When the PCs stumble into the Feywild, they find themselves in the middle of Mithrendain— a glorious eladrin city of grace and beauty. But as the heroes find themselves the target of mysterious attacks, they begin to discover that something rotten lurks in the city’s heart. Sunlight bathes the soaring towers of the eladrin city of Mithrendain. Gentle breezes swirl through wooded parks and along well-kept streets, and in the ancient settlement whos golden hues have seen it named the Autumn City, thousands live in peace and prosperity. For centuries, the fomorian chasms deep beneath the city have stood silent below the great magical seals that closed them in the wanting days of the eladrin empire. Over long years, the folk of Mithrendain have forgotten the dark threats of old, becoming complacent in their tranquility. And so none suspect that corruption lurks at the heart of the city, spreading out from the shadows to taint all it touches. Pgs. 104-128
"The Keepers of the Celestian Order, valiant defenders dedicated to destroying horrors from the Far Realm, have trapped a beholder in its lair. However, the evil aberration has proven far more dangerous than expected, and the Keepers need the help of adventurers to end the threat of Omaranthax once and for all. This Dungeons & Dragons Roleplaying Game adventure, created for Free RPG Day 2012, pits player characters against a mutated beholder and its vile underlings. Although set in the Forgotten Realms campaign setting, the adventure can be easily adapted to any* D&D world." *: The adventure mentions that it is suitable for any setting touched by the Spellplague.
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.
The search for a missing paladin takes the PCs deep into the heart of a frontier torn apart by cult wars—and face to face with an ancient evil. The paladin Jaryd set out to find and destroy the Hand of Naarash. He was never heard from again. Now the PCs must retrace Jaryn’s steps across the harsh wilderness and determine what has become of the noble warrior. Pgs. 29-59
Many Cannith creation forges were lost on the Day of Mourning, but a rogue artificer has uncovered one of those that pursued some of the most experimental and dangerous research during the Last War. But while seeking the forbidden knowledge in the forge, this explorer awakened a dark power that was more than she could handle, and that now threatens the region. Pgs. 4-34
In ages past, the wizard Karavakos made a deal with devils, which resulted in him being trapped in an extradimensional pyramid, unable to escape. His only hope for escape is to lure adventurers into the Pyramid, in hopes that they will destroy his splinters and return his power to him. But his wife Vyrellis, whom he slew in a rage when the Pyramid formed, still lingers in spirit and wants nothing more than to see him laid low... Although set to allow PCs to just fight through each encounter, tips are included for PCs negotiating with the factions trapped in the pyramid.
The entity known as Oreiax is a gruesome, stunted monstrosity born of ancient death. Rescued from an eternity of petrification by Doresain the Ghoul King, Oreiax immediately pledged itself to the Ghoul King's service, and thus indirectly, into Orcus's service. Oreiax, born of stone and death, seeks to glorify Doresain by petrifying the world. Pgs. 112-119
4e's 'Expedition to the Barrier Peaks'... on the moon! Using the technology of a lost civilisation, illithids have been cloning influential people. The PCs must navigate a strange sci-fi environment and defeat the illithids. Additional items & malfunction rules can be found in Dragon #410 & Gamma World 7e.
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.
