This is a work in progress summary of the current Living Forgotten Realms adventures. Feel free to add.
Living Forgotten Realms Adventure Archive
Selected adventures released from 2008-2010 for the Living Forgotten Realms campaign are available in an archive zip file for use for home play and public play. Simply click on the link below and save the file to your computer.
LFR Adventure Archive
New Adventure Downloads
Some older adventures not included in the LFRA Archive, as well as adventures from 2011 going forward are available via the Living Forgotten Realms download hub at
www.livingforgottenrealms.com.
See
Adventures by Region.
Heroic Adventures
These Adventures are set in the Heroic tier
Level 1-10 Adventures
Adventures released for Campaign Year 3 and 4 are written to support an entire tier of play. Any character of the appropriate tier may play the adventure, but the highest-level character in the party must be within three (3) levels of the lowest-level character in the party.
Ala'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, that you play the three parts of this story arc in order, with the same character.
The 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.
In a land of assassins, djinn, giant birds, and magic lamps, our heroes find themselves pursued all the way to the gates of Almraiven, and quickly discover that there are those who would stop at nothing to prevent Ala'Ammar from getting his hands on the precious artifact that will restore honor to his family and could even deliver freedom to the oppressed people of Calimshan. A
Living Forgotten Realms adventure set in Calimshan for characters of the Heroic Tier (levels 1-10). This is the third and final part of the Battlecloak Saga, which began with CALI3-1 and continued in CALI3-2. We recommend, but do not require, that you play the three parts of this story arc in order, with the same character.
An eerie tale told around a late-night fire leads to a mystery of fear, loss, and murder. A
Living Forgotten Realms adventure set in Mossbridges (near Ravens Bluff) for characters of the Heroic tier (levels 1-10). This adventure features additional role-playing opportunities for PCs who are members of the Knights of the Golden Rooster meta-organization, or who have related Story Awards from the MINI2 series of adventures set in Ravens Bluff. This adventure focuses on investigation and role-playing, and has fewer opportunities for combat than most LFR adventures.
A carnival in the streets of Shou-Town has attracted the youth of Phsant to a life of performance and travel. But does a darker purpose hide beneath the sights and sounds of the amusements? Or is the carnival merely a convenient scapegoat for the people of Phsant? A
Living Forgotten Realms adventure set in Thesk for characters of the Heroic tier (levels 1-10).
Two years ago a child was born from such unusual parentage that she has attracted attention from well beyond the reclusive hamlet where her parents lived. Powerful forces both new and ancient endanger the child's welfare. A
Living Forgotten Realms adventure set in Narfell for characters of the Heroic tier (levels 1-10). This adventure stands on its own, but it is also a sequel to CORE2-05
The Black Card. Play of the prior adventure is neither required nor assumed.
For years the tenuous peace between Netheril and Cormyr held. For years the city of Urmlaspyr, last remnant of free Sembia, lay in between. Now something stirs in the darkest places of the city. Citizens run amok without apparent cause, wielding shadow powers they did not have before. What could cause these otherwise peaceful people to go into a murderous frenzy? A
Living Forgotten Realms adventure set in Sembia for characters of the Heroic tier (levels 1-10). This adventure is part of Chapter 1 of the
Desolation series. Chapter 1 consists of four Heroic tier adventures. The other three parts are
SPEC4-5,
CORE4-4, and
CORE4-5. You can play these four adventures in any order, but you should try to play them with the same character. The
Desolation series also includes Paragon tier adventures (starting with
SPEC4-6). It is not expected that a player can follow both tracks with the same PC.
A radical dissident makes dark alliances and takes drastic measures to advance his political agenda. Is there time to stop the evil he has set in motion? A
Living Forgotten Realms adventure set in Urmlaspyr for characters of the Heroic tier (levels 1-10). This adventure is part of Chapter 1 of the
Desolation series. Chapter 1 includes four Heroic tier adventures that can be played in any order, leading up to the chapter's conclusion in CORE5-1. The other three parts are
SPEC4-5,
CORE4-3, and
CORE4-5. You can play the first four adventures in any order, but you should try to play them with the same character, and you should try to play all four parts before you play
CORE5-1. The
Desolation series also includes Paragon tier adventures (starting with
SPEC4-6). It is not expected that a player can follow both tracks with the same PC.
Shadows grow long in the free city of Urmlaspyr. The city calls for adventurers, as the rising darkness overwhelms the capabilities of the city guard. A noble's manor has been overtaken by shadowy undead. Can you reach the source of the haunting and stop it before it spreads throughout the city? This adventure is part of Chapter 1 of the
Desolation series. Chapter 1 includes four Heroic tier adventures that can be played in any order, leading up to the chapter's conclusion in CORE5-1. The other three parts are
SPEC4-5,
CORE4-3, and
CORE4-4. You can play the first four adventures in any order, but you should try to play them with the same character, and you should try to play all four parts before you play
CORE5-1. The
Desolation series also includes Paragon tier adventures (starting with
SPEC4-6). It is not expected that a player can follow both tracks with the same PC.
The city is overrun by a plague of shadowy undead creatures. You are tasked with rescuing the Cormyrean ambassador from legions of undead. Will you be able to save the ambassador without becoming one of the living dead yourself? A
Living Forgotten Realms adventure set in Urmlaspyr for characters of the Heroic tier (levels 1-10). This adventure is the conclusion of Chapter 1 of the
Desolation series. Chapter 1 includes four Heroic tier adventures leading up to this conclusion,
SPEC4-5,
CORE4-3,
CORE4-4 and
CORE4-5. You can play these four adventures in any order, but you should try to play them with the same character, and you should try to play all four parts before you play
CORE5-1. The
Desolation series also includes Paragon tier adventures (starting with
SPEC4-6). It is not expected that a player can follow both tracks with the same PC.
A 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.
In 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 Controlling Chaos Major Quest.
You 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.
Fear 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.
The 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 at all possible. As with all Elturgard adventures, there may be additional role-playing possibilities for PCs who are members of the various Elturgard meta-organizations.
Rumors 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 three parts of this series in order, with the same character, if at all possible. As with all Elturgard adventures, there may be additional role-playing opportunities for PCs who are members of the various Elturgard meta-organizations.
The Companion has gone dark, and now something stirs in the heart of Elturel itself. What chance does the honor-bound Church of Torm have when faced with an adversary that has neither morals nor compassion? A
Living Forgotten Realms adventure set in Elturgard for characters of the Heroic Tier (levels 1-10). This adventure is the first part of a trilogy. We recommend playing ELTU4-1, ELTU4-2, and ELTU4-3 in order with the same character, if possible.
Note: the story arc now includes ELTU4-1, ELTU4-2, ELTU4-3 and ELTU4-4.
There is turmoil in Iriaebor and some faction in the city wants to ensure that it continues unabated. Merchants are being slaughtered, their bodies displayed in the streets. Would the Dusk Talons be willing to go that far to keep their city free from the gauntleted grip of Elturel's Order of Torm? A
Living Forgotten Realms adventure set in Elturgard for characters of the Heroic Tier (levels 1-10). This adventure is the second part of a trilogy. We recommend playing ELTU4-1, ELTU4-2, and ELTU4-3 in order with the same character, if possible.
Note: the story arc now includes ELTU4-1, ELTU4-2, ELTU4-3 and ELTU4-4.
The clock strikes twelve. A crow screams. A traitor has been found! Yet this is no mysterious and unexpected turncoat – it is none other than Nualla a’Ashemmi, leader of the Dusk Talons, being paraded around by the city guard! What evidence has led to her arrest, and why is she being taken to the Dungeon of the Inquisitor? The difficulty of discovering what is truly going on here pales in comparison to the difficulty of the choices you must soon make. A
Living Forgotten Realms adventure set in Elturgard for characters of the Heroic Tier (levels 1-10). This adventurecontinues the story of
ELTU4-1 and
ELTU4-2. We recommend playing these three adventures in order with the same character, if possible.
Note: the story arc now includes ELTU4-1, ELTU4-2, ELTU4-3 and ELTU4-4.
Following the discovery of corruption among the paladins of the Order of Torm and a deadly plague born of Bhaal that nearly destroyed Scornubel, Everyn Cadwy has brought together the leaders of the various Elturgardan factions for a summit to address the blight at the heart of the region. You have been asked by your allies to help represent one of these factions in order to negotiate the best possible alliance. Your task is nothing more and nothing less than to save Elturgard. A
Living Forgotten Realms two-round adventure set in Elturgard for characters of the Heroic Tier (levels 1-10). This adventure completes the story arc that includes
ELTU4-1,
ELTU4-2, and
ELTU4-3. We recommend playing these three adventures in order with the same character, if possible.
Lady 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.Note: This adventure takes place after the events described in ADCP1-2 through ADCP1-4 Scepter Tower of Spellgard and is also an optional prelude to ADCP3-2 From Dawn Till Dusk. To be clear, PREQ3-1 is sanctioned for home play, but ADCP3-2 is a Battle Interactive and as such can only be played at public events.
Two 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.
The orbit of Toril's moon often brings it across the sun's path, but astrological predictions of an upcoming total eclipse have sparked great interest. Many followers of Amaunator and Selûne have gathered at the small city of Sapra in the land of Turmish, the best place from which to view the eclipse. The worshippers of the Moonmaiden see this as a time of celebration, with their Lady ascendant, while those who revere the Sunlord are less enthusiastic about the celestial conjunction. But it is the followers of a different entity, guided by maddening whispers, who prepare to enact a far different ritual when the earth darkens and the stars shine at midday. A
Living Forgotten Realms adventure set in Westgate and Turmish for characters of the Heroic Tier (levels 1-10).Important Note: If you played SPEC3-3 at Gen Con Indy 2011 and received Story Award SPEC50 for something that you did during the adventure, there is an updated version of this Story Award in the final version of the adventure. You can either download the entire adventure and replace your existing certificate with the new version, or you can get the updated cert from the LFR Campaign Errata file when it becomes available.
I awaken slowly, my head throbbing with pain. The first thing I notice is the overpowering smell of brine. The light hurts my eyes as I peer around the room. I am still groggy from ... from ... well, I can't quite remember exactly what happened. Where is this place, anyway? When did I get here? Why does it look like a cross between a torture chamber and a prison cell? Who are all these green-skinned, bug-eyed creatures shambling around? I rub my eyes and that's when I notice the webbed flesh growing between my fingers... A
Living Forgotten Realms Special adventure set in the Sea of Fallen Stars for characters of the Heroic tier (levels 1-10). This adventure will be of particular interest to characters who played SPEC3-3
Dance of the Sun and Moon or who have previously encountered agents of the Abolethic Sovereignty. This adventure takes place at the same time in-game as SPEC4-2
The Writhing Obelisk, so a character that plays SPEC4-1 may not subsequently play SPEC4-2.
Tensions between Calimport, Memnon, and Almraiven are a constant for the citizens of Calimshan. If war were to break out between any two of these cities, the third would gain a powerful advantage. Ala'Ammar, patriarch of House Asada, seeks to free the slaves of both Calimport and Memnon. He has called for adventurers to travel to Calimport and incite them to go to war with Memnon, tipping the scales in Almraiven's favor. A
Living Forgotten Realms adventure set in Calimshan for characters of the Heroic tier (levels 1-10).
