The walled city of Wheloon holds the criminal population of Cormyr. The residents of that place are bound to it forever and cut off from the outside world. Inside, plans are made and malcontents pool their resources – and outside, forces influence the innocent to ensure that a dire plot can be realized without interference from the knights and mages that guard the realm. Now you’re here with no memory of what brought you to Wheloon, and all you can think of is finding out why!
The task seems easy enough: accompany a mysterious traveler and her equally mysterious package from Waterdeep to Neverwinter. In the Jewel of the North, tasks are seldom easy, though. News travels fast and the Red Wizards of Thay have learned of the traveler and the object she carries. Now a Necromancer readies an ambush for the adventurers and their ward, intent on stealing the item for his own sinister purpose. A prelude to the Lost Crown of Neverwinter Encounters season and connected to the release of the Neverwinter Campaign Setting.
"Far be it from me to impugn the mettle of adventurers such as yourselves, but daring the depths of Undermountain merely for fortune's sake is more absurd than kicking a sleeping dragon in the nose for sport. Even so, you've returned for another trip to the Underhalls, so be prepared. You stand to enter the Lost Level this time: Gird yourselves for diplomacy as well as destruction. You'll find the last stronghold of an extinct dwarven clan: Do be good enough to extend the greetings of the Blackstaff to Bandaerl. There's also a dark vampiress who enjoys a good hunt, and be sure to mind the beholders: They're trained to keep you from escaping. "Enjoy, and don't say Khelben didn't warn thee." TSR 9519
HSING bears foul news: SEER has been captured. While exploring the ruins of Ulcaster in search of knowledge pertaining to runes (or perhaps even how to create them), they were separated and now the pseudodragon fears the worst. Without SEER's guidance, the efforts of the assembled factions in these recent events may all be for naught.
The Cloaks of Mulmaster have taken an interest in your progress, and may be looking to sponsor adventurers for future work. You’ve been offered an interview with one of their ranking members at the Theater of the Stars, but you never know what to expect in the City of Danger. A four-hour adventure for 1st-4th level characters.
Avalanches are hardly news in Icewind Dale. The frequency to which it is occurring, however, defies logic. What is the cause of this strange phenomenon? What horrors could have unleashed such force of nature with such reckless abandon? Horror Beneath the Frost is a slasher horror adventure set in Icewind Dale, deep within the Reghed Glacier. It features yetis, mind flayers and a boneclaw! The adventure is designed to be easily dropped into: • Any homebrew campaign where avalanches occur. • Icewind Dale: Rime of the Frostmaiden campaign. • Plague of Ancients Seasonal Campaign for the Adventurers League (AL) organized play program. Inside you will find: • A slasher horror adventure optimized for five characters with an average party level (APL) of 8. • Scaling advice for three to seven 5th to 10th level characters. • A printer-friendly version of the adventure. • 4 digital maps importable to Roll20, Foundry VTT and your VTT of choice. Includes gridded, grid-less and printer friendly versions of the maps. • D&D Adventurers League compatible adventure (Dungeon Seed: This Seems Familiar | DC-POA-JL01)
Despite what some may think, those in Zhentil Keep haven't forgotten about their orc troops in Phent. In public discussion in Zhentil Keep, the leaders of the Zhentilar, the military branch of Zhentil Keep, have confidently asserted that the orcs in Thesk are completely loyal to Zhentil Keep. They maintain that the orcs are just biding their time and building up trust among the citizens, until the appointed time when the word is given. In private, these same leaders are gravely concerned. The leaders didn't get to positions of command by being idiots, and they know that the orcs are treated well and accepted in Thesk, which is a rarity for them with the humans and humanoids of Faerûn in general. The leaders know that many of the orcs would be reluctant to destroy the source of this acceptance. But what if the orcs' chief god, Gruumsh, told them to? The Zhentilar turned to the Black Network and presented the problem. The Zhents knew what to do. The Zhents have dispatched a powerful cleric, a master of persuasion and deception, to pose as an orc prophet of Gruumsh and whip the orcs into a destructive frenzy. In addition, the Zhentilar have staged raids against human caravans by what look like orc warriors so that they can start antiorc sentiment among the population of Thesk. Twin Oaks is a tiny, sleepy little thorp located just within the sheltering eaves of a great forest. Home to an extended family clan of farmers and woodcutters, the community was founded within living memory and since its creation the inhabitants have known only peace and prosperity. But just as the gentle breezes of late summer can transform rapidly into the deadly storms of autumn, dark times have come suddenly to Twin Oaks, in the person of Deskryn, a vampire who finds himself on the run from deadly enemies. Just two nights ago, as the good folk of Twin Oaks prepared for the annual harvest, Deskryn’s castle home was invaded by an intrepid band of adventurers led by a noble paladin. Although the party did not achieve its goal of slaying the vampire himself, they managed to drive him from his lair and force him to flee into the night with only the barest fraction of his former resources in tow. Unfortunately for the good folk of Twin Oaks, theirs was the community onto which the 2 vampire stumbled first, and it is here that the fiends have taken refuge. The little settlement offers the displaced vampire all that he needs: shelter from the hateful light of the sun, a selection of new servants, and a supply of fresh mortal blood. Even in his current condition, Deskryn alone is more than a match for the nhabitants of the thorp; but his best hope of survival lies not in conquest, but in secrecy. He plans to hide in Twin Oaks until he believes it safe to leave; then, he can begin plotting his revenge on the hateful paladin and her compatriots who brought him to this lowly state. As for the citizens of the thorp, they are all but helpless in the face of this powerful enemy. The vampire has already slaked his unholy thirst on one of their number, and his minions have taken hostages to ensure that the inhabitants do as they are told. All the folk of Twin Oaks hope that Deskryn will take what he wants and then leave them in peace, but few of them believe that such hopes are realistic. Until Deskryn has satisfied himself that the coast is clear, Twin Oaks—and its people—belong to him.
