Dungeon Master running a campaign set in the Forgotten Realms faces special challenges. This chapter helps you tackle those challenges and create adventures that are fun and personally rewarding for you and your players. The chapter includes the following:
Creating Epic Fantasy
Faerûn is enormous, and the Forgotten Realms embrace a wide array of fantasy adventures. In the bustling metropolis of Calimport, characters might bargain for a wish with a powerful genie, but in the far north of Icewind Dale, adventurers from isolated fishing villages struggle to survive the bitter cold. Mariners on the Trackless Sea hunt whales and explore the floating islands of the archfey, while in the Sunrise Mountains far to the east, spellcasters from Thay and Rashemen rediscover ancient magical secrets.
The tone of such wildly various adventures can be described by one word: epic.
Character Creation
Characters in the Forgotten Realms are larger than life. A character is never just a simple adventurer; they might be the heir to a kingdom, have an Artifact for a heart, or secretly be a vampire. They might be Chosen by a deity, be tutored by the greatest wizard that ever lived, or be descended from an archfey or demigod. They might be the sole survivor of a long-lost culture, an artificial person created by an alliance of powerful wizards, or a revolutionary eager to bring down the corrupt and cruel society from which they've narrowly escaped.
Such characters might not fit in other settings. A royal heir trapped in Ravenloft is just another prisoner, and in the world of Eberron, deities don't interfere in mortal affairs. But in the Forgotten Realms, characters with illustrious histories or campaign-changing secrets are common. Keep an open mind when players suggest such characters for your campaign, and try to accommodate them. For players that create more down-to-earth or grounded characters, brainstorm ways to make their characters stand out from other adventurers. Few players will argue when you give their character an epic destiny.
Epic characters are often more powerful than other adventurers. They might carry unique magic items or an Artifact, wield mundane authority, or even command an army! It's important to spread these benefits around so that every player shares in the epic adventure. Consider each character's unique niche, and protect that niche as the campaign proceeds. For example, if one player wants their character to be heir to the throne of Sembia, the other characters shouldn't also be potential rulers of realms of their own. Instead, encourage them to pursue interests that don't overlap with those of other players.
The "x" section of this chapter offers suggestions for how to reflect a character's gradual growth from an exceptional beginning to a grand conclusion for their story.
Low-Level Challenges
Epic adventure implies adventuring at high level. But most campaigns start at low level, typically level 1 or level 3. How can you make a campaign feel epic from the start?
Start at a Higher Level
Your first option is to start at higher level. The Player's Handbook includes guidelines for creating characters of any level. A campaign of this sort can be a challenge for new players, however. Dungeons & Dragons teaches the game to players as they slowly but steadily accumulate new class features. If your group includes players new to the game, you might want to accommodate them by making low-level characters in the usual way, then use the other suggestions below.
If your players are experienced, or your group is supportive and good at guiding new players through the rules, consider creating characters at higher level. Level 5, when characters get additional attacks and spellcasters gain access to level 3 spells like Fireball, is a good place to begin your epic journey.
Use Flashback Adventures
But even epic heroes have to start somewhere, and early levels move quickly. Characters typically advance to level 2 after only a single session of play and to level 3 after another one or two sessions. You might frame these levels as a single extended flashback—an adventure that drew the characters together many years before your campaign properly begins. In this flashback adventure, the characters haven't yet grown into the powers they'll eventually command, but you can foreshadow events and antagonists that will appear later once the characters come together at higher level for a new adventure.
Connect to the Greater Story
To help make a low-level adventure feel epic, give it a clear connection to the campaign's greater story. For example, if your campaign focuses on the corruption of moonwells in the Moonshae Isles by the curse known as the Rusting (see chapter 5 ), make a moonwell prominent in the first adventure. Perhaps the characters meet an elderly druid who becomes their mentor (and who you intend the campaign villain to murder by the time the characters reach level 5). By doing this, even humble adventures feel connected to a greater whole.
Preview the Villain
Epic campaigns require epic adversaries, but high CR monsters will demoralize your players if encountered when the characters are low level. Give your powerful adversary weaker lieutenants and minions appropriate to the party's level. For example, 8 is an epic foe, but he relies on a Shadow Demon (CR 4) to be his eyes and ears, and he makes extensive use of bullywugs and various humanoid minions. Your campaign antagonist can and should appear early in your campaign so the players build a relationship with them, but this meeting should occur in a situation where violence is impossible: Venger might appear to the characters as an illusion, or speak with the characters at a diplomatic event where everyone has sworn oaths of nonviolence and given up their weapons and magic items.
High Stakes
Epic stories are distinguished by epic stakes. In Faerûn, an evil necromancer doesn't just raise a few corpses—they turn the entire population of Neverwinter into fast and hungry zombies. A Forgotten Realms villain doesn't just invent a new spell—they break the Weave and unleash the Spellplague. When an epic villain goes down, they don't just die—they crash a flying city into Myth Drannor.
Fantasy roleplaying games boast many iconic epic plots. Perhaps your campaign antagonist wants to ascend to godhood; forge or obtain an Artifact; unleash a long-imprisoned Elder Evil; cause or sustain a realm-wide curse; or invade with an army of undead, fiends, or other monsters. The player characters must destroy the Artifact, break the curse, or otherwise prevent the villain from enacting their agenda.
Stakes can be high even when characters are of relatively low level. The heroes of many of these stories aren't especially powerful or experienced. Indeed, the power imbalance between the terrifying villain and the plucky, upstart heroes is part of what makes the adventure so memorable. Remember, characters in Dungeons & Dragons are exceptional. Most villages might have a Priest, but they don't have a Cleric. The town might boast a sage who can answer questions or brew alchemical elixirs, but Wizards are rare. And the city guard might be led by a Warrior Veteran, but most of the watch are humble Guards, not Fighters. The characters in your game are more capable than almost everyone else in the Forgotten Realms.
Character Death
Epic threats and stakes can result in epic deaths. The Dungeon Master's Guide has advice on how to handle character death in your game, but epic adventures pose unique challenges.
Resist the temptation to make every encounter high difficulty. Epic adventures have high stakes, but it's important to vary the difficulty of encounters just as you would in any other adventure, lest the campaign become an unrelenting endurance test. Even in low-difficulty and medium-difficulty encounters, a character can die from a series of bad rolls. But epic heroes deserve meaningful deaths, so consider another fate if a character would die in a minor encounter.
This doesn't mean the threat of death shouldn't be present, only that death in epic stories is rare. It's not unexpected for characters to die in the final battle, especially if that battle is a series of encounters strung out over a single day, like a siege or an infiltration of the villain's lair. But epic stories often also include a character that dies halfway through the story in a heroic last stand that both saddens and inspires the other characters for the rest of the campaign. (Some players will even agree for their characters to serve this role ahead of time!)
Epic Destinies
Players can support and strengthen the epic feel of Forgotten Realms adventures by creating characters that are larger than life. As the DM, you can help give those characters a career that's truly momentous by working with each player to sketch out a story arc that plays out as the character advances in level. Perhaps the character is fated to wield an Artifact (such as the Calimemnon Crystal, detailed in 8) or become the Chosen of a deity. The character might have been subjected to horrific experimentation by mind flayers, giving them psionic powers at great cost. They might be descended from an evil god (such as Bane), inheriting terrible power that they must learn to use without succumbing to cruelty. These character-specific stories, called epic destinies, play out over the course of the campaign as the character goes on adventures.
How Epic Destinies Work
To create an epic destiny, work with a character's player to create milestones along the character's journey, setting these milestones to specific character levels. As a character advances to each milestone, their destiny manifests and the character's life changes in a dramatic way, represented by feats, supernatural gifts (detailed in 2 of the Dungeon Master's Guide), magic items, or other benefits and rewards the character acquires. You can use the tiers of play, detailed in 2 of the Player's Handbook, as a guide to when these milestones might occur. Two detailed examples of epic destinies are provided below.
An epic destiny is something the DM and player decide together. The character might reject their destiny, but the player knows what's coming and is on board. In fact, you and the player might plan that the character will try to reject their destiny! Nevertheless, an epic destiny is never set in stone, and if a player wants to change their character's destiny during the campaign, work with them to decide what that new destiny might be.
The benefits associated with a character's epic destiny usually fall within the normal rules for character advancement and guidelines for character rewards. In other words, a character with an epic destiny doesn't have more feats than a character without one, and any magic items or supernatural gifts the character acquires should fall generally within the guidelines in the Dungeon Master's Guide for characters acquiring such rewards. However, you might decide otherwise. A character with an epic destiny might be more powerful than a traditional character, gaining an additional feat or acquiring a powerful magic item at a lower level than the guidelines suggest. Don't break the rules for just one character, though; every character in the party should receive such benefits at about the same time so no one feels left behind or pushed to the sideline. That said, making epic characters a bit more powerful can make your job as DM easier, since you can pit the party against significant challenges with less risk of character death.
Example Epic Destinies
The following sections detail two example destinies: one for an heir to a throne, and another for an aspiring wizard.
Heir to the Throne
As an example of an epic destiny, consider a character who is the heir to the throne, destined to rule a realm... if they survive long enough!
At the beginning of the character's story, the character is related to the ruler, but no one expects the character to actually inherit. Older siblings are being trained for that role, giving the character opportunity to gallivant around Faerûn on adventure. To reflect the character's past, the player selects the Noble background for their character during character creation.
By level 4, however, something has changed and the character is now expected to inherit the throne. Perhaps their older siblings have been exiled, or perhaps the character's adventures have proven them a more suitable candidate for the throne. The character is subjected to an intense training regimen to make them better qualified for rulership, and the player selects the Skill Expert feat for their character.
Eventually the ruler dies or steps down, and when the character reaches level 11, the character ascends to the throne. When they do, they gain a Legendary magic item that is the symbol of royal power and authority.
But no ruler rules forever. When the character reaches level 17, the character experiences a vision of the future that convinces them someone else must rule the realm. For the good of the land, the character must step down. To represent their visions of the future, the character gains a Charm that allows them to cast the Foresight spell once, targeting themself only.
Pupil of the Archmage
This example epic destiny is aimed at Wizards tutored by or related to one of Faerûn's great archmages.
When the character begins adventuring, they're the archmage's apprentice. To reflect the specialized education and training the character has had, they choose the Sage background.
When the character reaches level 5, the archmage disappears or is presumed dead. The character must forge their own path and confront their former teacher's rivals and enemies. But they gain the archmage's spellbook, which contains many spells (including some beyond the character's current ability to cast).