For years the tenuous peace between Netheril and Cormyr held. For years the city of Urmlaspyr, last remnant of free Sembia, cursed to be shrouded in perpetual shadow, lay in between. Now something stirs in the darkest places of the city: something dangerous, something vile, something that will disrupt the fragile balance. Will the city fall to its well-known foes, or something unexpected? A
Living Forgotten Realms adventure set in Sembia for characters of the Heroic tier (levels 1-10). This adventure is Chapter One, and the Heroic tier introduction, to the
Desolation series. The
Desolation series includes both Heroic-tier and Paragon-tier adventures; it is not expected that a player can follow both tracks with the same character.
A typical briefing is interrupted with urgent intelligence about a tactical advantage for the resistance to the occupying forces in Elturel. Can you secure a location vital to the resistance? A
Living Forgotten Realms adventure set in Elturgard for characters levels 1-10. This is a combat intensive adventure. The adventure is the sequel to
ELTU4-4, and connected to
SPEC5-2 and
ADCP5-1. It is best to play the adventure before
ADCP5-1, but it is not required.
Stirrings of an evil cult have come to light in the Dock Ward of Waterdeep. Can you discover the source of this evil and put a stop to it before more souls are lost forever? A
Living Forgotten Realms adventure set in Waterdeep for characters of the Heroic tier (levels 1-10). This adventure starts the
Infernal Ambitions Major Quest, which continues in WATE4-2 and concludes in WATE4-3. Playing the trilogy in order with the same character is recommended, but not required.
When a rising member of the City Guard begins to act strangely, her friends need your help to find out why. Can you discover the truth before Aumarr Belbrundel ruins her career? A
Living Forgotten Realms adventure set in Waterdeep for characters of the Heroic tier (levels 1-10). This adventure is the second part of the
Infernal Ambitions Major Quest, which began in WATE4-1 and concludes in WATE4-3. Playing the trilogy in order with the same character is recommended, but not required.
The Temple of Beauty has always been a place where the powerful revel in ideals of love. When a cult plans to use those ideals as a weapon, what can be done to stop them? A
Living Forgotten Realms adventure set in Waterdeep for characters of the Heroic tier (levels 1-10). This adventure is the conclusion of the
Infernal Ambitions Major Quest, which began in WATE4-1 and continued in WATE4-2. Playing the trilogy in order with the same character is recommended, but not required.
Adventure Level 2 (levels 1-5)
All characters must be within three levels of each other.
The citizens of Neverwinter are killing each other, and only you can end the insanity. A
Living Forgotten Realms adapted adventure set in Neverwinter for characters levels 1-7 (but recommended for levels 1-5). This adventure is found in
Issue #195 of Dungeon Magazine, part of
D&D Insider on the
Wizards of the Coast website. The stat blocks in the published adventure support Adventure Level 4, and the adaptation document includes adjusted stat blocks to support Adventure Level 2. Therefore, any LFR-legal AL 2 or AL 4 table can play (character levels 1-7, although a table of all level 6-7 characters may find the adventure too easy). At least one person at the table (either a player or the DM) must have an active subscription to
D&D Insider. We recommend that you allow at least twelve hours of playing time to complete this adventure (the equivalent of a three-round LFR adventure).
The theocracy of Elturgard was changed forever when army of plaguechanged monsters nearly destroyed the city of Elturel. All seemed lost, but heroes turned the tide and destroyed a terrible abomination of pure Spellplague energy. The forces unleashed during and after the battle transformed what had been a small local plagueland into the massive Chaos Scar. One of the city's most ardent defenders has recently discovered that uncontrolled magical energy is once again building up along the boundary of the plagueland. What will you find on the other side? A
Living Forgotten Realms adapted adventure set in Elturgard for characters levels 1-5 (but recommended for levels 1-2).
Stick in the Mud is the first part of the
Chaos Scar series. This adventure is found in
Issue #171 of Dungeon Magazine, part of
D&D Insider on the
Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 2 table can play (character levels 1-5 are eligible for AL 2). Please bear in mind that the stat blocks in the adventure were written for a party of level 1 characters (however, the adaptation document does update all the stat blocks to MM3 damage expressions). Tables of all level 4-5 characters might not find this adventure challenging. At least one person at the table (either a player or the DM) must have an active subscription to
D&D Insider. This adventure should be playable from start to finish in the span of a single four-hour LFR game session.
A noblewoman fears that her nephew is lost on a fool's errand into the dreaded Undermountain, and she turns to a group of adventurers to rescue him. The first step is to make the entrance safe. A
Living Forgotten Realms adapted adventure set in Waterdeep and Undermountain for characters level 1-5. This adventure is found in the Halls of Undermountain adventure book, available at game stores and bookstores. This adaptation does not present adjusted stat blocks for various tiers: any legal table of characters levels 1-5 can play, but bear in mind that stat blocks in the adventure were written for a party of level 1 characters. We recommend that you allow at least 16 hours of playing time to complete this adventure (the equivalent of a four-round LFR adventure).
A noblewoman fears that her nephew is lost on a fool's errand into the dreaded Undermountain, and she turns to a group of adventurers to rescue him. A clue to his whereabouts might be located in a section of the dungeon once used as tombs. A
Living Forgotten Realms adapted adventure set in Waterdeep and Undermountain for characters level 1-5. This adventure is found in the Halls of Undermountain adventure book, available at game stores and bookstores. This adaptation does not present adjusted stat blocks for various tiers: any legal table of characters levels 1-5 can play, but bear in mind that stat blocks in the adventure were written for a party of level 1 characters. We recommend that you allow at least 16 hours of playing time to complete this adventure (the equivalent of a four-round LFR adventure).
A noblewoman fears that her nephew is lost on a fool's errand into the dreaded Undermountain, and she turns to a group of adventurers to rescue him. Between the adventurers and their final step in the search stands nothing short of a full-scale lizardfolk invasion. A
Living Forgotten Realms adapted adventure set in Waterdeep and Undermountain for characters level 1-5. This adventure is found in the Halls of Undermountain adventure book, available at game stores and bookstores. This adaptation does not present adjusted stat blocks for various tiers: any legal table of characters levels 1-5 can play, but bear in mind that stat blocks in the adventure were written for a party of level 1 characters. We recommend that you allow at least 16 hours of playing time to complete this adventure (the equivalent of a four-round LFR adventure).
Adventure Level 4 (levels 1-7)
All characters must be within three levels of each other.
Many have died searching for the lost dwarven city of Gauntlgrym. Now, it seems, heroes have found a way inside -- but they might not live to regret it. A
Living Forgotten Realms adapted adventure set in Neverwinter for characters levels 1-7 (but recommended for levels 3-5). This adventure is found in
Issue #193 of Dungeon Magazine, part of
D&D Insider on the
Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 4 table can play (character levels 1-7 are eligible for AL 4). Please bear in mind that the stat blocks in the adventure were written for a party of level 3-5 characters. Tables of all level 1-2 characters might find this adventure very difficult. At least one person at the table (either a player or the DM) must have an active subscription to
D&D Insider. We recommend that you allow at least twelve hours of playing time to complete this adventure (the equivalent of a three-round LFR adventure).
The goddess Selûne has sent her priests a warning of the dangers threatening Neverwinter, and it's up to the heroes to uncover them before it's too late. A
Living Forgotten Realms adapted adventure set in Neverwinter for characters levels 1-7 (but recommended for levels 3-5). This adventure is found in
Issue #193 of Dungeon Magazine, part of
D&D Insider on the
Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 4 table can play (character levels 1-7 are eligible for AL 4). Please bear in mind that the stat blocks in the adventure were written for a party of level 3-5 characters. Tables of all level 1-2 characters might find this adventure very difficult. At least one person at the table (either a player or the DM) must have an active subscription to
D&D Insider. We recommend that you allow at least twelve hours of playing time to complete this adventure (the equivalent of a three-round LFR adventure).
The citizens of Neverwinter are killing each other, and only you can end the insanity. A
Living Forgotten Realms adapted adventure set in Neverwinter for characters levels 1-7 (but recommended for levels 1-5). This adventure is found in
Issue #195 of Dungeon Magazine, part of
D&D Insider on the
Wizards of the Coast website. The stat blocks in the published adventure support Adventure Level 4, and the adaptation document includes adjusted stat blocks to support Adventure Level 2. Therefore, any LFR-legal AL 2 or AL 4 table can play (character levels 1-7, although a table of all level 6-7 characters may find the adventure too easy). At least one person at the table (either a player or the DM) must have an active subscription to
D&D Insider. We recommend that you allow at least twelve hours of playing time to complete this adventure (the equivalent of a three-round LFR adventure).
Adventure Level 6 (levels 3-9)
All characters must be within two levels of each other.
Three years ago, Ulmar Lightborn left the town of Silvergrail to embark on a grand adventure. The would-be hero never returned from his very first quest. Ulmar's younger brother Zelgar stayed behind and now serves as Silvergrail's cleric. You've arrived just in time to participate in an unexpected family reunion. A
Living Forgotten Realms adapted adventure set in the Moonshae Isles for characters levels 3-9 (but recommended for levels 4-6). This adventure is found in
Issue #194 of Dungeon Magazine, part of
D&D Insider on the
Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal AL 6 table can play. The DM is expected to use the stat blocks from the published adventure and adjust accordingly. At least one person at the table (either a player or the DM) must have an active subscription to
D&D Insider. We recommend that you allow at least six hours of playing time to complete this adventure.
Adventure Level 8 (levels 5-10)
All characters must be within three levels of each other.
The Shou town of Kudoku is in despair. Its magistrate once embodied a set of principles that guided the village, but he was murdered by assassins known as the Five Deadly Shadows. The principles have been corrupted and now protect the assassins. Can you recover the principles and best prevent the town's destruction? A
Living Forgotten Realms adapted adventure set in the Dragon Coast for characters levels 5-10 (but recommended for levels 7-9). This adventure is found in
Issue #195 of Dungeon Magazine, part of
D&D Insider on the
Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 8 table can play (character levels 5-10 are eligible for AL 8). Please bear in mind that the stat blocks in the adventure were written for a party of level 7-9 characters. Tables of all level 5-6 characters might find this adventure difficult. At least one person at the table (either a player or the DM) must have an active subscription to
D&D Insider. We recommend that you allow at least eight hours of playing time to complete this adventure (the equivalent of a two-round LFR adventure).
Level 1-2 Adventures
Your character must be level one or two at the start of these adventures.
For 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. An adventure set in Loudwater for characters levels 1-2. This adventure is found in the
Forgotten Realms Campaign Guide.
At the height of Netheril’s power, the fortress of Spellgard held many great secrets of the Empire of Magic. Now only ruins remain… and one last guardian, the near-mythical Lady Saharel, whose prophetic visions draw the desperate and the doomed from across Faerûn. But a dark presence in one of Spellgard’s intact towers wants to control the power of prophecy for itself and remake the future in its own image. A
Living Forgotten Realms adapted adventure set in the Fallen Lands for characters levels 1-2. This is a very lengthy adventure, requiring 30-40 hours of play time to finish. A copy of the published adventure
Scepter Tower of Spellgard is required to use this adaptation document.
Note: This is a 3-part adaptation; the parts must be played in order, and a character cannot play other adventures in between the parts of this adventure.
Level 1-4 Adventures (H1)
Your character must be between levels one and four at the start of these adventures.
