A City on the Brink of War Missing for decades, the Crown of Neverwinter, symbol of the former ruling family, has emerged at last. Yet not all are pleased with the crown's reappearance. Beset by rebels and plaguechanged, Lord Dagult Neverember must hire a group of adventurers to track down the so-called Lost Heir and discover his intentions for the city. The stakes are no less than the lives of the citizens of Neverwinter, for if the heroes fail, Neverwinter seems doomed to descend into civil war.
A half-marilith, half-medusa druidess lich known as the Hate Blossom lairs in this dungeon, having been run out of mortal society and shunned by demonkind. She possesses the petrified-yet-still-living body of Melenkir, the first human arch-mage and the single creature to remember a ritual that may save the realm from an extraplanar threat. Only slaying Hate Blossom or convincing her to lift the curse will revive Melenkir. Published by Defy Danger and Save Verses Death
Kavalar Coppernight, a dwarf prospector, led a couple of dozen volunteers in a quest for rich veins of ore. Several months ago, they began underground mining operations, as well as a surface excavation for a small keep. Hearing of this development, the mayor of the nearest town sent two veteran militia members to investigate. They should have returned two days ago, and the mayor is growing anxious. The PCs are asked by the mayor to find out what happened to the two militia members. Pgs. 12-17
Days ago, a portal to the Elemental Chaos appeared near the PCs’ home city. Since then, it has grown into an enormous sinkhole that periodically belches fire and brimstone. The rip in reality threatens to overwhelm settlements and a nearby river unless someone ventures through and closes it from the other side. Pgs. 102-107
Darkness looms near Winterhaven! Kobold brigands have grown ever bolder in their attacks, marauding the once peaceful town, and a known explorer has been missing ever since their departure to the excavation site of a dragon burial site. When the party investigates, they will discover that the kobold's leader, Irontooth, bears a tattoo of a ram-headed demon. This is a troubling portent, for the townsfolk will report that this can only mean the dread god Orcus, master of death, has an active cult in that ruined keep! It is up to the party to enter the Keep on the Shadowfell and put a stop to the cult's fell machinations before it threatens all the realm. There they will fight the evil priest Kalarel, Scion of Orcus and seal off the vile portal to the dark realms he is master of. Should the heroes seize victory, glory and treasure are sure to be theirs. But first they must endure the challenges of that dreaded KEEP ON THE SHADOWFELL!
The desolate, uneven country known to locals as Battlefield Downs is strewn with the scattered remains of the ancient dead. During the last terrible years of the old empire, a series of grinding military engagements played out across the rolling fields of Battlefield Downs. In one battle that was part of a wider, disastrous campaign that contributed heavily to Nerath's downfall, the Empire of Nerath's legions clashed here against ravaging gnoll packs. It is now a haunted place, where only the bravest dare to tread. Pgs. 72-79
An agent of the King’s Dark Lanterns has stolen a cache of gold from the Brelish exchequer. Hunt him down, retrieve the gold, and thwart whatever else the rogue agent is plotting. Pgs. 28-65
Numerous towns sit in the shadow of Rak’Sarn, a mountain of flames and death. Each day near sunset, the volcano lets loose a blast of molten rock and ash, and the ancient red dragon Dal’Sarnquin swoops down the mountainside. By the time dawn breaks, another settlement has been burned to the ground. The PCs must track the dragon to his lair and defeat him before more towns are destroyed. Pgs. 196-191
The characters arrive in Fallcrest just as a blizzard starts from the gloomy black clouds. the villagers gather to discuss how to survive the untimely and unusual blizzard. Suddenly between the roar of the wind and thunder, a ship descends filled with undead with one message: Return the ice scepter!. Afterwards, the characters must decide, find and return this relic to the Winter King, or bluff and plan to dethrone him. As they reach the tops of the mountains, possibly injured, the whole of the Winter King's inner domain stands before them. If they fail, winter will claim the Nentir Vale forever. Group of 4-6 players.
A proud paladin’s quest for glory against marauding orcs ends in tragic failure with his disappearance and presumed death. Worse still, an artifact of his faith entrusted to him has gone missing. Can the adventurers reclaim the artifact and force an end to the hostilities, or will the brightest beacon of good in the Western Heartlands be extinguished? Pgs. 28-43
In what became known as the Age of Madness, an astral lich calling himself the Crimson Hand descended from the sea of stars, setting his fell gaze upon Gaea. Her red moon he made both his temple and his phylactery, and from there he sought to enslave those who would be ruled and devour those who would not. The Ancients of the four corners of Gaea united their knowledge against this threat, constructing a colossal golem, and inscribing the four POWER WORDS upon four scrolls. These scrolls they fed to the colossus, who ascended to the crimson moon in an instant. The sages of the realm watched as the flashes of battle signaled in the night sky, ending as the crimson moon itself split in half. The lich and the colossus were destroyed, and the Age of Madness was ended. Millennia have passed, and now a new threat rises from the netherworld. The four POWER WORDS have been forgotten, lost among the shattered remnants of the moon. The sages have once again united what remains of their power, this time to teleport a paltry handful of crusaders to retrieve the lost scrolls before the world is doomed.