But when the character reaches higher level, the archmage returns from death or is rescued. Perhaps they were never missing at all, and their absence was part of an elaborate test for their former student. Regardless, the character's adventures on other planes as part of locating their former master results in the player selecting, at level 12, a feat such as Fey Touched or Shadow Touched for their character.
Finally, when the character reaches level 17, the archmage dies and the character inherits the archmage's mystic tower, adding the Demiplane special facility to the character's 10.
Realms Lore
The first appearance of the Forgotten Realms in Dungeons & Dragons was in 1982, and in the decades since, thousands of writers, artists, editors, DMs, and players have added to Faerûn's history and cast of characters—a body of knowledge sometimes referred to as "Realms lore." This book and its companion Forgotten Realms: Heroes of Faerûn give you all you need to run a campaign in the Realms, but you might want more. This section provides advice on how to use (or not use!) more than forty years' worth of Realms lore and addresses specific challenges Realms lore might pose at the game table.
Realms Resources
Abundant resources are available describing many aspects of the Forgotten Realms. The introduction lists several adventures and other resources that explore different regions of the Realms. So if your characters visit Waterdeep, you can pick up the Waterdeep: Dragon Heist adventure to find a map of the city and details about its neighborhoods. All these products are available on DnDBeyond.com for quick reference. Even more Forgotten Realms products, from past editions of the game and past eras of the setting's history, can also be found on DMsGuild.com, along with a tremendous amount of fan-created content.
Fan-created sites such as the Forgotten Realms Wiki collect information, art, and maps covering every corner of the setting. Particularly useful are the lists of books and other references at the end the wiki articles. You can use these references to dive deeper on any topic that interests you.
Your Forgotten Realms
The most important thing to know about Realms lore is that you don't have to know it. Improvisation is the most powerful tool in the DM's toolbox. When your players visit Waterdeep, you don't need the information in Waterdeep: Dragon Heist. You can do what every DM does: make it up! Make Faerûn your own.
This principle extends to more than just improvising during a session. You can ignore or rewrite any of Faerûn's history to suit your game. Perhaps you want the Red Wizards to be evil necromancers, and you want Thay to be a horrifying realm bent on conquest and populated solely by undead. That's not how Thay is described in Forgotten Realms: Heroes of Faerûn, but that doesn't stop you from making the game you want to play.
For a more nuanced approach, you can simply deemphasize elements of the setting that don't fit your campaign. With this approach, you highlight the aspects of the setting that are important to your story, and you let the rest of Faerûn's history pass by without comment. As an example, you might feel the Spellplague and Second Sundering—cataclysmic events that reshaped Faerûn—don't suit your campaign. You can decide Faerûn has long since recovered from these events, so they don't need to affect your campaign. You're not rewriting the history of Faerûn—you're picking and choosing the elements that make you excited to be a DM in the Forgotten Realms.
Experts at the Table
Because the Forgotten Realms has such a long history and so many dedicated fans, it's possible someone at your game table knows more about Faerûn than you do. This can be challenging, but you can overcome those challenges with communication and preparation.
Talk with Realms lore experts at your table, and share your approach. If you intend to improvise your Forgotten Realms or otherwise deviate from existing lore, make that clear to your players so they know what to expect.
You can take advantage of player expertise by turning such players into a resource at the table. To return to an earlier example, if the characters arrive in Waterdeep and you don't have an inn prepared, you can ask one of the experts at your table, "What inn do you stay at, and what's unique about it?"
You can also use your own knowledge of Realms lore to plant clues in the campaign that experts will recognize. When you use characters, locations, magic items, and adversaries from Forgotten Realms history, the Realms lore experts at your table will enjoy recognizing the Easter eggs you've placed. The adventure in chapter 7 of this book, "The Lost Library of Lethchauntos," is a good example of this strategy. Lethchauntos is a very minor character in the history of the Forgotten Realms, but that just makes it all the more memorable when a player recognizes his name. At the same time, don't be afraid to play with expectations and keep the players guessing.
Cast of Thousands
Faerûn has a reputation for being home to many powerful wizards and other characters. This can be an obstacle at the table if your players encounter a problem and expect an NPC like Laeral Silverhand, the Blackstaff, or Drizzt to swoop in and take care of things. Your characters might even try to locate and recruit such characters, hoping to use them to solve the party's problems.
But it's important to keep the adventurers at the center of the story. The weight of Faerûn rests on their shoulders alone. No one else can solve their problems for them. If your players begin to ask, "Where's the Chosen of Mystra, and why isn't she helping?" here are some possible answers.
Talk to your players about this issue. Stress that the campaign is about their characters, not illustrious NPCs. While characters in Waterdeep could call on the Blackstaff for aid, this sidelines the characters and makes them minor figures in their own story. Encourage players to tackle problems themselves and not give away the dramatic spotlight.
Perhaps the characters have information no one else does, or perhaps they have a connection to the antagonist that makes the conflict personal. If the villain's plan is on a tight schedule, the characters might not have time to recruit help. Powerful archmages and rulers might not have the patience to listen to outlandish claims from a party of unknown adventurers, let alone believe them.
Heroes in the Forgotten Realms often develop rivalries and grudges with villains who return again and again. Characters might discover when they try to recruit Laeral Silverhand to their cause that she's busy dealing with Myrkul—again. And, because this sort of rivalry is well understood by famous NPCs in the setting, Laeral expects the characters to handle their villainous rival on their own, without interference from her or anyone else.
Finally, remember that time marches on. Many of the famous heroes of Faerûn are dead, retired, or missing. New heroes are needed now more than ever.
Adventures
This chapter includes many adventures set in the Forgotten Realms. These adventures follow the format of the adventure examples in the Dungeon Master's Guide. As in the Dungeon Master's Guide, these adventures are organized by level, with adventures for level 1 characters first, followed by adventures for characters of higher levels. To help you find the right adventure for your party, the adventures in this chapter are listed in alphabetical order in the 1 with their level and adventure type. The adventure types are as follows:
- Deity adventures, each involving one of the most important and widely worshiped deities of the setting.
- Faction adventures spotlighting a group such as the Harpers, Red Wizards, or the Zhentarim.
- High magic adventures detailing magic so powerful just casting the key spell is an adventure.
- Region adventures set in one of Faerûn's broad cultural regions.
Faerûn's pantheon of gods, cultural regions, unique magic, and major factions are detailed in Forgotten Realms: Heroes of Faerûn.
Each adventure includes a starting situation, a hook to get the characters involved, and key encounters (including monsters from the Monster Manual or this book). Most of the adventures include a map, but some direct you to maps found in 12 of the Dungeon Master's Guide. An adventure might include other elements, such as a random encounter table or a list of rewards.
Some of these adventures can be completed in a single session, but others might require several sessions. Adapt and change the adventures to suit your gaming table and the story you want to tell. When the characters try to do something the adventure doesn't address, improvise!
Additional Adventures
This book contains even more adventures than those in this chapter.
Chapter 7 of this book is a complete starting adventure designed for level 1 characters, called "The Lost Library of Lethchauntos." By the time your players have finished this adventure, they should be level 3.
Chapters 2–6 of this book detail particular locations in the Forgotten Realms: the Dalelands, Icewind Dale, Calimshan, the Moonshae Isles, and Baldur's Gate. Each of these chapters includes additional adventures for characters of level 3 or higher. These adventures are also listed on the Forgotten Realms Adventure table for ease of reference.
| Adventure Name | Level | Type |
|---|---|---|
| x | 10 | Deity (Bane) |
| x | 12 | High Magic |
| x | 4 | Location (Baldur's Gate; see 6) |
| x | 7 | Deity (Sune) |
| x | 3 | Location (Calimshan; see 4) |
| x | 8 | Location (Calimshan; see 4) |
| x | 7 | Location (Baldur's Gate; see 6) |
| x | 3 | Location (Icewind Dale; see 3) |
| x | 1 | Deity (Chauntea) |
| x | 5 | Location (Calimshan; see 4) |
| x | 4 | Faction (Harpers) |
| x | 6 | Location (Icewind Dale; see 3) |
| x | 9 | Faction (Cult of the Dragon) |
| x | 13 | Deity (Kelemvor) |
| x | 4 | Region (Trackless Sea) |
| x | 9 | Region (Heartlands) |
| x | 5 | Region (Anauroch) |
| x | 11 | Faction (Purple Dragon Knights) |
| x | 11 | Deity (Tempus) |
| x | 3 | Faction (Emerald Enclave) |
| x | 4 | Location (Calimshan; see 4) |
| x | 13 | Deity (Torm) |
| x | 8 | Region (Lands of Intrigue) |
| x | 7 | Region (Forgotten Lands) |
| x | 4 | Deity (Lathander) |
| x | 4 | Location (Moonshae Isles; see 5) |
| x | 8 | High Magic |
| x | 12 | High Magic |
| x | 12 | Region (Arcane Empires) |
| x | 5 | Location (The Dalelands; see 2) |
| x | 4 | Location (Icewind Dale; see 3) |
| x | 1 | Region (Sword Coast) |
| x | 3 | Location (Moonshae Isles; see 5) |
| x | 5 | Faction (Zhentarim) |
| x | 6 | Deity (Helm) |
| x | 9 | Location (Baldur's Gate; see 6) |
| x | 2 | Faction (Order of the Gauntlet) |
| x | 10 | Deity (Lolth) |
| x | 8 | High Magic |
| x | 5 | Deity (Selûne) |
| x | 7 | Location (The Dalelands; see 2) |
| x | 3 | Deity (Ilmater) |
| x | 3 | Chapter 6 (Baldur's Gate) |
| x | 3 | Location (The Dalelands; see 2) |
| x | 8 | Location (Moonshae Isles; see 5) |
| x | 8 | Faction (Red Wizards) |
| x | 2 | Deity (Shar) |
| x | 6 | Deity (Mystra) |
| x | 9 | Location (Icewind Dale; see 3) |
| x | 4 | Faction (Lords' Alliance) |
| x | 6 | Location (Moonshae Isles; see 5) |
The Curse on Humble Hill
- A Deity (Chauntea) Adventure for Level 1 Characters
Explore an alchemist's lair.
Encounters
The adventure consists of these encounters.
Investigating Humble Hill
The people of Humble Hill are wary of the party. Interacting with locals allows the characters to learn the "curse" coincides with a visit from a traveling halfling alchemist named Algar Gaunt (Small, Neutral Evil Mage Apprentice), who sold several farmers a "miraculous growth" fertilizer. The fertilizer has corrupted the water table and poisoned crops.