Winter has come far too early to the Gray Vale, and the harvest is threatened. Some thirty years ago, the warlock who lived in Draigdurroch Tower disappeared under mysterious circumstances, and the tower was sealed inside a magical cocoon of ice by forces unknown. Can these events be related? A
Living Forgotten Realms adapted adventure set in Loudwater for characters levels 1-4. This adventure is found in
Issue #159 of Dungeon Magazine, part of
D&D Insider on the
Wizards of the Coast website.
Faeries, sprites, nymphs, and dryads – the fey creatures of Faerûn’s wild places are often dismissed as nuisances andpranksters. Those who truly understand the fey know that as with all things natural, there is a darker side to thesecreatures of fancy. Could a rash of stolen food and sleep dust traps point to a more sinister threat lurking on the wildside of reality? A
Living Forgotten Realms adventure set in Aglarond for characters levels 1-4.
The commander of the Watchwall is looking for adventurers for a special mission into the Tannath Mountains. The Watchwall is always undermanned and the commander thinks he may have found some new recruits. But war, like politics, can make for strange bedfellows. A
Living Forgotten Realms adventure set in Aglarond for characters levels 1 – 4. This adventure is the beginning of both the “Invisible Road” and “Circle of Stones” Major Quests.
The Tannath Mountains are poorly explored and even more poorly mapped. A humble cartographer seeks adventuring companions for his attempt to blaze a trail through these rough, steep spires. What would drive a man to undertake such a dangerous task? A
Living Forgotten Realms adventure set in Aglarond for characters levels 1-4. This adventure is the Part 2 of the "Invisible Road" Major Quest, which began in AGLA1-5 Silver Lining.
Amidst 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! A
Living Forgotten Realms adventure set in Akanûl for characters levels 1-4.
When 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? A
Living Forgotten Realms adventure set in Akanûl for characters levels 1-4.
You 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 Faerûn. 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. A
Living Forgotten Realms adventure set in Baldur’s Gate for characters levels 1-4.
A distraught father has gotten no satisfaction from the city authorities of Baldur’s Gate, so he turns to sellswords inhopes 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. A
Living Forgotten Realms adventure set in Baldur’sGate for characters levels 1-4.
When 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 its contents in a gamble that something worthwhile is still there. A
Living Forgotten Realms adventure set in Sembia for characters levels 1-4.
Rumors of a great item, touched by divinity, have traveled across Faerûn. 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. A
Living Forgotten Realms adventure set in Thesk for characters levels 1-4.
You 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 Faerûn! A
Living Forgotten Realms adventure set in the Nelanther Isles for characters levels 1-4.
Your 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 hsare its fate. A
Living Forgotten Realms adventure set near the Lake of Steam for characters levels 1-4.
The 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? A
Living Forgotten Realms adventure set in the Hordelands for characters levels 1-4.
Your party is sent to investigate allegations of Netherese activity near the city of Arabel: A dark rider commanding legions of shadow. Can you turn back the tide before it’s too late?
Living Forgotten Realms adventure set in Cormyr for characters levels 1-4.
There is something rotten in the city of Suzail. While a midwinter festival brings throngs of competitors, merchants, and spectators, it also brings an element of danger. When the host turns to heroes for help, they must uncover what lurks under the city's snow and ice. A
Living Forgotten Realms adventure set in Cormyr for characters levels 1-4.
A 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? A
Living Forgotten Realms adventure set in Cormyr for characters levels 1-4.
For 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? A
Living Forgotten Realms adventure for characters levels 1-4.
The Fall of Stars is the most famous adventurers’ club in Faerûn. Who can say no when offered membership in the Stellar Fellowship, for a mere errand? But of course, things are never that simple. A
Living Forgotten Realms adventure set in the Dalelands for characters levels 1-4. -
Discuss
Isolation 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
Living Forgotten Realms adventure set in the Dalelands for characters levels 1-4. 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. -
Discuss
Westgate is a dangerous city at any time, but today it’s about to live up to its name. Today, a band of pious Sisters have arrived in your precinct and they need a little help with renovations and … removals. A
Living Forgotten Realms adventure set in the Dragon Coast for character levels 1-4.
Westgate, 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
Living Forgotten Realms adventure set in the Dragon Coast for character levels 1-4. 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.
Thievery, 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? A
Living Forgotten Realms adventure set in the Dragon Coast for characters levels 1-4.
The Crafty Kobold Salvage Company has fearlessly plumbed forgotten treasures from the depths of the earth for many years. Now the owner’s son and his expedition have 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. A
Living Forgotten Realms adventure set in the East Rift for characters levels 1-4.
A 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. A
Living Forgotten Realms adventure set in the East Rift for characters levels 1-4.
Impiltur is not a safe country for those who are alone. When a young woman’s father dies, can you resist her cry for help? A
Living Forgotten Realms adventure set in Impiltur for characters levels 1-4.
Luruar 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. A
Living Forgotten Realms adventure set in Luruar for characters levels 1-4.
A 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. A
Living Forgotten Realms adventure set in Luruar for character levels 1-4. First part of the Forbidden Lore series, ending in LURU2-4 (levels 4-7).
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 double-length
Living Forgotten Realms adventure 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.
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
Living Forgotten Realms adventure that is part of the Embers of Dawn mini-campaign set in Sambral 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.
Adventurers 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
Living Forgotten Realms adventure that is part of the Embers of Dawn mini-campaign set in Ramekho 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.
Your discoveries regarding a fire cult operating in the Windrise Ports brings you to the city of Harglast where you believe the leader of the cult to be in town. Now begins the frenzied race to find him. A
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.
Lone 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.
Though 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.
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. A
Living Forgotten Realms adventure set in Ravens Bluff for characters levels 1-4. This is the first part of the three-part "Return to Ravens Bluff" mini-campaign. For maximum enjoyment, it is recommended (but not required) that you play the mini-campaign adventures in sequential order, using the same character.
The tale of Ravens Bluff continues as a new generation of heroes find themselves caught in the whirl of intrigue and menace that only the City of Adventurers can provide. A
Living Forgotten Realms adventure set in Ravens Bluff for characters levels 1-4. This is the second part of the three-part "Return to Ravens Bluff" mini-campaign. For maximum enjoyment, it is recommended (but not required) that you play the mini-campaign adventures in sequential order, using the same character.
An ancient threat has returned, and the fate of Ravens Bluff hangs in the balance. Only a handful of heroes know the truth and they have the opportunity to save the city. But are they up to the challenge? A
Living Forgotten Realms adventure set in Ravens Bluff for characters levels 1-4. This is the third and final part of the three-part "Return to Ravens Bluff" mini-campaign. For maximum enjoyment, it is recommended (but not required) that you play the mini-campaign adventures in sequential order, using the same character.
Faith in Chauntea runs strong amongst the Ffolk, and the village of Warlsbry is no exception. The village has fallen from favor and now the beasts of field and sea bring their wrath against the village. You must return the village to her good graces or it will not survive the coming winter. A
Living Forgotten Realms adventure set in The Moonshae Isles for characters levels 1-4.
Zhentil 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 the north section of Zhentil Keep for characters levels 1-4.
Every year, coronal Ilsevele Miritar, ruler of Myth Drannor, hires a group of adventurers to clean up one of the many dangerous ruins within her forest kingdom. This year she has reached out to several groups. What could have forced the eladrin to seek outside help and abandon their cautious ways? A
Living Forgotten Realms adventure set in Myth Drannor for character levels 1 - 4.
The 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 while doing it. A
Living Forgotten Realms adventure set in Elturgard for characters levels 1-4.
A frontier village on the outskirts of Tymanther needs help with a reconnaissance mission. The dragonborn do notoften look to outsiders, so this is a good chance to learn about the fate of Unther… and to meet the new neighbors. A
Living Forgotten Realms adventure set in Tymanther for characters levels 1-4.
When 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... A
Living Forgotten Realms adventure set in Tymanther for characters levels 1-4.
The 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? A
Living Forgotten Realms adventure set in Tymanther for characters levels 1-4. This adventure is the first part of the "Rise of Darkness" Major Quest, which continues in TYMA2-2 The Hand of Darkness (H2).
An old tutor asks the adventurers to recover a stolen family heirloom for a down-on-their-luck Waterdhavian noble family. A
Living Forgotten Realms adventure set in Waterdeep for characters levels 1-4.
As 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. A
Living Forgotten Realms adventure set in Waterdeep for characters levels 1-4.
The performing arts have always been popular in Waterdeep but the competition for best actor has become cutthroat. Will the adventurers unravel the drama and uncover the true plot? A
Living Forgotten Realms adventure set in Waterdeep for characters levels 1-4.
Level 4-7 Adventures (H2)
Your character must be between levels four and seven at the start of these adventures.
The Sea of Fallen Stars is the lifeblood for many who live along the coast of Aglarond. For the men and women whoply their trades over its dangerous depths, the sight of a lighthouse means a welcome return to the relative safety ofshore. That is, of course, unless the lighthouse in question is no longer dedicated to guiding travelers along the safepath. A
Living Forgotten Realms adventure set in Aglarond for characters levels 4-7.
The Tome of Twilight Boughs is a legendary book of powerful ancient Yuir rituals protected by cryptic magic. Thetome, or a copy of it, has recently been found. A half-elf scholar believes he has decoded a portion of it and nowinvites adventurers to help verify the contents. But how exactly does one verify the contents of a book over 2,000years old? This adventure is the second part of the Tome of Twilight Boughs major quest (which began in AGLA1-1Lost Temple of the Fey Gods and will conclude in AGLA1-7 Twilight Ambitions). A
Living Forgotten Realms adventure set inAglarond for characters levels 4-7.
Kidnappers have taken the daughter of a wealthy noble lord. You are entrusted with the task of saving her before it’s too late. A
Living Forgotten Realms adventure set in Akanûl for characters levels 4-7.
When the Spellplague brought Akanûl to the Realms, many items were shattered and lost. Pieces of something are now surfacing, and it is imperative that the government of Akanûl finds it before anyone else. A
Living Forgotten Realms adventure set in Akanûl for characters levels 4-7.
You are asked to recover a stolen statue from an abandoned mansion in the Bloomridge neighborhood in 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? A
Living Forgotten Realms adventure set in Baldur’s Gate for characters levels 4-7.
A 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. Avisiting 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. A
Living Forgotten Realms adventure set in Baldur's Gate for characters levels 4-7.
The 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. A
Living Forgotten Realms adventure set in Amn for characters levels 4-7.
The eyes of the young behold the world in ways different than those of adults, but a child claiming to be chased by creatures of the night can alarm even the most steadfast soul. But between the Church of Shar and the Night Knives, the people of Saerloon have reason to fear the night. And uncommon is the soul in Saerloon that has not been touched by darkness. A
Living Forgotten Realms adventure set in Sembia for characters levels 4-7.
On 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? A
Living Forgotten Realms adventure set in the Fallen Lands for characters levels 4 - 7. First part of Bane of Shadows trilogy.
A 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? A
Living Forgotten Realms adventure set in the Hordelands for characters levels 4-7.
A long-dead architect’s estate may hold the key to secrets and treasures. A
Living Forgotten Realms adventure set in Tarmalune for characters levels 4-7.
A 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? A
Living Forgotten Realms adventure set in Cormyr for characters levels 4-7.
