Mystery of Deepwater HarborThe Necromancer strikes again at Waterdeep and the brave adventurers must unravel the mystery behind his revenge. This adventure is Part 2 of a major quest, Quest for the Necromancer and follows the story in WATE1-3 The Woolmen?s Restless Tomb. A5
WATE1-51-4Lost in the FogAs a deep fog blankets the Crown of the North, a fish gifts the adventurers with the chance to do a good deed. Returning lost property seems like an easy task.8
WATE1-611-14Out of HatredHis thirst for vengeance not yet satiated, the Necromancer strikes at Waterdeep once again. Will heroes step forward to end this menace? This adventure concludes the major quest “Quest for the Necromancer,” and follows the story begun in WATE1-3 and continued in WATE1-4.3
WATE1-74-7The Missing and the MissedIn a city built on closely guarded secrets, nothing goes unnoticed—including the strange disappearance of some of the town’s poorest residents. While some remain indifferent to the plight of the missing, a City Watchman is determined to give justice to those who have nothing else.6
WATE2-17-10Gilding a NobleStedd Moonstar is planning the first and hopefully best grand gala of the season. The Moonstar gala is almost ready; only a few last minute preparations are needed to make the party a huge success. This adventure starts the major quest, Restoring Splendor, which continues in WATE2-2 (P1) and concludes in WATE2-3 (P1).3
WATE2-211-14Closing a DealLord Stedd Moonstar is expanding his influence and now has a chance to gain the rights to a mithral mine in the Sword Mountains. Are you willing to serve as Lord Moonstar’s trusted agent? The adventurers must chart a route and make deals with the locals while overcoming wilderness threats. This adventure is Part 2 of the major quest, Restoring Splendor, which started in WATE2-1 and will end in WATE2-3.3
WATE2-311-14Noble DangersIn the finale to the Restoring Splendor major quest, you are asked to investigate an earthmote hanging over the Sword Mountains. Although the mote itself poses no apparent risk, it might harbor dangers to Waterdeep. Great heroism will be needed to face and defeat your adversaries in the skies. An ancient threat has returned, and the fates of House Moonstar and all Waterdeep may lie in the balance. A Living Forgotten Realms adventure set in Waterdeep for characters levels 11-14. The previous adventures in this Major Quest are WATE2-1 Gilding a Noble and WATE2-2 Closing a Deal.3
WEEK1-41-4The Icy Queen’s CrossingThe PCs are hired by a human merchant named Stelram Burrson from the town of Telflamm in the trade nation of Thesk. Burrson sells metal implements (shovels, plows, and the like), and he is taking a shipment up to a festival in Narfell known as “Bildoobaris.” This festival is the annual meeting of various tribes of Nar barbarians: they meet to trade, discuss inter-tribal issues, arrange marriages, and celebrate the passage of another year. Treasure earned in this adventure does not count towards the normal limit of 1 item per level.7