Finding Gaunt
Sister Liana tends the townsfolk and charges the characters with finding Gaunt. As the characters search the region, roll on the table below, rerolling duplicates. After each encounter, a character can make a DC 15 Intelligence (Investigation) check. On a successful check, they find a clue that leads them to Gaunt's lab, which is accessed by way of a stairway leading down from an apparently abandoned overgrown shed.
| 1d4 | Encounter |
|---|---|
| 1 | Two Violet Fungi and a Vine Blight digesting dead sheep |
| 2 | A snarling Death Dog, once someone's pet, now mutated by Gaunt's serum |
| 3 | A Hostile pair of scabby Toughs who ate infected food they stole from a local farmer |
| 4 | A young family trapped in their rickety home by their beloved uncle, who's been transformed by the fertilizer into a Myconid Spore Servant |
Gaunt's Lab
Use the map and features below for Gaunt's lab:
Robber Baron
- A Region (Sword Coast) Adventure for Level 1 Characters
Rescue a man from desperate bandits.
Encounters
The adventure consists of these encounters. All the bandits are human and Medium size.
Bandit Stronghold
Use the Dungeon Hideout map in Dungeon Master's Guide 9—an arch over the roadway once connected these watchtowers. The western stairway on level 1 leads to level 2's secret exit tunnel and the few rooms directly along it; ignore the rest of level 2. Bandits have lived in this hideout for weeks, and characters traveling the road spot campfire smoke from the west tower. The robbers aren't bloodthirsty—if they defeat the characters, they're content to rob them and figure out if anyone is worth ransoming.
Characters who search the area more broadly might discover a hidden entrance to the lair of the robbers. This hole in the hillside, covered with brush, is the secret exit found on level 2 of the map.
Mardon Rueh (Medium Spy) is the bandit leader. He carries keys to the locked areas on level 1. His sister, Wendi Rueh (Medium Priest Acolyte), tries to prevent anyone from dying, even hostages or the characters. The Ruehs were once aristocrats and were ruined by the Eomanes, a rival family the Ruehs accused of devil worship. Mardon intends to use money gained from banditry to hire mercenaries and take revenge. If given the chance, Mardon tells his story to the party and he might even hire the characters to be his agents. For more on the Eomanes, see the "Eomane House" section and the adventure "Blood Night" in chapter 6.
Fallen Archway
Caldwell (Medium Tough) and his pet Mastiff keep watch on the road. A total of three Bandits and one Scout lurk in the ruined guardhouses to either side, but they're bored and Indifferent, talking to each other and occasionally leaving the building to speak with Caldwell or play with the dog. Caldwell is Hostile and demands a toll of 3 GP from each passerby, but he's willing to barter. At any impasse in talks, the robbers insist on more money. If the party doesn't relent, the robbers reluctantly begin combat.
East Tower
Mardon lives in a rough office and bedroom set up in this tower. In the northeastern barrack, three Bandits rest. A room in the southeast corner built around the oiled, polished stump of an ancient oak houses Wendi Rueh, Mardon's sister. She reveres Oghma and has placed a wooden symbol of Oghma atop the stump. Battle sounds bring everyone into the fray. Journals and other documents in these rooms tell the story of the Rueh family and their vendetta with the Eomanes.
West Tower
Three Bandits and one Mastiff relax around a campfire in this tower, which is in much worse condition than the eastern one. They keep a lax watch on the stairway down, which they've covered with wooden boards. The stairway is unstable. Characters who move at no more than half their Speed on a turn use it safely. Otherwise, the stairs crumble and all creatures on the stairs fall 10 feet to level 1, alerting everyone in west level 1 (below).
East Level 1
The eastern section of the hideout houses castoff junk and three locked prison cells with one prisoner, Adon Twyrtho (Medium Warrior Infantry). Adon is eager to escape, but he admits to being treated well while he waited to be ransomed. He points out that the bandits pass through this area when they change shifts.
Central Level 1
To the east of this pillared hall, rubble chokes a stairway. To the west, a similar stair leads to an escape tunnel with a brush-covered entrance on a hillside. A locked southwestern room holds most of the bandits' loot and supplies, including the following:
- 380 CP, 630 SP, 120 GP, and 26 PP
- Six tigereye gems, worth 10 GP each
- Potion of Climbing
- Spell Scroll of See Invisibility
West Level 1
One Tough, one Scout, one Mastiff, and three Bandits rest or socialize in the barrack here. These combatants respond quickly to the sounds of fighting or a shouted alarm from the floor above.
Conclusion
If the party agrees to help Mardon and Wendi get justice on the Eomanes and regain their rightful position in Baldur's Gate, Mardon releases Adon. As long as Adon is freed, Rolf makes good on his promised payment.
The Siege of Shalespire Priory
- A Faction (Order of the Gauntlet) Adventure for Level 2 Characters
Defend a temple from bloodthirsty goblins.
Encounters
The encounters listed below outline the siege. Use the priory map below. The south and west areas of the temple are built into the adjacent hillside.
Everyone, Inside
War horns blare as raiders rush the priory grounds. Three Goblin Warriors and a Goblin Boss, all riding Wolves, attempt to ride down a dozen panicked Commoners running for the safety of the priory. Monks release messenger pigeons requesting reinforcement, a day's ride away. The raiders, a hundred strong, surround the priory.
The Siege Begins
An Ogre, wielding a battering ram and backed up by three Hobgoblin Warriors, attempts to force the main door. Meanwhile, three Bugbear Warriors hide in the courtyard to ambush anyone who attempts to escape the priory. If the party defeats both groups, the raiders fall back, building a camp. Otherwise, defenders abandon the temple, retreating into the shelter of the sanctuary and living quarters.
Reprieve
The party has a chance to take a Short Rest. The characters might bolster the faith and courage of civilians trapped in the priory, reinforce doors, make barricades, and set improvised traps for invaders. Four Potions of Healing are stored in the vault. The sanctuary is protected by a Hallow spell. It blocks Fiends from entering, and Humanoids in the sanctuary can't gain the Frightened condition. A Priest Acolyte at the priory can heal one creature.
Overnight Assault
Lac's forces make many assaults on the priory. Use the groups below in any order or combination. Each is a low-difficulty encounter; for a high-difficulty encounter, combine two groups:
- Four Goblin Warriors and a Goblin Boss
- Three Hobgoblin Warriors and a Worg
- A Bugbear Warrior and four Wolves
- Two Ogrillon Ogres
Predawn
Just before sunup, Lac sends six Hobgoblin Warriors in to soften up the characters, entering battle after these minions are defeated.
The Sun Rises
A troop of mounted Knights led by a Priest of Lathander arrives at dawn. The characters can sally forth to rout the remaining raiders.
Conclusion
Each character is awarded a gold symbol of Lathander set with a ruby and worth 100 GP. Each character's Renown Score with the Order of the Gauntlet increases by 1.
The Weeping Goddess
- A Deity (Shar) Adventure for Level 2 Characters
Discover a hidden shrine to Shar.
Encounters
The adventure consists of these encounters.
Raven Run
As characters leave for Idol Island, they are followed by a large flock of ravens, animals sacred to Shar. Eventually, the birds swoop down and initiate combat. They include three Swarms of Ravens and a fourth group infused with shadow magic (Swarm of Stirges).
Gloom Mist
Mist around Idol Island dampens nonmagical lights and cantrips so they create only Dim Light. Five sobbing Shadows ambush the characters as the group nears the shore.
Weeping Goddess
As the party approaches a rough statue fronting an old shrine, sounds of weeping emanate from it. If the group lingers, the crying ceases, and three Kenku and a Cultist Fanatic loyal to Shar, who were making the weeping noises, emerge from the shrine and order the characters to leave or die.
Entryways
This area has two entrances to the sanctum. A hole opens in the shrine's southern wall, leading to a flooded tunnel. The shrine's altar conceals a standard secret door (DC 15 to detect), leading to a dry secret passage.
Flooded Tunnel
Darkness and cloudy water fill this tunnel. Two Lacedon Ghouls have been attracted to the deathly magic here.
Sanctum
Within this sanctuary, which also serves as a barrack, an obsidian pillar glows with violet light. Irric (Medium, Neutral Evil Priest) dwells here along with three Kenku. Irric uses the pillar to draw sorrow from townsfolk to offer to Shar, hoping she'll break the curse on his kenku followers. During battle, stolen grief manifests as a weeping Shadow.
Conclusion
On Irric's defeat, Shar withdraws her power from the pillar, which returns to normal but blackened stone. The shadows and gloomy mist on Idol Island vanish, as do the unnaturally aggressive ravens. Townsfolk return to normal, and Merrygold and Valdi are grateful.
Fury Grove
- A Faction (Emerald Enclave) Adventure for Level 3 Characters
Cleanse a corrupted forest shrine.
Encounters
The adventure consists of these encounters.
Hollow Path
The path from Julkoun to Laughing Hollow runs 24 miles southeast along the Delimbiyr River. For every 4 hours the party spends traveling, roll on the table below, rerolling duplicates. Fungal growths cover blighted creatures, driving them to fury.
| 1d3 | Encounter |
|---|---|
| 1 | Two blighted Giant Boars |
| 2 | Three blighted Dire Wolves |
| 3 | One un-blighted Displacer Beast |
Wood Elves
As the characters enter Laughing Hollow, three blighted wood elves (Medium Spies) ambush them. They come to their senses when Bloodied and surrender. After pointing the group to the blighted grove, they rush to warn their community and seek a cure.
Sacred Grove
Use the map below. Mycelial fibers run through the brush and drape branches. Spores form a light fog. Fungus becomes denser closer to the center, casting the forest in misty gloom.
Myconids here are Chaotic Evil, infected with demonic ichor:
Conclusion
With the sovereign's defeat, the blight ends. A group of wood elves arrives and thanks the characters, helping them recover from the ordeal. Each character's Renown Score with the Emerald Enclave increases by 1.
The Tenebrous Stone
- A Deity (Ilmater) Adventure for Level 3 Characters
Thwart cultists devoted to Orcus.
Encounters
Use the quarry map below for this adventure. The adventure consists of these encounters.
Work Area
Just inside the quarry lurk five Zombies, two Ghouls, and a Ghast. Once laborers here, they were corrupted by the stone but continue to swing picks and drive shovels in pointless labor. They fight anyone who disturbs them.
Ambush
Sarbrindar, a Wight clad in robes decorated with Orcus's symbol, hides behind a wagon to ambush the party. He's accompanied by two Skeletons of former workers. The skeletons fight from high ground. Sarbrindar singles out one character for mockery and insults, gleefully fighting until destroyed. Brother Trasig's broken body is partially buried behind nearby crates, clutching a Periapt of Health. The cause of the transformations is concealed behind an illusory wall. If the illusion is touched, it vanishes.