Regular 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? A
Living Forgotten Realms adventure set in the Dalelands for characters levels 4 - 7. -
Discuss
Fey 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. A
Living Forgotten Realms fairy tale set in the Dalelands for characters levels 4-7. This adventure is the second part of the Byar's Seven major quest, which started in DALE1-2 Blades for Daggerdale. -
Discuss
In 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. This adventure is a sequel to DALE1-4, and references events in that adventure. A
Living Forgotten Realms adventure set in the Dalelands for characters levels 4-7. -
Discuss
Darkness stirs in Cormanthor, and an aspiring hero fed on stories of adventure seeks to lead a ragtag 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).
Shady 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. A
Living Forgotten Realms adventure set in the Dragon Coast for character levels 4-7.
Master 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! A
Living Forgotten Realms adventure set in Dragon Coast for characters levels 4-7.
A 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 at re-establishing the status quo. A
Living Forgotten Realms adventure set in the Dragon Coast for characters levels 4-7. This adventure is the second part of the Treacherous Waters trilogy, which started in DRAG2-2 and ends in DRAG2-4.
In the pre-dawn gloom, gnolls savage a dusty halfling trading encampment on the edge of the Eastern Shaar. Hapless hin and hurbryn merchants cry out for protection from these marauding dogs. Why are the gnolls attacking here in such numbers? Who is the real leader of the pack? A
Living Forgotten Realms adventure set in the East Rift for characters levels 4-7.
You 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… A
Living Forgotten Realms adventure set in the East Rift for characters levels 4-7.
The 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. A
Living Forgotten Realms adventure set in the East Rift for characters levels 4-7.
Less 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? A
Living Forgotten Realms adventure set in the East Rift for characters levels 4-7.
When shopping for weapons the smith suddenly bursts into tears. Somebody captured his wife’s soul and is using it to extort money and weapons from the poor smith. He has nothing more to give, and unless you help him everything is lost. A
Living Forgotten Realms adventure set in Impiltur for characters levels 4-7.
A 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. A
Living Forgotten Realms adventure set in Impiltur for characters levels 4 – 7.
Rumor has it that demon-hunting brings rich rewards in the city of Lyrabar. When unforeseen events befall the adventurers, will they become hunters—or hunted? A
Living Forgotten Realms adventure set in Impiltur for characters levels 4-7.
A 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. A
Living Forgotten Realms adventure set in Impiltur for characters levels 4-7.
In the oldest part of Everlund whispered rumors of dark deeds slither through the chilled, narrow streets. A
Living Forgotten Realms adventure set in Luruar for characters levels 4-7.
Traveling 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. A
Living Forgotten Realms adventure set in Luruar for characters levels 4-7.
Records 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. This adventure is the second and final part of the Forbidden Lore Major Quest, which began with LURU2-3 Forgotten Crypts, Hidden Dangers. Playing the two adventures in order with the same character is recommended, but not required. A
Living Forgotten Realms adventure set in Luruar for characters levels 4-7.
Valiant seafarers travel between the Moonshae Isles, bringing supplies and information to the many people. You have been hired as guard aboard the Sea Drake. The weather is rainy and the fog is thick. It’s a perfect time to sail the seas of the Moonshaes. A
Living Forgotten Realms adventure set in The Moonshae Isles for characters levels 4-7.
Only 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. A
Living Forgotten Realms adventure set in the Moonshae Isles for characters levels 4-7.
Every year, coronal Ilsevele Miritar, ruler of Myth Drannor, hires a group of adventurers to clean up one of the many dangerous ruins within her forest kingdom. This year she has reached out to several groups. What could have forced the eladrin to seek outside help and abandon their cautious ways? A
Living Forgotten Realms adventure set in Myth Drannor for character levels 4 - 7.
The 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? A
Living Forgotten Realms adventure set in Elturgard for characters levels 4-7.
In the outlying village of Ruinspoke, someone or something is taking the livestock. Others have attempted to investigate, but they have not returned. A
Living Forgotten Realms adventure set in Tymanther for characters levels 4-7.
A 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? A
Living Forgotten Realms adventure set in Tymanther for characters levels 4-7.
The 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. A
Living Forgotten Realms adventure set in Tymanther for characters levels 4-7. 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.
Adventurers 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? A
Living Forgotten Realms adventure set in Waterdeep for characters levels 4-7.
In 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. A
Living Forgotten Realms adventure set in Waterdeep for characters levels 4-7.
Level 7-10 Adventures (H3)
Your character must be between levels seven and ten at the start of these adventures.
There are those in Aglarond who seek to undo the racial harmony that defines the peninsular nation. A request for aid from a local sage draws you into to the savage underbelly of the slums of Old Velprintalar to confront these villains and put an end to their plans. A
Living Forgotten Realms adventure set in Aglarond for characters levels 7 – 10.
Aldaron 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).
The 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? A
Living Forgotten Realms adventure set in Aglarond for characters levels 7-10. This adventure is Part 2 of the "Circle of Stones" Major Quest, which began in AGLA1-5 Silver Lining.
Trinkets and gold pieces are not the only rewards involved in clearing out a dungeon. Sometimes the dungeon itself is worth a hefty sum. A
Living Forgotten Realms adventure set in Akanûl for characters levels 7-10.
A 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? A
Living Forgotten Realms adventure set in Akanûl for characters levels 7 to 10.
Rumors 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? A
Living Forgotten Realms adventure set in Akanûl for characters levels 7-10.
When 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? A
Living Forgotten Realms adventure set in Baldur’s Gate for characters levels 7-10.
An 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. A
Living Forgotten Realms adventure set in Baldur’s Gate for characters levels 7-10. This adventure is part of the "Fey Gates of the Sea of Swords" Major Quest. MOON1-5 Lost Love is also part of this same quest, but these two adventures may be played in either order. The quest concludes in BALD2-1 Turning Point.
Powerful 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 destruction. This adventure is a sequel to CORE 1-2 Radiant Vessel of Thesk. A
Living Forgotten Realms adventure set on the border between Rashemen and Thay for character levels 7-10.
Someone 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. A
Living Forgotten Realms adventure set in the Nelanther Isles for characters levels 7-10. It is recommended, but not required, that characters have participated in CORE 1-4 Crystal Clear before playing this adventure.
The Night Knives have been punished for kidnapping many children in the city of Saerloon and with the discovery of their involvement and their punishment 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? A
Living Forgotten Realms adventure set in Sembia for characters levels 7 - 10. Sequel to
CORE 1-5 Touched by Darkness.
Someone 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? A
Living Forgotten Realms adventure set in Thay for character levels 7-10.
A 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? A
Living Forgotten Realms adventure set in the Fallen Lands for character levels 7-10. Second part of the Bane of Shadows trilogy.
“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. A
Living Forgotten Realms adventure set in Damara for characters levels 7-10.
The 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? A
Living Forgotten Realms adventure set in Cormyr for characters levels 7-10.
A mysterious coffin washes ashore near Marsember, and everyone wants it! Can the PCs navigate this web of politics, greed, and desire to do what's right? A
Living Forgotten Realms adventure set in Cormyr for characters levels 7-10.
A man of importance has disappeared in hostile territory, and may have been captured. Returning him to safety might not be easy as the path leads to depraved Scardale. Sometimes things are exactly as they seem. A
Living Forgotten Realms adventure set in the Dalelands for characters levels 7-10. This adventure is part of the Conspiracy of Ravens quest that started in DALE1-1. -
Discuss
Vengeance smolders in the hearts of many. It sometimes takes only a little spark to flare back to an all-consuming rage. A
Living Forgotten Realms adventure set in the Dalelands for characters levels 7-10. Final part of the ‘Byar’s Seven’ quest. The other parts are DALE1-2 Blades for Daggerdale, and DALE1-4 The Lady in Flames. -
Discuss
Somewhere beneath the dirty streets of Westgate’s docks’ district, one shining light of justice is being held hostage]] by a force intent on extinguishing any resistance. A rescue mission must be mounted, and it all starts at… a masquerade ball? A
Living Forgotten Realms adventure set in the Dragon Coast for character levels 7-10.
Intrigue 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 new-found influence to reshape politics in the region. Extortion, murder and martial arts combine in this exotic city at the end of the Golden Way. A
Living Forgotten Realms adventure set in the Dragon Coast for characters of level 7-10.
The 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. A
Living Forgotten Realms adventure set in Nathlekh City on the Dragon Coast, for characters levels 7-10. 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.
When 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 for character levels 7-10. This is the third and final part of the
Treacherous Waters trilogy (DRAG2-2, DRAG2-3, DRAG2-4).
An attack]] by 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. A
Living Forgotten Realms adventure set in the East Rift for characters levels 7-10.
Few realms have greater need of the Crying God’s followers than Impiltur, a once strong and peaceful nation now in rapid decline. When the suffering of lost souls is too great for even the painbearers to endure, will you help share the burden? A
Living Forgotten Realms adventure set in Impiltur for characters levels 7-10.
Strange 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. A
Living Forgotten Realms adventure set in Impiltur for characters levels 7-10. This adventure is the first part of the "Blue Fire Goblins" Major Quest.
A century ago, the Spellplague changed the very face of Faerûn. Now, whispered rumors emerging from the wilderness around Sundabar tell of a hitherto unknown and yet active plague land surrounding the forsaken village of Deadsnows. A
Living Forgotten Realms adventure set in Luruar for characters levels 7-10.
The 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. A
Living Forgotten Realms adventure set in Luruar for characters levels 7-10.
The 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? A
Living Forgotten Realms adventure set in Luruar for characters levels 7-10.
Deep 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. A
Living Forgotten Realms adventure set in Luruar for characters levels 7-10.
The 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? A
Living Forgotten Realms adventure set in Luruar for characters levels 7-10.
Dirty Barnison got his treasure, a mysterious, metallic stone. A visiting noble from a faraway land now asks you to help him find some more of it, and he is willing to pay for your efforts. A
Living Forgotten Realms adventure set in The Moonshae Isles for characters levels 7-10.
The 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. A
Living Forgotten Realms adventure set in the Moonshae Isles for characters levels 7-10.
Moonshadow, an old eladrin adventurer, has been missing for years. Though long enough to be forgotten by man, an eladrin’s life is much longer than most. An old love seeks to learn his fate. This adventure begins or continues the Fey Gates of the Sea of Swords major quest that started in BALD1-5 Lost Refuge. A
Living Forgotten Realms adventure set in The Moonshae Isles for characters levels 7-10.
An 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. A
Living Forgotten Realms adventure set in The Moonshae Isles for characters levels 7-10.
You 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. A
Living Forgotten Realms adventure set in the Western Heartlands for characters levels 7-10.
Rumors 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? This is a two-round continuous-play
Living Forgotten Realms Core Special adventure set in Zhentil Keep for characters levels 7-10. It is recommended, but not required, that characters play SPEC 1-1 Shades of the Zhentarim before playing this adventure.
Every year coronal Ilsevele Miritar, ruler of Myth Drannor, hires a group of adventurers to clean up one of the many dangerous ruins within her forest kingdom. This year she is looking for several groups. What ghosts of the past have forced the eladrin to seek outside help and abandon their cautious ways? A
Living Forgotten Realms Core Special adventure set in Myth Drannor for characters levels 7 - 10.
Three 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. A
Living Forgotten Realms adventure set in Elturgard for characters levels 7-10.
You 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. A
Living Forgotten Realms adventure set in Tymanther for characters levels 7 - 10.