New to Loudwater, the heroes learn of a tower locked in ice in the nearby wilderness. Traveling there, they discover that the tower’s master left many surprises behind for the unwary. Also available with e 5e solo conversion: https://www.dmsguild.com/product/247505/DD-Solo-Adventure-Menace-of-the-Icy-Spire-5e-Solo-Conversion Pgs. 4-22
Centuries ago, the four deities worshipped by mortals – Kishar, Kotaresh, Lyth, and Asar-Segt – threatened to drown the world in a flood of saltwater to punish the living for their impiety. The oracles and witches of the realm struck a desperate bargain with the gods, however, and convinced them to spare the world. In exchange, the mortal kingdoms were bound to demonstrate their faith once every generation by sending their most courageous and adroit warriors to the Crucible, a ziggurat in the lowest valley of the land. Every quarter-century, on the first full moon of summer, an eclipse darkens the night and the sealed ziggurat opens. Many traps, tricks, and guardians lie within the Crucible to test those who enter. Few who heed the challenge of the gods survive – most find only quick death. If the races of the world are deserving of the gods’ affection, their champions will overcome the trials of the Crucible and light the Divine Brazier hidden in its uppermost chamber. If they are not, the flickering candle of civilization will be snuffed. Little of value will have been lost. Published by Defy Danger and Save Versus Death
A nest of vampires has claimed a dark forest and the surrounding human towns as its domain. Some of the local residents revere the vampires and serve as daylight guardians and spies. However, most of the townsfolk live in a state of dread. Those townsfolk have finally scavenged enough valuables to hire a band of adventurers to destroy the nest. Pgs. 66-71
Centuries ago, a green dragon terrorized the civilized lands near its lair. As the beast grew in power, countless cult followers gathered. With the help of its worshipers, the dragon transformed into a runescribed dracolich. The dragon and its cult grew larger and more powerful over the centuries. This, of course, led to war with the surrounding nations. After terrible battles and much loss, the cultists were slaughtered and the dragon destroyed, but its phylactery could not be found. The beast reformed, gathered cultists anew, and again was defeated. The phylactery still could not be found. This time, the powers of civilization decided not to destroy the beast, but to trap it, locking it away and setting various guards. Recently, a divination ritual performed by someone the PCs respect revealed that great peril will arise if a creature lairing in Mount Sorrowspire (the dracolich) is not destroyed. Pgs. 180-185
From The Magazine: "Every summer, Duke Hightower holds a competition quite different from the traditional jousting and archery tournaments held by similar lords of his station. The rules of his tournament change from year to year, and, to oversee the games, the duke has appointed two wizard brothers who help choose the setting and create the rules and challenges of the competition. This year the competition is called the “Owlbear Run,” an overland race that requires each participating team to escort a live owlbear from the town of Telvorn to the town of Milvorn. The teams will face a variety of challenges; some are devised by the wizards, others by the competing teams or their sponsors, and some occur entirely at random. All of these tests are in addition to the challenges inherent in motivating a temperamental owlbear. Fortune and fame await the first team to cross the finish line, and the local lords sponsoring the race are eager to enlist skilled champions for their causes." Pgs. 2-27
Orcus, the Demon Prince of Undeath, craves the power of the Raven Queen and mastery of death's domain. The key to his ascension and the secret to his destruction lies buried in the heart of the Abyss. As heroes chase Orcus into the abyssal depths, evil opposed them at every turn, and each victory brings them closer to their final fate. Concluded the epic series of adventures and the entire story line begun in Keep on the Shadowfell.
Every fifty years, a pair of storm titans met to pray in an isolated and well guarded cloud temple. This time, they have obtained a copy of the fabled Ritual of the Primordial Gate and are exploring its secrets in hopes of bringing a lost primordial to the world. Divine messengers are sent to the PCs to enlist their aid in disrupting the storm titans’ efforts.
The hobgoblins were not the only forces that remained after Kalarel was slain. Before the Keep’s portal was fully sealed, evil spirits from the Shadowfell escaped into the Nentir Vale. They were drawn to Kalarel’s own dark soul, which remained in the mortal world thanks to a spirit-orb the priest had created to prevent him from moving on after death. The presence of these malignant spirits caught the attention of a frost witch called the Rime Mistress and her followers—unaligned territorial beasts—who rose up to defend their domain. The Rime Mistress knows that the spirits present a greater threat than the hobgoblins do, so she and Prang, the Iron Gauntlet leader, have agreed to an uneasy truce. Thus, the hobgoblins and the creatures of the Cairngorm Peaks are united in their struggle against Kalarel’s spirit army.
The Bloody Maul of Kord is a magic weapon protected by the priests of Kord, who occasionally allow a noteworthy hero to use it when going on a dangerous quest worthy of the storm deity’s blessing. Six months ago, Atrimos of Ardor took the Bloody Maul for a quest to the Caverns of Demise, hoping to end attacks to the realm being launched from the caverns. He never returned. Now, the clerics of Kord hire the PCs to go into the caverns to retrieve the Bloody Maul of Kord—and to find Atrimos, if possible. Pgs. 108-113