Hidden Cavity
Within the hidden cavity, the cult has hidden a relic called the Tenebrous Stone. As the characters enter, each is subjected to a vision of a past failure. Roleplay through each of these scenes, inviting players to describe the failure and what their character did or didn't do in the past. A demonic figure appears in each vision, taunting the character. A character who succeeds on a DC 15 Wisdom saving throw can change the tragic outcome of their vision; a character who fails experiences the tragedy all over again.
When every vision has resolved, the characters return to their senses, and the demonic figure of their visions manifests as a Succubus. The succubus is Vulnerable to all damage from characters who succeeded on the save and changed the outcome of their vision, but characters who failed that save and experienced a tragic outcome again have the Frightened condition instead.
Conclusion
If the succubus is defeated, the Tenebrous Stone loses its power, and the quarry returns to normal over several days.
Disinterred Danger
- A Faction (Harpers) Adventure for Level 4 Characters
Recover dangerous treasures hidden by the Harpers.
Encounters
The adventure consists of these encounters.
Site Features
The site, its magic weakened but unbroken, has endured more than a century. Harpers left various clues in each area; a character who takes a Study action and succeeds on a DC 13 Intelligence (History) check recognizes a Harper clue's meaning.
Entryway
Zhents found the tomb, its door hidden in a small cave. Signs of an explosion (caused by a discharged Glyph of Warding spell) mar the cave and the broken doorway, once carved as a graceful tree. Zhentarim corpses lie scattered on the floor. A Wraith drifts out of the tomb and initiates combat.
Nethertide Leavings
Orc equipment and bones form a pile near a bronze floor plate that reads, in Common, "Along Selûne's path they did walk, leaving no stone unturned." This is a Harper clue, and a character who recognizes it knows it refers to "Moonlight Paean," a famous ballad. A character who recites the ballad causes silver light to bathe the chamber, revealing a Shield of Missile Attraction and a Sword of Vengeance lying among the bones. Other treasures and art objects here amount to a CR 4 random treasure hoard. Disturbing these items without first reciting the ballad causes bones to animate and ambush the characters (two Swarms of Crawling Claws and seven Crawling Claws).
Dragon Statue
Two pressure plates trigger this fire-casting statue (see 2 of the Dungeon Master's Guide). A wall carving of a musician playing, notes issuing from his lute while he dances around the statue, is a Harper clue. Characters who recognize it know the tune depicted: "Coggin's Reel." Playing or humming this tune disarms the trap.
Tomb
This stone coffin is locked with the Arcane Lock spell. Its lid reads, in Elvish, "To shine a light on the future." This is a Harper clue. A character who recognizes it knows the response: "Study the past." This phrase is the password for the arcane lock. Within the coffin is Demon Armor that animates and fights; use the stat block for a Cambion. If the proper phrase was spoken, the armor starts the combat Bloodied.
Conclusion
Folavani helps remove curses from cursed characters. Each character's Renown Score with the Harpers increases by 1.
The Drowning Forest
- A Region (Trackless Sea) Adventure for Level 4 Characters
Confront a coven of hags.
Encounters
The adventure consists of these encounters.
Exploring the Forest
A wooded swamp just west of Doncastle, the Drowned Forest was once 12 miles long and half as wide. It has expanded 2 miles on every side and grown more dangerous. For every 2 hours the party spends exploring the swamp, roll on the table below, rerolling duplicates.
| 1d6 | Encounter |
|---|---|
| 1 | One Troll |
| 2 | Two Goblin Bosses and one Goblin Hexer, each riding a Worg |
| 3 | A Bugbear Stalker and two Bugbear Warriors |
| 4 | Two bog Mummies |
| 5 | Three Will-o'-Wisps |
| 6 | Four swarms of midges (Swarms of Insects) and a swarm of giant midges (Swarm of Stirges) |
Creatures in encounters 1–4 on the table are loyal to the hags. They might admit to serving them and describe where the coven is located or, alternatively, take captured characters there.
One creature in each group carries a magical talisman made of foul natural materials. A talisman allows its bearer to see through magic protecting the coven's cave.
Coven Bluff
The coven lairs in a rocky cavern from which water perpetually flows, near the swamp's center. Near the cavern, webs cover dead trees. Use the map and features below:
- Outside Guardians. Two Ettercaps and three Giant Spiders keep watch.
Conclusion
With the hags defeated, the waters recede. Gwyer asks for their cauldron, from which he and his circle can make the party a real Decanter of Endless Water.
The Lost Dawn
- A Deity (Lathander) Adventure for Level 4 Characters
Bring sunlight back to a cursed village.
Encounters
Use the map below for these encounters. The interior of the grove is in Darkness. Light sources that would create Bright Light create Dim Light instead.
Entering the Grove
The entrance to the grove is guarded by three Cultist Fanatics and a Specter.
Obelisk of Night
A stone obelisk marked with runes stands in the central clearing of the grove. Mother Gloam has trapped an Empyrean Iota within the obelisk. To free it, the characters must collect three runestones from elsewhere in the grove and place them into recesses on the obelisk's surface. When all three runestones are in their places, the obelisk shatters, the empyrean bursts free, and dawn comes to the village.
If the characters haven't yet fought Mother Gloam, she confronts them when they bring the third runestone to the clearing.
Gathering Runestones
The three runestones—smooth, flat tiles shaped like the central obelisk and each carved with a single rune—are placed on withered stumps at different places along the paths surrounding the central clearing. One is in the southwest corner where the path bends sharply. The second is in the southeast corner, where the path rises along a small hillside and comes to an end. The third is on the east side, where a smaller clearing is lined with vibrant purple fungus.
While the characters explore the paths looking for the runestones, roll on the table below, rerolling duplicates.
| 1d4 | Encounter |
|---|---|
| 1 | Four Smoke Mephits taunt the party but flee if the characters try to begin combat. |
| 2 | The party attracts the attention of two Displacer Beasts that patrol the grove. |
| 3 | A Shadow Demon ambushes the party. |
| 4 | Mother Gloam discovers the party and confronts them, fleeing to the obelisk if Bloodied. |
Conclusion
If the obelisk is destroyed, Mother Gloam retreats, swearing an eternal vendetta against the characters. The iota selects one character, lands in their hand, and permanently transforms into a sentient Gem of Brightness.
Wolves of Amphail
- A Faction (Lords' Alliance) Adventure for Level 4 Characters
Solve a bestial murder.
Encounters
The adventure consists of these encounters.
Road Killers
Near Amphail, in the foothills of the Sword Mountain along the Long Road, three Perytons swoop down on the characters. The perytons hint at Malar's involvement in this mystery.
Amphail Arrival
Lord Ilzimmer greets the party and hosts them in his Stone Stallion inn. He tells the party that he doesn't want to choose sides, but the deep-rooted Oglyntyr family blames newcomers the Hemzars, who train dangerous creatures—Strem Hemzar recently slew an owlbear on Hemzar Ranch. But Riven Oglyntyr, who left decades ago to adventure, returned not long ago and could be involved. He needs an outside party to investigate.
Hemzar Ranch
When the party visits Hemzar Ranch, 7 miles west of Amphail, use the 9 in appendix B of the Dungeon Master's Guide if needed. The Hemzars, all humans, largely cooperate with the investigation and instruct their four servants and ranch hands to do the same.
| Name | Traits |
|---|---|
| Elyann | Quiet, wise herbalist; Strem's wife (Medium Commoner) |
| Kalia | Witty, driven trainer and daughter (Medium, Lawful Good Scout) |
| Strem | Flighty, loyal trainer and son (Medium Werewolf) |
| Taero | Proud, practical father and patriarch (Medium, Lawful Neutral Noble) |
| Vonda | Warm, sharp treasurer and matriarch (Medium, Neutral Good Noble) |
Strem slew a bloody owlbear a few weeks ago and has been ill ever since. The owlbear was sent by Malar, who cursed Strem to be a werewolf. He convalesces in the manor tower, and he and his family chain him up there at night, keeping the truth of his condition a secret.
The Hemzars assume Strem contracted lycanthropy from the owlbear. A character who takes a Study action and succeeds on a DC 15 Intelligence (Religion) check recalls Malar sends blood-covered beasts out into the world, and he takes umbrage when they're slain. Searching the Hemzar manor turns up an ivory idol of Malar in one of the barns, but the Hemzars don't know where it came from.
Oglyntyr Ranch
Eight miles north of Amphail, Oglyntyr Ranch shows signs of neglect. Use the 9 in appendix B of the Dungeon Master's Guide if needed. The Oglyntyr basement houses a gory Malar shrine decorated with human heads and an owlbear skull.
The Oglyntyrs, all humans, have a nasty reputation. Riven became a lycanthrope while away on adventure and has brought Malar's worship back to his family, all of whom are now cursed.
| Name | Traits |
|---|---|
| Dorn | Ruthless, sly trainer and patriarch (Medium Wereboar) |
| Jhess | Affable, wayward trainer and son (Medium, Chaotic Neutral Wererat) |
| Mirin | Calm, cruel healer and matriarch (Medium, Neutral Evil Werewolf) |
| Riven | Ambitious, greedy uncle (Medium, Chaotic Evil Weretiger) |
The family's four remaining servants are Wererats.
Sacred Hunt
When the party begins investigating the Oglyntyrs, the family pretends to cooperate and blames the Hemzars. But as the party discovers the shrine or otherwise gets close to the truth, the Oglyntyrs decide to kill the party and honor Malar by making them the object of a hunt. The family stalks the characters and harries them in the wilderness.
Use the following encounters, giving the party time to recover between each.
- Dorn alongside Mirin.
- Jhess and two servants. If Bloodied, these lycanthropes flee back to the ranch or surrender.
- Riven, one servant, and one Panther. If Bloodied, the servant flees or surrenders, but Riven makes sure the cowardly servant dies.
Conclusion
Lord Ilzimmer is displeased if the Oglyntyrs come to harm, but if confronted with the evidence, he admits the family was likely responsible. Strem Hemzar's hidden lycanthropy can prompt further adventure. Each character's Renown Score with the Lords' Alliance increases by 1.
The Eyes of At'ar
- A Region (Anauroch) Adventure for Level 5 Characters
Negotiate the return of a hostage and the dangerous magic he carries.
Encounters
The adventure consists of these encounters.
Doing Their Homework
Characters might seek to use Candlekeep's resources to learn more about their mission. Anyone wishing to enter the library must provide a work of writing the library doesn't already have. Characters researching in the library learn the gang's name refers to At'ar the Merciless, the Bedine god of the sun. Characters can acquire maps suggesting possible routes to Anauroch. An obscure scouting report describes the leader of the Eyes of At'ar as a mysterious "half-lion" spellcaster named Inixera (Lamia). The report cautions that the gang has eyes everywhere. You can find more information on Candlekeep to flesh out this part of the adventure in the Candlekeep Mysteries adventure anthology.