There 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. A
Living Forgotten Realms adventure set in Tymanther for characters levels 7-10.
Kobolds have been raiding the village of Ruinspoke and its outlying farms for months now. Lord Tuanek has decided that the time has come to teach the kobolds a lesson they will not soon forget. And if the enigmatic Queen Sisay deigns to make an appearance at the head of her so-called army, Tuanek has a rather pointed message he'd like you to deliver to her in person. Will you assist Ruinspoke's defenders as they make their stand against the rising darkness? A Living Forgotten Realms adventure set in Tymanther for characters levels 7-10. This adventure is the conclusion of the Rise of Darkness Major Quest, which began in TYMA2-1 and continued in TYMA2-2. Play of the previous adventures is recommended, but not required.
A 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. A
Living Forgotten Realms adventure set in Waterdeep for characters levels 7-10.
The 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. A
Living Forgotten Realms adventure set in Waterdeep for characters levels 7-10.
Stedd Moonstar is planning the first, and hopefully the 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). A
Living Forgotten Realms adventure set in Waterdeep for characters levels 7-10.
Paragon Adventures
These Adventures are set in the Paragon tier
Level 11-20 Adventures
Adventures released for Campaign Year 3 and 4 are written to support an entire tier of play. Any character of the appropriate tier may play the adventure, but the highest-level character in the party must be within three (3) levels of the lowest-level character in the party.
The Dusk Ports of Returned Abeir are considered fairly nice places to live. That is, if you aren’t one of the citizens their cruel ruler, the Green Duchess, decides to devour for a snack. This is the first part of the Scions of Hope trilogy. A Living Forgotten Realms adventure involving the Scions of Amber meta-organization set in Returned Abeir for characters levels 11-20.
The swallowed stronghold of Djerad Kusold has long been sought by those hoping to use its cache of dragonbane amber to finally rid Returned Abeir of the last of its dragon rulers. But can a legend truly bring salvation, or is it just a dream frozen in amber. A Living Forgotten Realms adventure involving the Scions of Amber meta-organization set in Returned Abeir for characters levels 11-20.
The cruel reign of dragons within The Dusk Ports is a misery that can be born no longer. Can the spoils of a recent expedition to Melabrauth be enough to spark a revolution to finally drive the heartless tyrants out? A Living Forgotten Realms adventure set in Returned Abeir for characters levels 11-20. This adventure is the conclusion in the Scions of Hope major quest.
In the human bastion of Almraiven, a gifted magical scholar has gone missing. Agents of the Efreet Lord Memnon are known to be interested in her studies; has she been kidnapped for her knowledge, or is something more subtle afoot? A
Living Forgotten Realms adventure set in Calimshan for characters of the Paragon Tier (levels 11-20). Note: This is a stand-alone adventure. The story of CALI3-4 is not connected to the events of CALI3-1 through CALI3-3, so players need not make an effort to play this adventure with the same character who plays the other Year 3 Calimshan adventures.
The WeavePasha of Almraiven seeks adventurers to recover shards of the Calimemnon Crystal. He has traced one shard to the Plain of Stone Spiders. A
Living Forgotten Realms adventure set in Calimshan for characters of the Paragon tier (levels 11-20). The
Calimemnon Crystal Major Quest comprises CALI4-1, 4-2, and 4-3; you may play these three adventures in any order.
The WeavePasha of Almraiven seeks adventurers to recover shards of the Calimemnon Crystal. He has traced one shard to an earthmote floating high above the desert. However, that same earthmote also happens to be the lair of a blue dragon. A
Living Forgotten Realms adventure set in Calimshan for characters of the Paragon tier (levels 11-20). The
Calimemnon Crystal Major Quest comprises CALI4-1, 4-2, and 4-3; you may play these three adventures in any order.
The WeavePasha of Almraiven seeks adventurers to recover shards of the Calimemnon Crystal. It seems as though one of the shards has practically come to him. Elemental disturbances in the abjurations he maintains have led the WeavePasha to believe that a shard has been brought to Almraiven, and is interfering with the city's magical defenses. Other reports indicate that the Twisted Rune, a highly secretive cabal of powerful undead spellcasters, may be involved. A
Living Forgotten Realms adventure set in Calimshan for characters of the Paragon tier (levels 11-20). The
Calimemnon Crystal Major Quest comprises CALI4-1, 4-2, and 4-3; you may play these three adventures in any order.
Many fear that a Thayan plague is killing all of the livestock in Thesk as a precursor to a full-scale invasion. The true cause may be much simpler, but much more deadly. A Living Forgotten Realms adventure set in Thesk and Rashemen for characters of the Paragon tier (levels 11-20). This adventure is an epilogue to the
Radiance Against Thay Major Quest, which included
CORE 1-2 Radiant Vessel of Thesk,
CORE 1-6 Incident at the Gorge of Gauros and
CORE 1-14 What Storms May Come.
It's been years since anyone last heard from Glimnock Klemwocket, but the gnomish cleric hasn't given up on his quixotic quest to restore the lost knowledge of the ancient artificers of Gond. He's got a new map, and he's got a new ritual, and he's ready to go on another journey of discovery. Are you interested? A Living Forgotten Realms adventure set somewhere in the multiverse for characters of the Paragon tier (levels 11-20). This adventure may be of particular interest to those who have played
CORE 1-3 Sense of Wonder and/or
ADAP 1-5 Menace of the Icy Spire, but it's also perfectly fine for those who have not.
Recently, the clergy of Selûne 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 three adventures in order, with the same character, if possible.
At 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.
It'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.
The Ordulin Maelstrom's dark embrace obliterates ordinary mortals within moments. But you are no ordinary mortal, and the Harpers need someone to brave the depths of this life-consuming vortex. Can you complete your mission before the vile shadows devour your soul and reduce your body to an empty, withered husk? A
Living Forgotten Realms adventure set in Sembia for characters of the Paragon tier (levels 11-20). This adventure is part of the
Foresight trilogy, which also includes NETH4-2
The Tripartite Tower and NETH4-3
Purifying the Prophet. This adventure and NETH4-2 may be played in either order, but you should try to play them both before you play NETH4-3.
The Harpers need a powerful expert on arcane magic, someone with decades of experience. All you have to do is travel to meet with a famous but reclusive wizard and secure his aid. Unfortunately, the Netherese aren't going to make it easy. A
Living Forgotten Realms set in Cormyr for characters of the Paragon tier (levels 11-20). This adventure is part of the
Foresight trilogy, which also includes NETH4-1
Containing Shadow and NETH4-3
Purifying the Prophet. This adventure and NETH4-1 may be played in either order, but you should try to play them both before you play NETH4-3.
The Netherese sought to control the Oracle of Spellgard Keep, and nearly succeeded. She was only saved by binding her spirit inside a sentient golem. But for Lady Saharel to be useful to the Harpers, you must find a way to place her beyond the reach of her former masters. A
Living Forgotten Realms adventure set in Luruar for characters of the Paragon tier (levels 11-20). This adventure is the third and final part of the
Foresight trilogy, which began in NETH4-1 and NETH4-2. We recommend that you play the previous two adventures (in either order) before playing this adventure.
The 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.
No one knows why the aboleths of Xxiphu take so many prisoners. Their motives and minds are as alien and incomprehensible as the Far Realm itself. Their flying city appears seemingly at random, striking at locations all around the Sea of Fallen Stars, vanishing as quickly as it appeared. The luckier captives are simply killed outright. Those less fortunate are subjected to horrifying experiments, transforming their bodies and minds in ways that not even the Plaguescarred would recognize. But this time the Abolethic Sovereignty has gone too far. It's time to take the fight to Xxiphu. It's time to crack open the writhing obelisk. A
Living Forgotten Realms Special adventure set in the Sea of Fallen Stars for characters of the Paragon tier (levels 11-20). This adventure will be of particular interest to characters who played SPEC1-11
Drawing a Blank or who have previously encountered agents of the Abolethic Sovereignty. This adventure takes place at the same time in-game as SPEC4-1
Cerulean Dreams, so a character that played SPEC4-1 may not subsequently participate in SPEC4-2.
An uneasy truce between three cities has led to a delicate balance of power. If any two were to wage war, the third could grow strong enough to swiftly conquer (or liberate) all of Calimshan. One ambitious human intends to ensure that the city of Almraiven emerges victorious once the dust has settled. With your help, the last bastion of humanity in the region may yet triumph over the evil empires of Calimport and Memnon. A
Living Forgotten Realms adventure set in Calimshan for characters of the Paragon tier (levels 11-20). This adventure is playable by characters that had previously played SPEC4-3
Conflict in Calimport when they were Heroic tier.
"Shadows long at rest stir, and they hunger for all Faerûn." Was the oracle Saharel talking about the Empire of Netheril? Are they responsible for the dark forces now raging in the Dalelands?. A
Living Forgotten Realms adventure set in the Dalelands for characters of the Paragon tier (levels 11-20). This adventure is Chapter Two, and the Paragon tier introduction, to the
Desolation series. The
Desolation series includes both Heroic-tier and Paragon-tier adventures; it is not expected that a player can follow both tracks with the same character.
Restoring the Companion would be the first step toward retaking control of Elturel. Someone must journey into the depths of the Astral Sea to recover the final component, known as the Heart of Light, for the ritual that would restore the Companion. But to find the Heart requires more than just skill. Only the Trinity can lead the way. A
Living Forgotten Realms adventure set in the Astral Sea for characters of the Paragon tier (levels 11-20).
A Masked Lord needs adventurers to journey to the Gates of the Moon and recover a protective artifact. This quest is surely for the good of Waterdeep, but what will it mean for those who lose their ancient guardian? A
Living Forgotten Realms adventure set in Waterdeep and the Astral Sea for characters of the Paragon tier (levels 11-20).
Adventure Level 12 (levels 11-15)
All characters must be within three levels of each other.
Giants have been raiding the civilized lands, visiting death and destruction upon villages, towns, and farmlands. A band of adventurers has assembled to punish the marauding giants. The closest giant stronghold - and the greatest immediate threat to the safety of nearby settlements - is a great timber fortress populated by hill giants. A
Living Forgotten Realms adapted adventure for characters levels 11-15 (but recommended for levels 12-14). This adventure is found in
Issue #197 of Dungeon Magazine, part of
D&D Insider on the
Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal AL 12 table can play. At least one person at the table (either a player or the DM) must have an active subscription to
D&D Insider. We recommend that you allow at least sixteen hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds).
Steading of the Hill Giant Chief can be run as a stand-alone adventure, or as the first part of a four-part Paragon series adapted from
Dungeon issues 197-200. Characters who play all four parts (regardless of order) are eligible for a special Major Quest award.
Adventure Level 14 (levels 11-17)
All characters must be within three levels of each other.
Giants have been raiding the civilized lands, visiting death and destruction upon villages, towns, and farmlands. A band of adventurers has assembled to punish the marauding giants. Until recently, the stone giants rarely ventured far from their warrens in the craggy mountain foothills. But something has changed. A
Living Forgotten Realms adapted adventure for characters levels 11-17 (but recommended for levels 14-16). This adventure is found in
Issue #198 of Dungeon Magazine, part of
D&D Insider on the
Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 14 table can play (character levels 11-17 are eligible for AL 14). At least one person at the table (either a player or the DM) must have an active subscription to
D&D Insider. We recommend that you allow at least sixteen hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds).