Seer has learned of an attempt to intimidate Gralm, an ettin, and his followers into joining Bad Fruul’s army. Hsing comes forth to communicate that she wants you to see if you can find some way to either insure Gralm remains neutral, or to encourage the creature to challenge Bad Fruul to single combat in the hopes that he might wrest control of the hill giant’s forces and turn them back from Parnast.
Riddled with veins of precious ore and gem, the Earthspur Mountains to the west have long been a valuable resource for anyone able to mine them. One such mine has gone silent and the only thing more concerning than its long overdue shipment is the fate of the members of the Soldiery sent to discover what has happened to the mine’s workers. Though the mine lay in a region of the Mountains once claimed by a clan of reclusive dwarves, the Ludwakazar clan wouldn’t be so bold as to violate their long-standing peace with Mulmaster. Or would they?
Vampires in service to Shar, the Mistress of Night, are somewhere in Vanrakdoom. You must locate them without drawing the attention of the other residents of this dangerous place. Part Two of the Undying Threat trilogy. A 4-6 Hour Adventure for Tier 3 Characters. Optimized For: APL 13
Six months ago, an adventuring group that calls itself the Company of the Shining Stone learned of an aged wizard’s tomb that lay in the rocky foothills of a prominent mountain range, and sought to plunder it. What they were not counting on was that a band of stone giants would move into the immediate area to make their lair. The giants have rebuffed the company’s attempts at getting past them and to their goal. Now is the time of the annual fair in Adurath, a small town located not far from the tomb, and thus, the giants. The giants have no interest in the town or the tomb, but are instead interested in a rare mineral found only in that region. A few of the townsfolk have seen the giants, but there has been no confrontation other than between the giants and the Company of the Shining Stone.
CORE 1-3 Threats from outside Melvaunt and within push heroes to the brink as a terrified populace counts on the bravery of a few heroes to avert total disaster. Part Three of The Chaos in Melvaunt. The characters make a choice between finding orc saboteurs (who intend to destroy the city walls), or spy on a red wizard (who can shrink or even move a portal to Mechanus), or both given time. Depending on the outcome they must battle the orcs and/or the modron in the city.
A chance encounter on the road leads to the beginning of a grand adventure. It is very much a first time adventure for new characters to dip their feet in. Can easily be adjusted to a bigger or smaller adventure. This is the first adventure in a miniseries with the following adventures being: A Mystic Circle An Urgent Rescue A Dark Veil Falls
Delbert's friend Thordyn has been wrongfully arrested and placed in quarantine inside the Lazar's Walls, where all those who have contracted King's Evil are banished to. It is your missing to infiltrate the settlement, and free Thordyn. The task will not be simple, as a crime syndicate rules the Lazar's Walls with an iron fist.
This sequel to issue #87’s ”Raiders of Galath’s Roost” takes the PCs back to the Dales region, where they must uncover a plot to destabilize the region. Zhentarim agents from Zhentil keep are disrupting trade along the Moonsea Ride, while drow from the forests are slaughtering merchants and taking their goods to sow discord between the humans of Misteldale and the elves of Cormanthor. The PCs must embark on a convoluted investigation to uncover the mystery behind the attacks. Pgs. 48-68
The coastal village of Caer Garrion has mysteriously depopulated, and the only survivior, a lone prisoner in the local jail, has gone mad. What does this village's sinister fate portend for the Moonshae Isles?
"One morn, no sunrise comes. There is only darkness, and an icy chill." Cast out from their heavenly domain, the gods of the Forgotten Realms wander the land as mortals. They seek the lost Tablets of Fate, key to their return. A band of adventurers are hired by a young apprentice to rescue her sorceress-mentor, little do they realize the size of the stakes they will soon be playing for. Caught up in a power struggle that will determine the fate of the Realms themselves, the first step is to find the only mortal who may know what's going on - the legendary sage Elminster. Shadowdale is the first of a trilogy of modules that describe the strife called by some "the Godswar," in The Forgotten Realms. TSR 9247
What links an infamous Zhentarim mercenary with a brilliant but tormented artificer? To find out, the adventurers must break the goblinoid siege of the village of Westfir. After the bizarre goblins are defeated, the Cornflower Hive must be destroyed. Ultimately, what secrets are held in the grain mill by the Westfork river? A D&D Adventurers League four-hour adventure for 1st-4th level characters.
Buried in the desert sands of Mulhorand, near the city of Mishtan, lies an ancient stone statue of a sphinx queen. After a fierce sandstorm reveals a huge tablet etched with hieroglyphs between the statue’s paws, the PCs must translate the strange writing to find the secret entrance into the Temple of the Sphinx Queen. The conclusion offers three optional endings for DMs to choose from to suit their players, including a wicked trap, a twist that leads to further adventures, or a tough climactic combat suitable for a one-shot. Included are: Five new Egyptian-themed monsters: The Sphinx Queen, Black Lion Guardian, Zombie Scarabs, Snake of Set and Desert Spirit. A new weapon, the khopesh Four new magic items: Statue of Set, Guardian Khopesh of Set, Warded Puzzle Box and Minor Concoction of Healing Two hieroglyphic puzzle player handouts and a DMs translator sheet
After the first expedition to locate an ancient tomb was prematurely ended by monsters, the Search and Locate Treasure Consortium is doubling down. Camp established, they are looking for adventurers to make their dreams come true, but the leader of the Consortium is hiding something. Will the characters be able to avoid the Man Slayer tribe that destroyed the first expedition, help Larazmu settle his internal struggles, and locate the tomb that they have been searching for without getting into Moor Trouble?