The Journey. The characters have a long journey ahead of them. One option is to take the Trade Way north to Daggerford, then turn east along the Delimbyr Trail until they reach the Black Road and Anauroch. Alternatively, the party might travel cross-country, skirting the Forest of Wyrms, Marsh of Chelimber, and Lonely Moor. Use the rules for travel and journey stages in 1 of the Dungeon Master's Guide.
Kozah's Whisper
Kozah's Whisper is a caravansary halfway along the Black Road, in the middle of the Great Desert. Use the 9 from appendix B of the Dungeon Master's Guide. Characters who used magic to travel to Kozah's Whisper might get there before the bandits, but its more likely the gang has already arrived.
The caravansary is managed by a human woman named Enla Massine (Medium, Chaotic Neutral Commoner) who has survived in Anauroch by not getting involved in the business of her guests. She is assisted by her wife, Nari (Medium Assassin), who serves as a bouncer and general laborer. The two are fiercely loyal to each other. Their three adult children (Medium Commoners) work as cooks, grooms, and cleaning staff. Other guests at the caravansary include the following:
- Lorna, a nosy human merchant (Medium Commoner) lingering at Kozah's Rest while her pack animals recover from a difficult journey. Lorna is a source for gossip at the caravansary, and she can sell the party any gear they might need, including a few Spell Scrolls.
- Mikkam, a halfling lieutenant in the Eyes of At'ar (Small, Chaotic Neutral Tough Boss). He leads eight Toughs.
- Nama, a wandering elf mage (Medium Bandit Deceiver) pursuing lost Netherese lore. If Nama learns about the Netherese scriptures, she might offer her services to the party in exchange for the scroll—or simply try to steal it.
- Raheel, a human tracker (Medium Scout). Raheel is looking for work. The party can hire him for 100 GP. He will spy on the Eyes of At'ar or anyone else the party directs him to, but he avoids combat.
The party has time to investigate the caravansary and guests while meeting with Mikkam to set up the exchange. Once convinced the party intends to make the deal, Mikkam sends word to Inixera, leader of the gang, at a bandit camp half a day away in the desert.
The Exchange
Inixera arrives a day after being sent for, with the bulk of the gang in tow. This includes four Bandit Captains and two dozen Bandits, and Gnasher, Inixera's pet Manticore. Sullivan is manacled and gagged, in Gnasher's care. Inixera has the Netherese texts in an elaborate scroll case, hidden in a simple sack.
When Inixera confronts the party, he changes the terms of the deal. He will release Sullivan if the party agrees to read the scroll aloud, right now, in the open yard of the caravansary. Inixera has read the scriptures and knows they summon a Phaerimm Agent. If the characters go through with this bargain, the phaerimm appears and fights them while Inixera looks on, cackling with glee. If they refuse, Inixera intends to feed Sullivan to Gnasher and keep the scrolls for himself.
Safe House Standoff
- A Faction (Zhentarim) Adventure for Level 5 Characters
Rescue a hostage from a Zhentarim stronghold.
Encounters
The adventure consists of these encounters.
Finding the House
Bribes of 100 GP spread around informers in the city get the party the location of the safe house and the name Yathla Kresh (Medium, Neutral Evil Bandit Deceiver), an aspiring human crime lord and expert illusionist, who is behind the abduction. Alternatively, a character can get this information by spending an hour interrogating petty criminals and succeeding at a DC 15 Charisma (Intimidation or Persuasion) check.
Safe House
Use the map below. Doors begin closed. See "Hallway Fights" below for additional guidance:
Hallway Fights
Any criminal in the house can shout an alarm, so characters are likely to face enemies simultaneously charging out of various rooms. At the same time, Yathla flees up the stairs towards the vault, leading characters following too closely into the trap on the upper floor. A session might involve the party splitting up, some chasing Yathla while others deal with the gang and search for Rendel. Track Initiative for everyone even as they spread out around the house.
Conclusion
If Rendel is rescued, each character's Renown Score with the Zhentarim increases by 1.
Tears Fall
- A Deity (Selûne) Adventure for Level 5 Characters
Chase falling stars for Selûne.
Encounters
The adventure consists of these encounters.
Hill Exploration
Each day the characters travel through the Forlorn Hills searching for the fallen Tears, they make DC 15 Wisdom (Perception) checks. Once they have collectively made ten successful checks, they find the fallen Tears (see "At the Crash Site" below). On each day they don't find the Tears, roll on the table below, rerolling duplicates.
| 1d6 | Encounter |
|---|---|
| 1 | One Hobgoblin Captain, eight Hobgoblin Warriors, and a Mage Apprentice looking to raid roads and settlements |
| 2 | A curious Young Copper Dragon named Eldiss, who knows where the Tears fell, guaranteeing success on the next day's Wisdom (Perception) checks to find them |
| 3 | A Giant Owl that can put the party on the right track if spoken to |
| 4 | Two Hill Giants, territorial and Hostile to intruders |
| 5 | A group working for Shar's Order of the Dark Moon who are also searching for the fallen Tears. They're led by a human priest named Alwelyn Lanta (Medium, Neutral Evil Cultist Fanatic) and a human champion named Teren Carver (Medium, Neutral Evil Gladiator). The rest of the group are human warriors (Medium, Neutral Evil Warrior Veterans). |
| 6 | A Wraith and six Specters assault the group's camp at midnight. The wraith's ghostly garb bears the symbol of Shar. |
At the Crash Site
Use the map below. Three Tear fragments, fire-polished moonstones each the size of a human fist, lie in three different craters. Zorris, a tiefling, and Halawys, a human (both Medium Werebears), received a vision to guard the fragments until worthy folk came to retrieve them. Characters must convince these guardians to relinquish the prize; the guardians are initially Indifferent, but offering them one of the Tear fragments makes them Friendly.
Shadow of the Watch
- A Deity (Helm) Adventure for Level 6 Characters
Bring peace to an embattled forest.
Encounters
The adventure consists of these encounters.
Scene of the Crime
The caravan ambush site is several miles from town, in the forest. Footprints and drag marks suggest the caravan members were taken prisoner and the supplies nabbed. The party can follow this trail to the forest camp.
Forest Ambush
Fey defenders of the forest wait along the way. The group consists of a Goblin Hexer, a Satyr Revelmaster, and three Bugbear Stalkers. They fight while shouting insults at the party for abetting the selfish destruction of the forest. When one is killed, the rest retreat to the forest camp.
Marks of Civilization
Characters traveling through the woods note excessive logging, cruel animal traps, and a dearth of local wildlife, suggesting the fey have a point.
Forest Camp
Use the map below. The camp's inhabitants and main features are listed below:
Fists or Friends
The characters might sneak or force their way into the camp, but negotiation is possible. Spirella is initially Hostile but agrees to return the supplies and free the prisoners in exchange for a binding agreement from locals that the forest will not be hunted or logged until the damage already done has healed. This could take many years.
Well of Lies
- A Deity (Mystra) Adventure for Level 6 Characters
Explore an ancient wizard tower.
Encounters
The characters reach the inverted tower in a few days. The adventure consists of these encounters.
Wild Magic
The inside of the tower is a wild magic zone. See chapter 3 of the Dungeon Master's Guide for rules on wild magic zones.
Living Menhirs
Outside the inverted tower, menhirs and rubble swirl in the air, combining into a creature that defends the entrance. Use the Air Elemental stat block but change its creature type to Construct. When the creature drops to 0 Hit Points, the last menhir animates (use the Galeb Duhr stat block).
Initiation Well
The tower once had a level for each school of magic. Only four levels remain, listed from the top to the bottom:
Conclusion
Uvdi Sarsk rewards each character with an Uncommon magic item.
Broken Mirrors
- A Deity (Sune) Adventure for Level 7 Characters
Prevent a champion of Sune from exacting cruel revenge.
Encounters
The adventure consists of these encounters.
Night Stalkers
Two Incubi servants of Beshaba stalk the group. If discovered, they call two hulking elk with sharp, bloody antlers to assist them in battle (use the Giant Boar stat block, but the elk are Fiends instead of Beasts). If the incubi pursue the party to the Passion Pools, they and their elk minions fight the party there.
Passion Pools
These caves in the forested foothills of the Sword Mountains protect geothermic pools laced with salts that color the waters various hues of red. The air is steamy and smells foul. Use the 9 in Dungeon Master's Guide appendix B, treating lava as water and placing areas where priests and visitors live and work.
Love's Warning
The Ghost of Baranys Dwyll, once an aasimar priest of Sune, manifests soon after the party enters the pools, warning the characters of the site's dangers.
Foul Waters
The ritual Reyla and Taydan are performing has befouled the pools. Any creature that enters a pool for the first time on a turn or ends its turn there must succeed on a DC 15 Constitution saving throw or have the Poisoned condition until the end of its next turn; a creature makes this save only once per turn. Those who gaze into the pools see unnerving reflections of themselves and must succeed on a DC 15 Charisma saving throw or suffer the effects of the Bane spell for 1 minute.
Bad Toad
Moro, Reyla's Quasit familiar, keeps watch within the pools and might be discovered by characters at any time. Moro claims to be an innocent awakened toad in need of protection. If allowed to accompany the party or taken along with them, Moro causes "accidental" trouble until it has an excuse to join a fight against the party. For example, Moro might make noise when the party is trying to be sneaky, or it might profess to know the way through the pools and then lead the party into an ambush. If left behind or attacked, Moro turns Invisible and harasses the group unseen.
Pool Exploration
Each time characters enter a major area, roll on the table below or choose an encounter, rerolling duplicates.
| 1d6 | Encounter |
|---|---|
| 1 | One Hezrou |
| 2 | Two Oni |
| 3 | One Tree Blight, four Needle Blights, and one Shambling Mound entangling the remains of Sune priests and worshipers |
| 4 | One Vrock and one Swarm of Dretches |
| 5 | Two Barlguras |
| 6 | Three Black Puddings of Abyssal sludge |
Polluted Pool
Using Abyssal reagents gathered from demons at the site, Reyla and Taydan are performing a vile ritual to corrupt the Passion Pools and dedicate them to Beshaba. They pause to destroy intruders. Three swarms of fiendish cockroaches (Swarms of Larvae) scuttle in the fetid room and protect the two villains. Both Reyla and Taydan are Hostile, but as an Influence action, a character can make a DC 15 Charisma (Persuasion) check to try and dissuade Taydan from his evil course, convincing him to turn on Reyla on a successful check. Reyla carries the ruby rose.