Every priest in the city dreamed last night of a forgotten temple carved into the side of a nearby mountain. In the dream, a storm raged deep within the temple, and the dreamers knew instinctively that evil forces sought to unleash that storm upon the surrounding lands. Pgs. 120-125
Kravenghast Necropolis is hidden in a valley that was formerly part of a now dead city. It consists of a small cemetery that sits atop an abandoned necromancer's laboratory. The necropolis has been refitted as a temple to Vecna, the undead God of secrets. The mausoleum in the cemetery contains a secret spiral staircase that leads to the underground laboratory. The temple is populated by a twisted cult of Vecna, led by the lich-priest Mauthereign. Pgs. 96-103
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
Long ago, before the arrival of civilized humanoids, a large colony of ogres thrived in the local area. When a great invasion from another dimension threatened this colony, their king, Koptila, prayed for his people to be spared. The gods heard these pleas, but commanded Koptila to sacrifice himself. The leader did so, and the clan disappeared—whisked away by the gods and lost to time. Over the years, a city grew up above the former subterranean home of the ogres, and no aspect of Koptila’s ancient bargain was preserved or remembered. Even so, the stars are aligned for the return of Koptila and his people. These powerful repatriates are unlikely to appreciate the changes in their old home. A sage has found dusty documents prophesying this return, and he asks the PCs to investigate the catacombs to defeat the potential threat to the city. The PCs travel down through city sewers and subterranean passages before finding the catacombs that the ogre colony once called home. Pgs. 48-53
At Restwell Keep, you've heard that fortune and glory await those bold enough to brave the dangers of the Chaos Scar, a valley carved ages ago by a fallen star. The same tales warn that this Chaos Scar draws wickedness to it. Perhaps you can help stem this tide... and gain treasure along the way. While the location is a different keep, this adventure is an homage to B2 Keep on the Borderlands(https://adventurelookup.com/adventures/b2-keep-on-the-borderlands)
In the ruins of Kiris Dahn, a human town, lies a 'Slaying Stone'. The stone is said to have the power to kill any foe, though the stone is consumed in the process. The party will venture into the ruins which are the home to an assortment of goblins, hobgoblins, and kobolds. However, a mercenary band of orcs have been hired (by a benefactor who is not met in the module) to search the ruins for the Stone, and the party must find it first. The party must use caution and stealth to move through the town without alerting the denizens or the mercenaries while searching strategic points around the abandoned town to find the Stone. Eventually, the party should find the stone under the protection of an indifferent Brass Dragon.
Many years ago, Evard came to Duponde to destroy his rival Vontarin, a powerful wizard who lived in a manor at the edge of town. The two mages met near the walls of the abbey of St. Avarthil and dueled all night long with black spells, laying the old monastery in ruins with their magic. In the morning, the surviving friars found Evard dead in the wreckage and buried him in the town’s graveyard. Vontarin was never seen again. Now, almost fifty years after his death, Evard’s final curse is about to descend on the town and everyone within it. Also available in Dungeon Magazine #219 Pgs. 30-90
A short mystery adventure with only two combat encounters: An archfey has placed a curse on a small hamlet, putting all the adults to sleep. The PCs must talk to the children to learn what's going on. When they get too close to figuring it out, boggles attack. Eventually the PCs realise they have to compose a short verse of poetry to wake the adults. When they do, an avatar of the archfey attacks in one last attempt to stop the PCs.
Jelendra, a tulani of summer, has gathered a small following of dark fey creatures to help her get revenge against the Highridge Arcane eladrin elders. When they had the nerve to question her interest (they called it “obsession”) in the destructive power of the Wild Hunt, Jelendra flew into a rage and stormed out of the Highridge Arcane. Now, she controls a fane to an ancient spirit of the Wild Hunt. Not knowing what became of her, the elders ask the adventurers to find Jelendra. “Let her know that she is missed, and we want her to return home,” one elder says. Pgs. 114-119
The rough ground on the outskirts of the village of Col Fen once served as a graveyard for an evil temple destroyed long ago. A recent disturbance released some of the ancient evil buried here, and now the dead in this graveyard are beginning to walk. Several villagers have already vanished and more will die if the undead are not put to rest. Pgs. 56-63
"Gnolls have captured the heroes! After stripping the characters of all equipment except their armor and clothing, the gnolls drag them to an expansive briar maze known as the Twisted Thickets and set them loose. Then, armed to the teeth, the gnolls hunt down their prey. The characters must survive the hunt and outwit their pursuers. Stripped of your armor and weapons, you are cast into the Twisted Thicket and hunted like rabbits. If you want revenge, you must first survive Yeenoghu's evil Hunters. After dealing with the gnoll hunters, the heroes can try to reclaim their lost equipment and exact revenge on the tribe, which lairs in the caves beneath Dead Gnoll’s Eye Socket." Pgs. 2-14