Warrens of the Stone Giant Thane can be run as a stand-alone adventure, or as the second part of a four-part Paragon series adapted from
Dungeon issues 197-200.
Adventure Level 16 (levels 13-19)
All characters must be within three levels of each other.
Giants have been raiding the civilized lands, visiting death and destruction upon villages, towns, and farmlands. A band of adventurers has assembled to punish the marauding giants. Although the success of the giant alliance rests squarely on the broad shoulders of King Snurre, ruler of the fire giants, his staunchest ally is Grugnur, the frost giant jarl. Killing Grugnur would surely create disorder and unrest in their ranks. Until recently, the location of the frost giant stronghold was a well-guarded secret. However, a map has been found... A
Living Forgotten Realms adapted adventure for characters levels 13-19 (but recommended for levels 16-18). This adventure is found in
Issue #199 of Dungeon Magazine, part of
D&D Insider on the
Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 16 table can play (character levels 13-19 are eligible for AL 16). At least one person at the table (either a player or the DM) must have an active subscription to
D&D Insider. We recommend that you allow at least sixteen hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds).
Glacial Rift of the Frost Giant Jarl can be run as a stand-alone adventure, or as the third part of a four-part Paragon series adapted from
Dungeon issues 197-200.
Adventure Level 18 (levels 15-20)
All characters must be within three levels of each other.
Giants have been raiding the civilized lands, visiting death and destruction upon villages, towns, and farmlands. A band of adventurers has assembled to punish the marauding giants. King Snurre of the fire giants rules from a mighty hall in the volcanic mountains, beyond the reach of most mortal enemies. The heroes sent to dispatch him, however, are no mere mortals. A
Living Forgotten Realms adapted adventure for characters levels 15-20 (but recommended for levels 18-20). This adventure is found in
Issue #200 of Dungeon Magazine, part of
D&D Insider on the
Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 18 table can play (character levels 15-20 are eligible for AL 18). At least one person at the table (either a player or the DM) must have an active subscription to
D&D Insider. We recommend that you allow at least sixteen hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds).
Hall of the Fire Giant King can be run as a stand-alone adventure, or as the conclusion of a four-part Paragon series adapted from
Dungeon issues 197-200.
Adventure Level 20 (levels 17-20)
All characters must be within three levels of each other.
Ala’Ammar is ready to lead his army from Almraiven to liberate the oppressed slaves of Calimport and Memnon. He has invited his most trusted friends and allies to join the crusade for Calimshan`s liberation. This is a Quest adventure, which means that all characters in the party must qualify to go on the quest. To participate in this adventure, each PC at the table must have at least two story awards from the following list:
CALI10,
CALI12,
CALI20,
CALI21,
CALI23,
CALI27,
CALI28, and/or
ADCP29. A
Living Forgotten Realms two-round continuous-play adventure set in Calimshan for characters levels 17-20. It is recommended, but not required, that PCs play this adventure after all of the previous Year 4 Calimshan regional adventures, including SPEC4-4 and ADCP4-2.
Level 11-14 Adventures (P1)
Your character must be between levels eleven and fourteen at the start of these adventures.
Panicked 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&D Insider. We recommend that you allow a minimum of eight hours of playing time to complete this adventure.
In 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. A
Living Forgotten Realms adventure set in Aglarond for characters levels 11-14. This adventure is a sequel to AGLA1-3, though play of the prior adventure is not required.
It 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? A
Living Forgotten Realms adventure set in Akanûl for characters levels 11-14.
The 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. A
Living Forgotten Realms adventure set in Baldur’s Gate and the Feywild for characters levels 11-14. 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.
The 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? A
Living Forgotten Realms adventure set in Westgate for characters levels 11-14.
Darkness 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 CORE 1-2 Radiant Vessel of Thesk and CORE 1-6 Incident at the Gorge of Gauros. A
Living Forgotten Realms adventure for levels 11-14.
Netheril's influence is expanding alarmingly and the Silverstars of Selune 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. A
Living Forgotten Realms adventure set near Netheril for characters levels 11-14. The third part of the Bane of Shadows trilogy.
In 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 adventure set in Calimshan for characters levels 11-14.
An 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.
During 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... A
Living Forgotten Realms adventure set in the Sea of Fallen Stars for levels 11-14.
Heralds 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. A
Living Forgotten Realms adventure set in Cormyr for characters levels 11-14.
A 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? A
Living Forgotten Realms adventure set in Cormyr for characters levels 11-14. 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).
A 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? A
Living Forgotten Realms adventure set in the Dalelands for characters levels 11-14. -
Discuss
Something 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.
The 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 (P1) and concludes in DALE2-2 Agony (P2).
The 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. A
Living Forgotten Realms adventure set in the East Rift for characters levels 11-14.
A mad warlock prophesizes a dark fate for the East Rift. His clues lead you to a demon-controlled region of the Elemental Chaos, where sinister forces plot doom for the dwarves. A
Living Forgotten Realms adventure set in the East Rift for characters levels 11-14.
Citizens 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. A
Living Forgotten Realms adventure set in the East Rift for characters levels 11-14.
In 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? A
Living Forgotten Realms adventure set in Impiltur for characters levels 11 - 14.
Impiltur 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 quietly with a dagger in the dark. A
Living Forgotten Realms adventure set in Impiltur for characters levels 11–14. Second and final part of the Blue Fire Goblins quest started in IMPI2-1 Goblins From Below.
The 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? A
Living Forgotten Realms adventure set in Luruar for characters levels 11-14.
As 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. A
Living Forgotten Realms adventure set in The Moonshae Isles for characters levels 11-14.
Every year, coronal Ilsevele Miritar, ruler of Myth Drannor, hires a group of adventurers to clean up one of the many dangerous ruins within her forest kingdom. This year she has reached out to several groups. What could have forced the eladrin to seek outside help and abandon their cautious ways? A
Living Forgotten Realms adventure set in Myth Drannor for character levels 11 - 14.
When an ally falls to corruption, the horror you thought long buried begins to stir again and sets off a race against time that will take you from the ruins of Darkturret to the frozen wastes of Fimbrul. A
Living Forgotten Realms adventure that is the sequel to the Embers of Dawn mini-campaign set across Returned Abeir for characters levels 11-14. Playable only by characters that have completed the three tasks specified on the In Slumber Remain Player Reward Card.
The second sun above Elturel blesses the land with never-ending light. But deep beneath the streets lurk things determined to see night fall. A
Living Forgotten Realms adventure set in Elturgard for characters levels 11-14.
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 this mysterious song and determine whether it will be an adversary or an ally in the fight against the Black Lord. A
Living Forgotten Realms Special adventure set in Vaasa for characters levels 11-14.
A 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. A
Living Forgotten Realms adventure set in Tymanther for characters levels 11-14.
His 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. A
Living Forgotten Realms adventure set in Waterdeep for characters levels 11-14.
Lord 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. A
Living Forgotten Realms adventure set in Waterdeep for character levels 11-14.
In 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.
Level 14-17 Adventures (P2)
Your character must be between levels fourteen and seventeen at the start of these adventures.
All 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 of this, at least one person at the table needs to have a subscription to D&D Insider. We recommend that you allow a minimum of five hours of playing time to complete this adventure.
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. A
Living Forgotten Realms adventure set in Aglarond for characters levels 14-17. 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.
The 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.
The 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 Realms adventure set in Rashemen for characters levels 14-17. Loose sequel to CORE1-9 Ages Best Forgotten.
Even 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? A
Living Forgotten Realms adventure set in the Underdark city of Sshamath for characters levels 14-17. This adventure completes a Major Quest ("Elturgardan Gratitude"), 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.
The 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).
A 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. A
Living Forgotten Realms adventure set in the Dalelands for characters level 14-17. -
Discuss
Impiltur has been troubled by the Fraternity of Tharos since the devastation caused by the Spellplague. Today, the power of the Fraternity is considered great enough that they are believed to have penetrated all levels of life in Impiltur including the Grand Council. Adventurers may have experienced this very real threat over the last few years in Impiltur and now there is an opportunity to begin putting an end to this corruption. This continues the major quest started in IMPI1-5 How to Hunt a Demon and IMPI1-6 The Ancient Temple. A Living Forgotten Realms adventure set in Impiltur for characters levels 14 - 17.
Amongst 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. A
Living Forgotten Realms adventure set in Elturgard for characters levels 14-17.Note:
Optional and unofficial image handout is made available by the author for DMs here.
Evil cults have menaced the residents of Tymanther on several past occasions, with threats ranging from Ruinspoke to Djerad Thymar to the Black Ash Plains. New information suggests that now is the time to strike at one particular cult's leadership and put an end to its activities in the region once and for all. But those who supply such valuable secrets often have their own agendas... A Living Forgotten Realms adventure set in Tymanther for characters levels 14-17. This adventure is a loose sequel to TYMA1-3 Tools of the Trade, and a direct sequel to TYMA1-6 Troubled Roads; it wraps up storylines from both of those adventures and thus will be of interest to characters who participated in TYMA1-3 and/or TYMA1-6. However, play of either or both of the previous adventures is neither required nor assumed.
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 power, 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... A
Living Forgotten Realms Special adventure set in Vaasa for characters levels 14-17.
Level 17-20 Adventures (P3)
Your character must be between levels seventeen and twenty at the start of these adventures.
Lesser evils lead to greater. An old villain returns, desperately seeking revenge. A member of the Simbarch's Council would like nothing better than to topple the aloof mageocracy and install himself as Grand Simbarch, even if that leads to civil war in Aglarond. Yet for every scheme, there is an even more powerful master lurking behind the curtain. A
Living Forgotten Realms adventure set in Aglarond for characters levels 17-20 (P3 level band). This adventure concludes the
Something Smells in Veltalar Major Quest, which began in AGLA1-3
Worst of All Snares and continued in AGLA1-6
Twisted Roots Run Deep. Play of the previous adventures is recommended, but not required.
A 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 set in Yaulazna and seas beyond for characters level 17-20. 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.
A prophecy spawns a quest into the Elemental Chaos, to seek a dread sorceress for the answers to the origin of a shattered tablet whose fragments have started to surface. The greatest test may not be the realm of eternal winter or the wrath of Thrym the frost titan king – but the moral choice that needs to be made to find the truth. A
Living Forgotten Realms 2-round adventure set in the Elemental Chaos for characters levels 17-20. First part of the
Shattered Secrets series, which ends in CORE2-12
The Sschindylryn Heresy (levels 17-20).
A death goddess' relic lies shattered across the Realms. The drow from Sschindylryn now seek to join the fragments and uncover its secrets in defiance of the Spider Queen. But what they'll unleash is not an ally against Lolth, but a new blight on 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 complete this adventure.
The kingdom of Cormyr is cursed. Prophesy tells how the Queen of Thorns will end the reign of the Obyskar family and take the throne for her own. Do you dare stand with King Foril in an attempt to defy prophesy? This adventure concludes the major quest started in
CORM1-6 Curse of the Queen of Thorns and continued in
CORM2-3 Secret of the Queen of Thorns. A
Living Forgotten Realms adventure set in Cormyr for characters levels 17-20.
The 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 Morthak and his powerful demon allies, the goblins of Brikklext are preparing to launch a decisive blow to the fair 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.