Conclusion
When the characters return to the Temple of Beauty with the ruby rose, clerics instruct them to keep it. It now functions as a Ring of Protection when worn. Each character also receives two Perfumes of Bewitching.
In for a Penny
- A Region (Forgotten Lands) Adventure for Level 7 Characters
End the schemes of the Shadowmasters of Telflamm.
Encounters
The adventure consists of these encounters.
Telflamm Is Burning
A character who hits the streets for an hour, questioning key rioters and petty criminals, can make a DC 15 Intelligence (Investigation) check. On a successful check, the character learns the location of the entrance to the Shadowmasters' secret vault, in Telflamm's sewers. Every hour spent on the streets, roll on the table below or choose an encounter, rerolling duplicates.
| 1d4 | Encounter |
|---|---|
| 1 | A dozen rioters (Commoners) mistake an innocent for a Shadowmaster informer and attempt vigilante justice. |
| 2 | A human populist agitator named Gehlen Kriska (Medium Performer Maestro), rallies the mob, blaming the city council for the crisis. If the characters defend the council or try to disperse the mob, Gehlen turns the mob's anger on the party. |
| 3 | Rioters have set a building on fire. Spectators watch helplessly as 1d4 victims cry for help from within the blaze. Use the 9 from appendix B of the Dungeon Master's Guide, scattering victims on each floor. Use the rules for an inferno in chapter 3 of the Dungeon Master's Guide to adjudicate the fire. |
| 4 | A Shadowmaster Assassin targets the characters, approaching stealthily and targeting spellcasters and other lightly armored characters first. |
Sewers
The party must pass through the sewers to reach the vault entrance. As they do, they're ambushed by an Otyugh and three Swarms of Venomous Snakes.
The Vault
Use level 2 of the 9 in appendix B of the Dungeon Master's Guide, eliminating the east staircase and eastern chambers. Two Tough Bosses and ten Toughs move the accumulated wealth of the city from southern rooms to mine carts in the northern tunnel. When interrupted by the party, they begin combat.
Mine Cart Chase
Shadowmaster Delra Vael (Medium Spy Master) tries to escape down the secret exit in a mine cart loaded with plunder. Characters can pursue in carts of their own, resulting in a chase through labyrinthine caverns, eventually ending at the harbor (see 2 of the Dungeon Master's Guide for rules on running chases). A mine cart can fit one Medium or Small creature. A creature riding in a cart has a Speed of 60 feet.
| 1d12 | Complication |
|---|---|
| 1 | Your cart approaches a steep turn. Make a DC 15 Strength or Dexterity saving throw (your choice). On a failed save, the turn counts as 15 feet of Difficult Terrain for you. |
| 2 | Your cart hurtles toward low-hanging mining equipment. Make a DC 15 Dexterity or Constitution saving throw (your choice). On a failed save, you take 2d6 Bludgeoning damage and gain the Prone condition. |
| 3 | The tracks bend and swerve into a maze. Make a DC 15 Dexterity or Intelligence saving throw (your choice). On a failed save, the maze counts as 20 feet of Difficult Terrain for you. |
| 4 | You pass through a cavern that's home to a Swarm of Stirges, waking them from slumber. The swarm uses one of its actions to attack you, and the mass of flapping, confused creatures gives you the Blinded condition until the end of your turn. |
| 5 | You speed through a cavern that's home to 1d6 Piercers. One of them uses one of its actions, targeting you. |
| 6 | A Hook Horror notices you. Make a DC 10 Wisdom or Charisma saving throw (your choice). On a failed save, the creature joins the chase with you as its quarry. |
| 7–12 | There is no complication. |
Hell Ship
- A Region (Lands of Intrigue) Adventure for Level 8 Characters
Battle undead pirates on land and sea.
Encounters
The adventure consists of these encounters.
Bloodrider
The wind dies and sulfurous fog gathers as the fire-blackened Bloodrider sails in. The ghost ship's crew boards the becalmed Wisteria. Use the 9 in Dungeon Master's Guide appendix B. Wisteria's crew (Toughs) flees belowdecks or fights against other monsters while two waves of enemies (see below) fight the characters. Humanoids listed below are instead Undead. When destroyed, the creatures turn to brimstone and ash but eventually return (see "Hell's Cove").
The pirates board in the following waves:
- Once the battle ends, Bloodrider breaks apart and sinks. The party has time to search the large quarters astern, where tattered logs and charts show Bloodrider's port, a tiny cove a day's sail away. If captured, Mazterel can give the same information.
Hell's Cove
When the characters reach the cove, Bloodrider has returned. All Undead listed in waves one and two are back on the ship. They, and Mazterel if he escaped, ambush the party in the haunted village.
The pirates' treasure is hidden behind the waterfall and includes 3,500 GP, a set of amber dice worth 250 GP, a ship in a bottle decorated with gold and gemstones worth 750 GP, Mariner's Armor (Studded Leather Armor) and a Folding Boat.
Within the captain's grotto, the chain-bound, burning heart of Bloodrider's former captain, Salton Vail, floats in the air. A Chain Devil and two Barbed Devils guard the heart. Bloodrider and its crew rise again 1 day after being destroyed unless the heart is doused in Holy Water and the Remove Curse spell is cast on it. An Identify spell cast on the heart reveals this ritual.
Conclusion
With the permanent destruction of the Bloodrider, Shireen sings the group's praises from Baldur's Gate to Athkatla. Henceforth, she will provide a ship and crew for any journey the party wants to make.
Moving Mountains
- A High Magic Adventure for Level 8 Characters
Move a volcano by using high magic.
Encounters
The characters must overcome these encounters.
Adamantine Rod
To perform the high magic ritual, the characters must find a 3-foot-long adamantine rod made of ore extracted from beneath Mount Hlim. A wicked Fire Giant dwelling inside the mountain has three such rods, each worth 1,000 GP. The characters can sneak into the giant's smithy (use the 9 in appendix B of the Dungeon Master's Guide). There, they can confront the giant or try to steal a rod.
Place the Rod
The adamantine rod must be stuck in the earth where Mount Hlim will be teleported to. Each character makes a DC 20 Wisdom (Survival) check. It takes the characters 1d6 days to find a suitable new location for the mountain, minus 1 for each character who succeeded on the check (minimum 1 day), during which rumblings and signs of an impending eruption increase.
Conduct the Ritual
At least five participants must congregate in a circle around the adamantine rod and conduct the 8-hour ritual. At the end of the ritual, each participant must expend a level 3+ spell slot or take 22 (4d10) Psychic damage.
Once the ritual is complete, the ground quakes violently as Mount Hlim emerges from the earth at its new location centered on the adamantine rod. Each creature touching the ground within 500 feet of the adamantine rod must succeed on a DC 20 Strength saving throw or have the Prone condition. At the end of the ritual, the ritual's participants are on the peak of Mount Hlim.
Survive the Volcano
Once the ritual is finished, a Dao appears beside the characters and initiates combat. This is the spirit of the mountain. When the dao is defeated, it crumbles into dust, leaving behind a Ring of Three Wishes with 1 charge remaining.
Ten minutes after the dao is defeated, Mount Hlim erupts, spewing lava and ash in a 20-mile radius for 2d4 hours. For the duration, each creature within 1 mile of the mountain's peak at the start of its turn takes 70 (20d6) Fire damage.
Summerlight Ceremony
- A High Magic Adventure for Level 8 Characters
Fight off the winter in Icewind Dale.
Encounters
The characters must complete these steps.
Obtain the Sickle
An Azer Pyromancer named Caserrium living in the caves beneath Kelvin's Cairn has crafted the burning sickle. He agrees to give it to the characters if they drive out a band of drow cultists lurking beneath the mountain. The drow include twelve Drow of Lolth and two Drow Elite Warriors of Lolth led by a Drow Priestess of Lolth; see chapter 9 for all these stat blocks. Use the 9 from appendix B in the Dungeon Master's Guide for their lair. If the characters defeat or drive off the drow, Caserrium is good to his word and gives the party the sickle.
Luminous Yew
The luminous yew is a massive, magical tree in an ominous copse in the Lonelywood. A greedy, Chaotic Evil Treant guards the tree and fights the party on sight. Once the treant is destroyed, the party can collect the bark using the sickle.
Conducting the Ceremony
Back in Targos, Povari leads the characters in a ceremony around a giant bonfire. The taxing ritual takes 24 hours, at the end of which each character must succeed on a DC 15 Wisdom saving throw or gain 1 Exhaustion level.
Just as Povari is finishing the ceremony, a Remorhaz bursts from the ground. Use the ground floor of the 9 from appendix B in the Dungeon Master's Guide. As long as the party defeats the creature, the ceremony is successful.
The Vault of Velsharoon
- A Faction (Red Wizards) Adventure for Level 8 Characters
Explore catacombs devoted to the god of liches.
Encounters
Use the map below. The vault's main features and inhabitants are as follows.
1: Entrance
A withered corpse, killed by a blast of necrotic energy from wards on the pillars, lies here. The wards are now spent, and the pillars nonmagical.
2: Hall of the Blessed Dead
The massive statue of a lich fills the center of this room. Four withered bodies are scattered about. The statue is a Haunting Revenant. It killed rival explorers and tries to kill the party as well.
3: Sarcophagi
Each sarcophagus holds a Death Knight Aspirant. If a sarcophagus is opened, the death knight begins combat.
4: Fountain of Dark Knowledge
A fountain of unholy water churns in the room's center. Narbossa, a Marid drained of color and vitality by the necromantic energy of the vault, is bound to the fountain. Narbossa longs to return to the Elemental Plane of Water. It is Indifferent to the characters, and the spell binding the marid to the fountain can be ended with the Dispel Magic spell (DC 14). If the party fails to end the binding, the marid initiates combat. A Necklace of Prayer Beads lies submerged in the fountain.
5: Library
The library holds dozens of rare and ancient books on necromancy, as well as a Tome of Clear Thought. A statue depicting Velsharoon is a Stone Golem that fights if the books are touched.
6: Puzzle Sphere
A sphere of complex, interlocking metal bands with an inky void at its core floats in this room. A character who takes a Study action to inspect the sphere and succeeds on a DC 20 Intelligence (Arcana) check deduces incantations required to make the sphere's bands align, opening a portal to Mungoth, the third layer of Gehenna, where Velsharoon's divine realm is found.
Conclusion
Varelles pays 5,000 GP for the books from the library, doubling his offer if the party brings him the Tome of Clear Thought unused. Each character's Renown Score with the Red Wizards increases by 1.
Dragon Orb
- A Faction (Cult of the Dragon) Adventure for Level 9 Characters
Retrieve an Artifact for the Cult of the Dragon.
Encounters
The adventure consists of these encounters.
Travel to the Lair
Cylrotanth's lair lies 135 miles north of Soubar. Each day, use the appropriate encounter below:
Cylrotanth's Lair
Cylrotanth welcomes the group to his lair and asks if they've met his cyclops friends (see above). He becomes Hostile if he learns the group harmed the giants, but he doesn't fight. He's willing to trade for his orb, which is a Crystal Ball worth 40,000 GP.
Cult Ambush
Assuming a fight with the dragon has weakened the group, Dain betrays the party in an attempt to take the orb for himself. He's accompanied by four Tough Bosses, and they ambush the characters outside Cylrotanth's lair. If the characters befriended the dragon, Cylrotanth helps subdue these attackers.
Conclusion
If parting on good terms, Cylrotanth considers the characters new friends. He rewards them for defeating Dain, giving them the Crystal Ball. If they traded him for it, he returns whatever they traded to him. If the party turns the orb over to the Cult of the Dragon, each character's Renown Score with the Cult of the Dragon increases by 1.
Echoes of the Shaking Plague
- A Region (Heartlands) Adventure for Level 9 Characters
Work alongside Scardale's criminal gangs.
Encounters
The adventure consists of these encounters.
Meeting of the Minds
Kestra has arranged a meeting with syndicate leaders at dusk at a tavern called The Rotting Gull.
- Boss Sneed (Medium, Neutral Evil Bandit Crime Lord) is the human leader of the Shaker Gang. He's looking for an anniversary gift for his wife, an Archpriest of Tymora. If the characters can provide a suitable gift, he will help them.
- Finchley (Small, Chaotic Evil Tough Boss) is the halfling leader of the Dancers. He respects fighting ability and challenges one of the characters to non-deadly single combat. If the character wins and doesn't kill Finchley, Finchley and his gang will help them.
- Walenna Eventide (Medium, Chaotic Neutral Pirate Captain) is the wood elf leader of the Stallions. The Sea Stallion is in need of repairs. If the characters promise to make it seaworthy again, she will help them. Repairing the ship requires 5,000 GP. Alternatively, characters can do the work in 100 days, divided by the number of characters working on the repairs.
See "x" in chapter 2 for more information on these individuals and their followers.
Finding the Source
The source of the plague is a filthy warehouse in the harbor district. It takes 3d4 days of searching to find the warehouse. Reduce this by 1d4 for every gang the party recruits; if they recruit all three gangs, they find the warehouse before sunrise. Your players might come up with novel strategies to quickly find the source of the plague.
The Warehouse
Use the map below for the warehouse, which contains Dyan's alchemy lab. Characters searching the lab are exposed to the Shaking Plague (see chapter 2). Four Revenants, victims of Dyan's alchemical testing, wander the warehouse and fight intruders. Within each of the southern labs lurks a Violet Fungus Necrohulk. When either of the necrohulks is disturbed, it begins combat, waking the other, which bursts from the room it's in.
Conclusion
Burning the warehouse to the ground eliminates the source of the plague, and the town slowly recovers. Each gang leader recruited by the party gives the characters an Uncommon magic item as thanks for saving the town.
The Ashen Faithful
- A Deity (Bane) Adventure for Level 10 Characters
Stop an execution in a gladiatorial arena.
Encounters
The adventure consists of these encounters.
At the Senate
Senator Arnulf (Medium, Lawful Neutral Noble), explains the Ashen Faithful plan to burn Councilor Marellia alive at sunset. The characters have 4 hours to prepare. Arnulf intends to stage a fake assault on the Banites surrounding the arena, drawing away defenders and creating a window for the characters to infiltrate the arena.
Infiltrate the Arena
The Ashen Faithful control the region around the arena. If the party is caught trying to infiltrate, they face a Guard Captain, three Warrior Veterans, a Priest, and a rooftop Assassin.
Disrupt the Execution
Ashen Faithful are preparing to burn Councilor Marellia and eight other prisoners (Medium Nobles), at the stake. Use the arena map below. A human, Faenzel the Exalted Flame (Medium, Lawful Evil Cultist Hierophant), exhorts followers in the stands from the northern skybox as two Gladiators prepare prisoners in the middle of the arena. Three Bearded Devils also stand guard in the arena. If the party defeats the enemies on the arena floor, Faenzel intervenes, joined by two more Gladiators from beneath the arena.
Arena Dangers
The arena floor has six spiked pits (see chapter 3 of the Dungeon Master's Guide), and the wall is studded with jagged iron spikes that prevent creatures from climbing out. Casks of lamp oil and wooden kindling are staged around the prisoners.
Escape with Councilor Marellia
Should the party flee with Marellia and other prisoners, cultists in another skybox complete a ritual summoning an Ice Devil that chases them through the city.
Conclusion
If the characters successfully rescue Councilor Marellia, she rewards them with jeweled treasures worth a total of 3,000 GP.
Silk and Suffering
- A Deity (Lolth) Adventure for Level 10 Characters
Brave the malicious cruelty of Lolth.
Encounters
The adventure consists of these encounters.
The Spider's Path
The drow are using tunnels that lead up under Neverwinter's cemetery. As the party follows this route into the Underdark, they navigate a labyrinth of caverns crisscrossed with thick webs. The priests took pains to train a Roper that hides among the webs. Packs of 2d6 + 1 Phase Spiders are also drawn to motion on the webs. Eventually, the characters reach the Fane of Fecundity; use the map below.
Chapel
This cold, beautiful room is decorated with iconography sacred to Lolth, two intricately carved statues, and luxurious tapestries. Entering the northern part of the room without praying the correct prayer of obeisance causes two Yochlols to burst from the two statues and begin combat.
Vestry
Two Drow Priestesses of Lolth meditate in this room and become Hostile if disturbed. A Cloak of Arachnida hangs in a locked armoire.
Ritual Chamber
Three Driders use this room for magic rituals, occasionally visiting the nursery and spider den.
Trapped Hall
A lurid painting of Lolth in the Demonweb Pits hangs here. Passing by the painting without offering the appropriate prayer to Lolth causes the painting to cast the Disintegrate spell (DC 15) targeting the closest creature. Open jars containing the ashes of prior victims and arranged before the painting hint at the trap.
Nursery
Webs fill this cave, and pulsing, wet egg sacs hanging to the north. Touching the webs alerts two Driders who crawl up from the ritual chamber (below) and investigate.
Birthing Chamber
This domed cavern sports a massive statue of Lolth in her spider form. Arrayed before the statue like the legs of a spider are eight nurturing cages, occupied by Neverwinter citizens kept as food for spiderlings who crawl all over them. Hashtuth, a drow Vampire and priest of Lolth, monitors the victims as the spiders feed. She is assisted by two Helmed Horrors, each adorned with eight glowing ruby eyes. The captives are still alive and can be rescued.
Spider Den
3d6 Giant Spiders lair here. They threaten the characters but flee and hide if attacked.
The Flying Fortress
- A Faction (Purple Dragon Knights) Adventure for Level 11 Characters
Intercept the Cult of the Dragon in an aerial battle.
Encounters
Most of this adventure takes place in the sky.
Flying toward Doom
The flying fortress's trail of carnage is easy to track. As the characters approach, a patrol of four cult Gladiators riding Wyverns intercepts them. One of the gladiators carries a map showing the fortress with a red heart-shaped symbol inside the central hill.
Veil of Storms
The fortress is protected by an arcane storm. When they approach the fortress, characters and mounts make a DC 15 Dexterity saving throw, taking 22 (4d10) Bludgeoning damage and 21 (6d6) Lightning damage on a failed save or half as much damage on a successful one.
Fight in the Air
Use the Flying Fortress map below. Four Young Black Dragons protect the fortress by air. The fortress includes the following features:
The Heart
Characters passing through the caves enter a vast, dark cavern housing the magical beating heart of the fortress. The heart (AC 13, HP 5) is protected by a Shadow Dragon named Gloamstalker. If the heart is destroyed, the castle plummets from the sky, crashing in 1 minute.
Conclusion
When the archmage is defeated or the heart destroyed, the surviving cultists flee. The queen gives the characters land and noble titles in a grand ceremony. Each character's Renown Score with the Purple Dragon Knights increases by 1.
The Foehammer Horn
- A Deity (Tempus) Adventure for Level 11 Characters
Recover a relic sacred to the storm god.
Encounters
Use the 9 in appendix B of the Dungeon Master's Guide. On level 1, remove the leftmost stairway leading down. Level 2 consists only of the rightmost stairs, the chamber directly north of these stairs, and the connecting corridor.
Battle Circle
Standing stones encircling the barrow bear pictograms of battle and of Tempus. Within the circle sprawl the corpses of slain warriors. Various survivors, devotees of Tempus, have just discovered the secret entrance to the tomb. All these individuals are Chaotic Neutral and Medium. They include Ysold, a human (Warrior Commander); Hisnix, a dwarf (Berserker Commander); and Elegnos, an elf knight (use the Githyanki Knight stat block, but change the creature type to Humanoid). They are allied and fight interlopers. If not dealt with here, these foes eventually follow the party into the tomb. Ysold has already found the secret door among the stones, and it lies open.
Doors
Complex locks (1 minute to pick) of Superior quality (DC 20) seal all doors in the tomb. Forcing open a door requires a successful DC 20 Strength (Athletics) check as an action.
Side Entrance
Long ago, tomb raiders carved two holes in the barrow's western side. The raiders' remains can still be seen. They were slain by two Stone Golems that resemble Tempus and guard this entrance.
Trooper Hall
The walls of the chamber surrounded by seven tombs depict assembled troops, each soldier with a unique face. The Glyph of Warding spell has been cast on the south and west entrances to this chamber. A rune is triggered if a creature moves through that entrance. Both glyphs use the Explosive Rune option, one dealing Lightning damage and the other Thunder. After a rune is triggered, seven Helmed Horrors plastered into the walls burst free and ambush intruders.
Clangor Halls
Wall carvings depict the fury of war in the two eastern chambers and stairs down to level 2. When trespassers enter, a war horn sounds, red light illuminates the area, sounds of warfare erupt, and thirteen guardian spirits manifest from burial niches. Four of these spirits have the stat block of a Gladiator, and nine have the stat block of a Berserker, but all are Celestials instead of Humanoids.