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 the 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 your 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 powers of the Witch-King Zhengyi. A
Living Forgotten Realms Special adventure set in Vaasa for characters levels 17-20.
Epic Adventures
These Adventures are set in the Epic tierEach adventure covers a single level of gameplay
Corellon'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.
Mortal 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 order to complete this adventure.
A trail of assassination and devastation has led you across the planes to Lolth's throne. The path to the Queen of Spiders is treacherous and the souls of many brave heroes have been trapped alongside the demons, ensared in her eternal webs. Can you weave your way through the Demonweb to untangle the fate of mortals and gods alike? A three-round continuous-play
Living Forgotten Realms Epic Campaign adventure set in the Demonweb for 23rd-level characters. This adventure is a direct sequel to EPIC3-2 Cracks in the Crimson Cage and concludes Season 1 of the LFR Epic Campaign. We recommend that you allow 12-15 hours of playing time in order to complete this adventure.
Devious plots have greatly weakened the Seldarine and nearly destroyed Arvandor and the Demonweb. Can you intervene before these machinations plunge Faerun into havoc, ruin, desolation, and devastation? A three-round continuous-play
Living Forgotten Realms Epic Campaign adventure for 24th-level characters. This adventure is a direct sequel to EPIC3-3
The Tangled Skein of Destiny and marks the beginning of the second season of the LFR Epic Campaign. We recommend that you allow 12-15 hours of playing time in order to complete this adventure.
Catastrophic events have transpired during your absence, and Faerûn lies in ruins. In a world covered in darkness that even the gods have forsaken, can you provide a shred of hope to the few survivors, or will you too succumb to despair? A three-round continuous-play
Living Forgotten Realms Epic Campaign adventure for 25th-level characters. This adventure is a direct sequel to EPIC4-1
Shooting the Moon. We recommend that you allow 12-15 hours of playing time in order to complete this adventure.
Power stolen from four gods is being used in a ritual to shroud the world in darkness. You must end the sorceress and her mad schemes or the world will face an age of ruin. A three-round continuous-play
Living Forgotten Realms Epic Campaign adventure for 26th-level characters. This adventure is a direct sequel to EPIC4-2
Age of Ruin. We recommend that you allow 12-15 hours of playing time in order to complete this adventure.
When faced with a threat that even the gods fear, the powers of Faerun turn to you. Unfortunately, there is far too much to do in what little time remains. You have only split seconds to prevent the coming apocalypse. A three-round continuous-play
Living Forgotten Realms Epic Campaign adventure for 27th-level characters. We recommend that you allow 12-15 hours of playing time in order to complete this adventure.
Open Adventures
These Adventures can span multiple tiers
A 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.
The 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 threats in all of Faerun: an active plagueland.
The Paladins' Plague is a two-round continuous-play
Living Forgotten Realms Battle Interactive set in Elturgard for characters levels 1-17. This adventure is combat-intensive. Players who do not enjoy combat encounters are less likely to enjoy this adventure. All of the characters in the party must be within a single level band (1-4, 4-7, 7-10, 11-14, or 14-17). It is recommended that at least three of the characters be members of the same Adventuring Company. This adventure takes place after the events of the various SPEC2-1 adventures, but playing the adventures in order is not required. This adventure may only be run at Wizards Play Network (WPN) Public Play events. It may not be sanctioned for Private Play.
Note:
Optional "change deck" is made available here,
for DMs only.
A great race has been called in the desert of Calimshan. The genasi and humans of Memnon, Calimport and Almraiven are competing to see which one can finish first in a race through the desolate Calim Desert, and they're looking for adventuring companies to do the racing. Are you and your companions up to the challenge? A
Living Forgotten Realms adventure set in Calimshan for characters levels 1-10.
A great race has been called in the desert of Calimshan . The genasi and humans of Memnon, Calimport and Almraiven are competing in a race through Calim Desert . That race is just one match; another, much more dangerous, takes place in the Elemental Chaos. It is a match that requires truly powerful and resourceful champions. Are you and your companions up to the challenge? A
Living Forgotten Realms adventure set in Calimshan for characters levels 11-17.
Cleaning the infestation beneath the boughs of Cormanthor reveals that you have only scratched the surface of the true corruption. Demon cultists have infiltrated Myth Drannor and the ancient land needs your help to stop their nefarious plot.
This is a two-round continuous-play
Living Forgotten Realms Battle Interactive set in Myth Drannor for characters of the Heroic and Paragon tiers (levels 1-20). We expect the adventure to take about 8-10 hours of play time to complete. This adventure is combat-intensive; players who do not enjoy combat encounters are unlikely to enjoy this adventure. It is recommended, but not required, that at least three of the characters be members of the same Adventuring Company. This adventure takes place following the events of SPEC3-1 and SPEC3-2, and concludes the Roots of Corruption story that began in those two adventures, but the adventures need not be played in any particular order.
This adventure is only available from the campaign staff. To request ADCP3-1 or any other Adventuring Company adventure, please visit
the LFR Public-Play Adventure Request Form and tell us about your event. You do NOT need to order this adventure through the WPN; after you fill out the request form, a member of the campaign staff will contact you. This adventure is sanctioned for public play only; it is not available for private/home play.
The Empire of Netheril has taken over the fortress of Spellgard -- Saharelgard, as they name it now -- and are compelling its oracle, Lady Saharel, to serve their will. Their dominance is not yet assured, but with reinforcements on the way, soon the pass will be closed and Netherese control of the area will be absolute. Only a twelve-hour window of opportunity is left to liberate Saharel and prevent the Shades from achieving a major victory.
A
Living Forgotten Realms two-round continuous-play Battle Interactive set at Spellgard for characters of the Heroic and Paragon tiers (levels 1-20). You should allow 11 hours of play time to run this event (we recommend two 5-hour back-to-back slots with a 1-hour dinner break). This adventure is combat-intensive. Players who do not enjoy combat encounters are less likely to enjoy this adventure. It is recommended that at least three of the characters at the table be members of the same Adventuring Company or meta-organization.We suggest, but do not require, that you play the prequel adventure PREQ3-1
Shrouded Visions before playing this adventure. Those who have interacted with the Netherese in previous adventures (particularly NETH3-1 through NETH3-3) may also find some story connections. Characters that participated in the LFR-adapted published adventure
Scepter Tower of Spellgard (ADAP 1-2, ADAP 1-3 and ADAP 1-4) should find this adventure particularly interesting (although the plot of ADCP3-2 is completely new, many of the locations will be familiar).
This adventure is only available from the campaign staff. To request ADCP3-2 or any other Adventuring Company adventure, please visit
the LFR Public-Play Adventure Request Form and tell us about your event. You do NOT need to order this adventure through the WPN; after you fill out the request form, a member of the campaign staff will contact you. This adventure is sanctioned for public play only; it is not available for private/home play.
The city of Myth Nantar is the center of the sea elves' society. Although it once rested entirely beneath the waves of the Sea of Fallen Stars, the changes wrought by the Spellplague exposed Myth Nantar's upper levels to the air. Now the sea elves and the surface races mingle and trade freely here, protected from their enemies by ancient elven high magic. Thanks to the mythal, the citizens of Myth Nantar need not fear the threat of the Abolethic Sovereignty. Or so they believe.
A two-round continuous-play
Living Forgotten Realms Battle Interactive set in Myth Nantar for characters of the Heroic and Paragon tiers (levels 1-20, but all characters must be of the same tier and able to play at the table's chosen Adventure Level).You should allow at least 9 hours of play time to run this event (we recommend two 4-hour back-to-back slots with a 1-hour break in the middle). This adventure is combat-intensive, and the combat encounters may be more difficult than those in a typical LFR adventure. You will need good resource management, strong teamwork, and a bit of luck to succeed. We recommend that at least three of the characters at the table be members of the same Adventuring Company or meta-organization. This adventure takes place after (and is directly caused by) the events of SPEC4-1
Cerulean Dreams and SPEC4-2
The Writhing Obelisk. Play of the prior adventures is recommended, but is neither required nor assumed.The encounters in this adventure are designed to be played using the poster maps that are included with the print products The Book of Vile Darkness and Map Pack: Haunted Temples from Wizards of the Coast. We believe that you will enjoy fighting these battles even more if you use the poster maps, but they are optional.
This adventure is only available from the campaign staff. To request this or any other Adventuring Company adventure, please visit
the LFR Public-Play Adventure Request Form and tell us about your event. After you fill out the request form, a member of the campaign staff will contact you. This adventure is sanctioned for public play only; it is not available for private/home play.
The ever-shifting sands of the Calimshan desert have uncovered the ancient city of Sudolphor. The forces of Calimport, Memnon, and Almraiven converge upon the city, each striving to gain a tactical advantage in their ongoing struggle for supremacy.
A
Living Forgotten Realms two-round continuous-play Battle Interactive set in Calimshan for characters of the Heroic and Paragon tiers (levels 1-20). You should allow 9 hours of play time to run this event (we recommend two 4-hour back-to-back slots with a 1-hour break). This adventure is combat-intensive. Players who do not enjoy combat encounters are less likely to enjoy this adventure. It is recommended that at least three of the characters at the table be members of the same Adventuring Company or meta-organization.
This adventure is only available from the campaign staff. To request this or any other Adventuring Company adventure, please visit
the LFR Public-Play Adventure Request Form and tell us about your event. After you fill out the request form, a member of the campaign staff will contact you. This adventure is sanctioned for public play only; it is not available for private/home play.
- ADCP 5-1 Home’s Last Light by Gary Affeldt, Jim Auwaerter, Elizabeth Chaipraditkul, Edward Devaney, Claire Hoffman, David Krolnik, Greg Marks, Krishna Simonse, and Mickey Tan TBR
Elturgard has fallen. From the capital of Elturel the fallen Order of Torm, thoroughly corrupted by the Order of the Blue Flame and agents of Najara, has declared an alliance with Netheril. Its borders closed, rumors are rampant of mutagenic plagues changing the populace into monstrous beasts and undead that do not fear the light of day. The remnants of the exiled government have appealed to all enemies of Netheril to aid in retaking the country by starting with a direct strike at the capital itself in an effort to purify and reinvigorate a despoiled Companion. As Cormyr, Myth Drannor and other great powers rally, many see this as the first battle in the coming war with the Empire of Shadows that may result in the Desolation of the Realms.
A
Living Forgotten Realms two-round continuous-play Battle Interactive set in Elturgard for characters of the Heroic and Paragon tiers (levels 1-20, but all characters must be of the same tier and able to play at the table's chosen Adventure Level).This battle interactive will allow more opportunities to interact with other tables and some groups may find themselves temporarily shorthanded. You should allow at least 9 hours of play time to run this event (we recommend two 4-hour back-to-back slots with a 1-hour break in the middle). This adventure is combat-intensive, and the combat encounters may be more difficult than those in a typical LFR adventure. You will need good resource management, strong teamwork both at your table and among the entire interactive, as well as a bit of luck in order to succeed. We recommend that at least three of the characters at the table be members of the same Adventuring Company or meta-organization. This adventure takes place after the events of ELTU4-4, SPEC5-1 and SPEC5-2. Play of the prior adventures is recommended, but is neither required nor assumed.
This adventure is only available from the campaign staff. To request this or any other Adventuring Company adventure, please visit
the LFR Public-Play Adventure Request Form and tell us about your event. After you fill out the request form, a member of the campaign staff will contact you. This adventure is sanctioned for public play only; it is not available for private/home play.