When the spirits begin combat, each character must succeed on a DC 15 Wisdom saving throw or enter a battle fury. Characters in a battle fury have Advantage on attack rolls using Strength, but attack rolls against them have Advantage, and the character can't take the Disengage or Dodge actions. At the end of their turn, characters in a battle fury repeat the saving throw, ending the fury on a success. When the last spirit is defeated, any battle fury affecting a character ends.
Pillared Hall
Double doors seal this hall on the east and west. Within, wall carvings portray warriors in celebration. A simple altar to Tempus occupies a long southern niche, while narrower alcoves hold old crates and barrels of military rations long turned to dust. A character who prays to Tempus at the altar can use it to cast Heroes' Feast without spell components. Once used in this way, the altar becomes nonmagical.
Foehammer Hall
Stairs descend to a single hall with two supporting columns. Niches line the walls, which depict Tempus battling various foes. Shelves in the niches hold broken implements of war. When all the characters have entered, a horn sounds, the northern wall cracks, and an avatar of Tempus charges from it. Use the Questing Knight stat block for the avatar, changing creature type to Celestial and any Radiant damage to Fire damage. When the avatar drops to 0 Hit Points, it rises again as a Berserker Commander (change its creature type to Celestial) with all its Hit Points and continues to fight. If defeated again, it is destroyed.
Conclusion
With the avatar's defeat, the crack in the northern wall crumbles, revealing the Foehammer Horn: a bronze Horn of Valhalla.
The Blight on Soubar
- A High Magic Adventure for Level 12 Characters
End an outbreak of deadly plague.
Encounters
Characters must resolve these encounters.
Collect Night Holly
To perform the cleansing rites, Stormshade needs the consecrated ashes of a branch of night holly. Night holly grows in a thicket in the Fields of the Dead; it resembles mundane holly, but under bright moonlight, its leaves glitter like stars in the night sky. Eight Vampire Spawn roam the thicket and prey on the party.
Unfortunately, on the night the characters arrive at the thicket, the moon is obscured by clouds. The Moonbeam and Fount of Moonlight spells can be used to bring moonlight to the overcast thicket. Otherwise, a character can identify night holly by taking a Study action and succeeding on a DC 15 Intelligence (Nature) check.
Burn the Holly in Sacred Fire
Once cut, the night holly must be burned in a sacred brazier at a nearby abandoned temple before dawn. The holly takes 1 hour to burn into white ash, but an Adult Black Dragon now lairs in the temple. Use the 9 from appendix B in the Dungeon Master's Guide for the temple; the brazier is on level 3.
Perform the Rites
To complete the cleansing rites, the holly ashes must be sprinkled in a well in Soubar. Use the 9 from appendix B of the Dungeon Master's Guide.
As soon as the ashes are dispersed, at least three creatures must recite magical words in Druidic around the well for 1 minute; this requires the creatures to maintain Concentration for the duration. Stormshade and four villagers (Commoners) join the characters in reciting the words.
When the ritual begins, six Vrocks emerge from the well and begin combat. As long as at least three participants maintain Concentration for the ritual's full duration, the ritual is a success and the Sewer Plague is stopped.
Mystery of Myth Rodarnum
- A High Magic Adventure for Level 12 Characters
Repair an ancient mythal.
Encounters
Characters must resolve these encounters.
Commune with the Mythal
A creature can commune with the circle of power as a Magic action. The creature must succeed on a DC 15 Wisdom saving throw or take 16 (3d10) Psychic damage.
Face the Ghouls
When communed with, the circle of power thrums loudly, attracting three Dire Worgs who immediately fight the characters.
Solve the Mythal's Riddle
A creature that communes with the mythal hears the following riddle in a whispered voice:
Offer Magic Items
When four suitable Uncommon or rarer magic items are placed in the circle of power, the circle glows dimly. What items meet the riddle's criteria, exactly, is up to you. For example, these items could work: a Trident of Fish Command, a Decanter of Endless Water, a Bag of Holding, and a suit of Adamantine Armor.
Illuminate the Circle
"Let light shine on the ring" hints that the circle of power must be exposed to sunlight, such as that from the Daylight spell.
Find Cover
Once the riddle has been solved, the thrumming reaches a deafening volume. After 1 minute, a 50-foot-wide, 500-foot-high Cylinder of light erupts from the circle of power. Each creature in the Cylinder makes a DC 15 Dexterity saving throw, taking 35 (10d6) Radiant damage on a failed save or half as much damage on a successful one.
The Mythal
The effects of the reawakened mythal are up to you to determine.
A Restless Eternity
- A Region (Arcane Empires) Adventure for Level 12 Characters
Learn the secrets of Rashemen's High Country.
Encounters
Use the map below as the characters travel through the High Country to the various monoliths. In addition to the encounters detailed below, you can select hexes on the map for other encounters of your own design. As the characters travel through these hexes, they'll discover the encounters you created.
High Country Encounters
Every day of travel, roll once on the table below or select an encounter, rerolling duplicates.
| 1d8 | Encounter |
|---|---|
| 1 | Kissethkashaan is on the hunt. See "Kissethkashaan's Lair" below. |
| 2 | A band of 2d4 Kobold Warriors led by a white Half-Dragon spots the party. The group questions the characters, then retreats to warn Kissethkashaan. |
| 3 | A pack of four Winter Wolves led by a Dire Worg notice the party and follow, ambushing the characters when they are vulnerable. |
| 4 | Eight Wraiths, shades of dead Tuigan raiders, haunt the party by night. |
| 5 | A Hobgoblin Warlord leads a small army of 100 Hobgoblin Warriors through the High Country toward Thay, where they are to be employed as mercenaries. The warlord asks the party for news and doesn't initiate violence. If the characters fight, use the rules for mobs in 2 of the Dungeon Master's Guide, dividing the hobgoblins into a number of mobs equal to the number of characters. |
| 6 | Two Frost Giants seek to capture Kissethkashaan. If the party agrees to help, the giants share the dragon's hoard. |
| 7 | Storms blow in from the west. Heavy precipitation and strong winds (see 2 of the Dungeon Master's Guide ) last 1d4 days. |
| 8 | The party crosses paths with the Cyric cultists. See "Cyric Cultists" below. |
Kissethkashaan's Lair
Kissethkashaan (Adult White Dragon) lives atop a tall mountain peak shrouded in perpetual snow. He is attended by four white Half-Dragons and seeks to avoid conflict but defends his lair if necessary.
Cyric Cultists
The cultists move from one monolith to the next, damaging each to release Fiends trapped within. A Cultist Hierophant leads two Fiend Cultists and eight Gnoll Fangs of Yeenoghu. They fight anyone who threatens their mission.
Monoliths
When the party reaches their first monolith, they find it destroyed and four Vrocks dancing amid the rubble. At the second monolith, a cult Mage and her two Assassin bodyguards survey the stone for the cult, but it isn't yet damaged. If the party hasn't encountered the Cyric Cultists previously, they find the cultists at the third monolith performing a ritual around the stone while the gnolls keep guard. The ritual takes 10 minutes to complete. If the cultists aren't interrupted, the monolith shatters and a Goristro bursts forth.
Dread March of the Bone Titan
- A Deity (Kelemvor) Adventure for Level 13 Characters
Sabotage a colossal necromantic superweapon.
Encounters
The adventure consists of these encounters.
March of Desolation
Characters approaching the Bone Titan see ruined villages, dead forests, and cursed land empty of living creatures.
Climb the Colossus
Use the Bone Titan map below for this and subsequent encounters. The party must find a way into the Bone Titan. The interior is warded against teleportation, but entry points at the hips or arms can be reached by flight or by climbing. Eight Vampire Spawn crawl around the titan's exterior, defending it from intruders. The necromantic magic of the Bone Titan protects the vampires, preventing them from being affected by sunlight.
Hips
Six Flesh Golems guard barrels of combustible necrotic fuel stored in the hips. Each barrel has AC 15, HP 25, and Vulnerability to Fire damage. Destroying all the barrels halts the Bone Titan after 1d10 minutes but doesn't destroy it.
Torso
Six rope-and-pulley systems of muscle, tendon, and bone (each AC 11, HP 27) supply power to the titan. Destroying them leaves the titan unable to walk or lift its arms. The torso is defended by three Death Knight Aspirants.
Arms
The titan's arms boast cannons firing warheads of necrotic energy. Each cannon is operated by five Death Cultists. Characters who have proficiency in the Arcana or Religion skill can detonate a warhead. Detonating one warhead causes a chain reaction with other warheads, obliterating the arm the warhead is housed in; creatures in the arm when the warhead explodes makes a DC 15 Dexterity saving throw, taking 12d6 Fire damage on a failed save or half as much damage on a successful one.
Head
Kryzzik steers the Bone Titan from a throne in the head. If the characters stop the titan's progress, he flees.
Conclusion
Once the Bone Titan's march is stopped and Kryzzik abandons it, its necromantic aura fades and nature takes over. Within months, the skeletal frame of the titan becomes home to birds and other animals, and locals plunder it for building stone.
Heart of Fire
- A Deity (Torm) Adventure for Level 13 Characters
Recover a sword from a dragon's lair.
Encounters
The adventure consists of these encounters.
Saffron Slayers
The people of Ormpur know the location of Khran's lair, east across the Shaar in the Dun Hills. But the dragon has countless well-paid eyes and ears in the city, so the party's fame and purpose quickly spread. Elite forces of a gang in Khran's employ—a Bandit Crime Lord, a Spy Master, and two Assassins—ambush the characters and urge them to leave Ormpur for good.
Burning Shaar
More of Khran's allies hear of the party and their quest, pursuing them into the Shaar and then the Dun Hills as the characters approach the lair. The elf Naedrin (Medium Cultist Hierophant) flies in on the back of Aphusso, a Young Red Dragon. Naedrin talks first, using his magic to turn would-be dragonslayers from their path. Failing that, Naedrin calls forth two Fire Elementals and initiates combat. If the battle takes place in the Shaar, an inferno (see chapter 3 of the Dungeon Master's Guide) results.
Ash Lands
Khran greets the party from a hilltop the party must pass. If battle ensues, she leaves as soon as she can, with a parting invitation to join her later for a fine meal.
Khrangyrdis's Lair
Use the 9 in appendix B of the Dungeon Master's Guide. This structure is an old temple to Tiamat, destroyed during the Spellplague. Khran prefers level 3, but she doesn't want her servants slain and fights intruders when she becomes aware of them. Khran's lair is further detailed below:
Conclusion
Tormtars celebrate characters who return Chalsembyr's Heart to the House of the Hand. Priests offer the sword to a character who serves Torm and is willing to search for the lost realm of Chalsembyr, which Torm ruled as a mortal.