Each of the five SPEC2-1 adventures covers a single level band. These adventures occur at various locations within the region of Elturgard, and take place shortly before the events of ADCP2-1 The Paladins' Plague. Certain key NPCs and locations appear in most or all of the SPEC2-1 adventures, but the individual SPEC2-1 adventures are not directly connected to each other (each is a standalone adventure). Players who participate in one or more of the SPEC2-1 adventures before playing ADCP2-1 might find that they understand certain events a bit more clearly, but this is not required, and we do not expect anyone to play the five SPEC2-1 adventures in any particular order. Even if you never play ADCP2-1, the SPEC2-1 adventures were designed to be logical, consistent, and complete on their own. The five SPEC2-1 adventures are treated as separate adventures for purposes of the replay rule: an individual PC may play each of the five SPEC2-1 adventures when the character is of an appropriate level.
My Realms Adventures
My Realms Adventures provide DM's the chance to create and run their own adventures in the Realms. Characters may play MYRE adventures more than once as long as the actual adventure played is different each time.
A 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 1-4.
A 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 4-7.
A 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.
A 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.
A 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.
A 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.
A 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 of the Heroic tier (levels 1-10).
A 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 of the Paragon tier (levels 11-20).A 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.
Perhaps you would like to hear a tale? I know just the one: a story of danger and heroism in the deserts of Calimshan... A
Living Forgotten Realms adventure of the DM's devising set in Calimshan for characters of the Heroic tier (levels 1-10) or the Paragon tier (levels 11-20). This packet follows the normal rules for a My Realms adventure, but it also contains specific adventure hooks, Story Awards, and Treasures to allow DMs to design and run adventures set in Calimshan for Heroic-tier or Paragon-tier PCs.
Weekend in the Realms Adventures
Only available for play on a particular weekend. All of these modules are retired.
An attack on a diplomatic mission results in the kidnapping of an eladrin Princess Eldara, and it happens on the PCs’ watch! Now they need to find both her and a stolen magic relic before war breaks out in Cormyr. The trail of the villain has more twists than a snake’s shadow, and its leads fartherthan anyone would expect. A
Living Forgotten Realms three round special adventure set in Cormyr for characters levels 1-4. This adventure is available only as a part of the Weekend in the Realms special event, October 24-26, 2008.
The PCs are asked by a minor Cormyrian noble - who is studying the Creel tribe of the nation of Narfell and who is married to one of that tribe's warriors - to seek out her husband. The warrior was sent into an area in the Giantspire Mountains, between the nations of Narfell and Damara, by the tribe's leader Argalath. The area is considered taboo by the tribe. A
Living Forgotten Realms special adventure set in Narfell for characters levels 1-4. This adventure is available only as a part of the Weekend in the Realms special event, November 6-8, 2009
Major Quests
TREACHEROUS WATERS
Trilogy
- DRAG 2-2 This Gathering Storm (H1)
- DRAG 2-3 Of Wild and Darkened Waters (H2)
- DRAG 2-4 Into the Maelstrom (H3)
INVISIBLE ROAD
- AGLA 1-5 Silver Lining (H1)
- AGLA 2-3 Sojourner's Way (H1)
CIRCLE OF STONES
- AGLA 1-5 Silver Lining (H1)
- AGLA 2-1 The Undumor Connection (H3)
- AGLA 2-2 First Strike (P2)
ARTS AND CRAFTS
- DALE 1-7 Arts (H1) and DRAG 1-7 Crafts (H1) in any order
PAIN AND SUFFERING
continues Arts and Crafts
- DRAG 2-1 Discomfort (P1)
- CORM2-2 Pain (P1)
- DALE2-2 Agony (P2)
TOME OF TWILIGHT BOUGHS
- AGLA 1-1 Lost Temple of the Fey Gods (H1)
- AGLA 1-4 Through Twilight Boughs (H2)
- AGLA 1-7 Twilight Ambitions (H3)
SOMETHING SMELLS IN VELTALAR
- AGLA 1-3 The Worst of all Snares (H3)
- AGLA 1-6 Twisted Roots Run Deep (P1)
- AGLA 2-4 Fruit of a Poisoned Tree (P3)
BANE OF SHADOWS
Trilogy
- CORE1-10 Dancing Shadows (H2)
- CORE1-12 Songs of the Heart (H3)
- CORE1-15 Where Dragons Die (P1)
FOILING THE NETHERESE
Attention: this quest is only mentioned in CORM 1-3
- CORM 1-1 Black Knight of Arabel (H1)
- CORM 1-2 Gangs of Wheloon (H2)
- CORM 1-3 Head Above Water (H3)
BYAR'S SEVEN
- DALE 1-2 Blades for Daggerdale (H2)
- DALE 1-4 The Lady in Flames (H2) and/or DALE 2-1 Forever (H2)
- DALE 1-5 Hunters’ Down (H3)
CONSPIRACY OF RAVENS
- DALE 1-1 The Prospect (H1)
- DALE 1-3 Master and Servant (H3)
- DALE 1-6 The Vesperin Initiative (P1)
STEM THE TIDE
- DALE 2-3 Swords from Plowshares (H2)
- DALE 2-4 Illsyldra (P1)
QUEST OF THE NECROMANCER
- WATE 1-3 The Woolmen’s Restless Tomb (H3)
- WATE 1-4 Mystery of Deepwater Harbor (H3)
- WATE 1-6 Out of Hatred (P1)
THE FISHERMAN
- MOON 1-3 Black Gold (H3)
- MOON 1-4 Black Blood (H3)
- MOON 1-6 Black Heart (P1)
FEY GATES OF THE SEA OF SWORDS
- BALD 1-5 Lost Refuge (H3) and MOON 1-5 Lost Love (H3) in either order
- BALD 2-1 Turning Point (P1)
RADIANCE AGAINST THAY
- CORE 1-2 The Radiant Vessel of Thesk (H1)
- CORE 1-6 Incident at the Gorge of Gauros (H3)
- CORE 1-14 What Storms May Come (P1)
- CORE 5-2 A Radiance Faded (Paragon Tier)
WHITE PETAL DEMISE
- DRAG 1-4 Falling Snow, White Petal (H2)
- DRAG 1-5 White Flower Falling (H3)
- DRAG 1-6 Night of Fallen Petals (H3)
LOST SOULS
- IMPI 1-2 Breaking Point (H2)
- IMPI 1-3 Lost Souls (H3)
AKANUL'S DARK PERIL
- AKAN 1-5 Shell Game (H3)
CONTACT WITH THE COWLED WIZARDS
- CORE 1-3 Sense of Wonder (H1)
- CORE 1-4 Crystal Clear (H2)
- CORE 1-7 Sovereign of the Mines (H3)
MISSING CHILDREN
- CORE 1-5 Touched by Darkness (H2)
- CORE 1-8 Taken (H3)
A PROMISE FULFILLED
- SPEC 1-1 Shades of the Zhentarim (H1)
- SPEC 1-2 Zhent's Ancient Shadows (H3)
THANKS OF AN UNKNOWN ENTITY
- TYMA 1-3 Tools of the Trade (H3)
THE PLAGUECHANGED THING
- CORE 1-11 Drawing a Blank (P1)
DRAIGDURROCH'S FATE
- ADAP 1-5 Menace of the Icy Spire (H1)
DEVOTION TO THE WINDRISE PORTS
- MINI 1-1 Stirring the Embers (H1)
- MINI 1-2 The Burning Scent of Perfumed Swords (H1)
- MINI 1-3 Building the Pyre (H1)
- MINI 1-4 Coaxing the Flame (H1)
- MINI 1-5 Pyrophobia (H1)
- MINI 1-6 Quench the Fire of the Raging God (H1)
RESTORING SPLENDOR
- WATE 2-1 Gilding a Noble (H3)
- WATE 2-2 Closing a Deal (P1)
- WATE 2-3 Noble Dangers(P1)
HIGH INFIDELITY
- CORE 2-3 High Infidelity (P2)
- CORE 2-10 Upon the Sea of Stars (P3)
BLUE FIRE GOBLINS
- IMPI 2-1 Goblins from Below (H3)
- IMPI 2-2 Wetwork (P1)
RISE OF DARKNESS
- TYMA 2-1 Old Enemies Arise (H1)
- TYMA 2-2 The Hand of Darkness (H2)
- TYMA 2-4 Stand Against the Darkness (H3)
QUEEN OF THORNS
- CORM 1-6 Curse of the Queen of Thorns (P1)
- CORM 2-3 Secret of the Queen of Thorns (P2)
- CORM 2-4 Fury of the Queen of Thorns (P3)
FORBIDDEN LORE
- LURU 2-3 Forgotten Crypts, Hidden Dangers (H1)
- LURU 2-4 Nedd To Know (H2)
SHATTERED SECRETS
- CORE 2-11 The Sign of Four (P3)
- CORE 2-12 The Sschindylryn Heresy (P3)
ELTURGARDAN GRATITUDE
- CORE 2-1 Killing the Messenger (P1)
- CORE 2-8 Enemy of My Enemy (P2)
TYRANNY UNDONE
Partial reward for either SPEC2-2P1 or SPEC2-2P2, and full reward for having played both
- SPEC 2-2P1 Tyranny's Bleak Depths (P1)
- SPEC 2-2P2 Tyranny's Bitter Frost (P2)
- SPEC 2-2P3 Tyranny's Perilous Bastion (P3)
ABYSSAL PLAGUE
- SPEC 2-2P3 Tyranny's Perilous Bastion (P3)
BATTLECLOAK SAGA
Heroic Tier
- CALI 3-1 Malice of Mintar
- CALI 3-2 Menace of Memnon
- CALI 3-3 Agony of Almraiven
SINISTER INTENTIONS
Heroic Tier
- ELTU 3-1 Good Intentions
- ELTU 3-3 The Way of All Flesh
- ELTU 3-5 It's in the Blood
CONTROLLING CHAOS
Heroic Tier
- ELTU 3-2 Blue Wounds
- ELTU 3-4 Blue Beast
- ELTU 3-6 True Blue
INFERNAL AMBITIONS
Heroic Tier
- WATE 4-1 Paying the Piper
- WATE 4-2 Rivals
- WATE 4-3 The Devil's Denouement
TROUBLE IN URMLASPYR (CHAPTER 1 OF DESOLATION SAGA)
Heroic Tier
- SPEC 4-5 Rising Darkness
- CORE 4-3 Running Amok
- CORE 4-4 Shadow Siege
- CORE 4-5 Skeletons in the Closet
- CORE 5-1 Churning Shadows
The CORE 4-* can be played in any order
SAND AND SHADOWS
Paragon Tier
- NETH 3-1 Secrets and Shadows
- NETH 3-2 Flirting with Disaster
- NETH 3-3 Seek and Destroy
FORESIGHT
Paragon Tier
- NETH 4-1 Containing Shadow
- NETH 4-2 The Tripartite Tower
- NETH 4-3 Purifying the Prophet
CALIMEMNON CRYSTAL
Paragon Tier
- CALI 4-1 Plain of Stone Spiders
- CALI 4-2 Dragon Above, Desert Below
- CALI 4-3 Twisted Rune
DESOLATION
Paragon Tier
- SPEC 4-6 Raging Shadows