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
A force of orcs has taken over a small hilltop keep. The PCs are engaged by the local lord to rid his home of the intruders. Fortunately for the PCs, the keep’s main doors are still damaged from when the orcs took possession, and entry is relatively easy. Unfortunately, the orcs are determined to stay. Pgs. 24-29
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
As the story goes, worshipers of Bahamut and worshipers of Gruumsh spent years warring. As the dead piled up, a Bahamut faithful crafted a weapon of devastating power. Most of the inventor’s peers balked at its use, but some felt it was justified. Those few who used the weapon were twisted into mad, dark beings by its corrupting power. The rest of Bahamut’s flock locked them and the weapon away in a dungeon prison. The dungeon and its terrible secret were long forgotten—until a group of rakshasas happened across the ancient tale. Now they seek the weapon for their own designs. Pgs. 132-137
“Den of the Destroyer” is the sequel to “The Lost Mines of Karak,” continuing the unfolding story of the Scales of War adventure path. In this adventure, the PCs are called back to Brindol by a surprising summons. There they learn that a platinum sword they had collected back in "Rescue at Rivenroar" is no mundane item - the blade is sentient! The blade charges the PCs to undertake a dangerous mission to an abandoned githzerai fortress in order to perform a ritual to awaken the blade's true form. Along the way, they must deal with bounty hunters hired by an old enemy (from "Shadow Rifts of Umbraforge"), and confront a vile gang of gnolls terrorizing Elsir Vale. Pgs. 14-54
Long ago, when the Dragonborn Empire of Arkhosia thrived, the flying citadel Ustraternes was undone by tiefling magic. Now, a dragonborn zealot with dreams of renewing the lost glory of his ancestors explores the ruins—and unleashes a plague of rampaging drakes on the terrified locals. The story offers PC's the chance to tame a Warwing Drake, disperse a mob, parley with undead, and battle within an alpine meadow that defies gravity.
Rising from the surface of a massive lake, an ancient ziggurat travels through time for purposes unknown. It’s up to the characters to enter this strange relic and discover what dark threat the structure poses. The Ziggurat Beyond Time contains advice for customizing the adventure for your own campaign. It also contains an artifact, the Deluvian Hourglass, that has time-related properties and wishes to witness the end of the world. Pgs. 23-55
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
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
The Tower of Zoramadria is hidden away in the Feywild. The tower is an arcane academy under the tutelage of the lich Parthal. Parthal and his students lead serene lives of study and contemplation, except when they engage in a bout of bloody necromantic research that requires innocent souls as vital components. Parthal has a score to settle, and the Feywild itself might shudder and scream before the lich has had his revenge on those who killed his love. Pgs. 104-111
The outpost of Fort Dolor has experienced an unprecedented stretch of peace in recent times. Then nearly the entire garrison disappears on a supposed routine patrol, and the town— still on the frontier— is left nearly defenseless. Can the adventurers dig to the bottom of the mystery at Fort Dolor before they, too, disappear? Pgs. 82-103
The Adventurers arrive at a drow outpost in the Underdark. They must either dispose of the drow or ally with them against the invading legions of Orcus!
Stormcrow Company—an unsavory band of adventurers—haven’t been seen or heard from in years. Rumors of their accumulated wealth have spread far and wide, and if they have truly been slain, that treasure is just waiting for adventurers to come and collect it. But is anything ever as easy as it seems? Pgs. 10-28
From time immemorial, the rulers of the mortal world have been counseled and tempted by capricious primordial spirits who rule over the elements. The greatest and most sinister of these was a half-kraken medusa known as the Maelstrom Queen, who sought to supplant the mortal races with her own line of immortal tentacled monstrosities. On the verge of her ultimate triumph, when the leviathans at her command rose from the depths, a legendary assassin murdered the Maelstrom Queen in her half-submerged palace with her own weapon. But the primordial mistress refused to let something as trifling as death put an end to her designs. Every 13 years, she regenerates enough mystic power to rise again, and the world’s greatest heroes are sent to murder the Maelstrom Queen once more.
When Monsters threaten the village of Crystalbrook, it's up to adventurers to track down where they're coming from. The investigation leads them on a journey across planes. In the Feywild, the heroes must explore an enchanted island garden and unravel the plot of a foul hag, before she and her fiendish companion can perform a ritual to seize control of the island. "Beyond the Crystal Cave" is a Dungeons & Dragons adventure designed for the winter 2011 season of the D&D Encounters official play program. This season incorporates character options from Player's Option: Heroes of the Feywild, and it comes with three full-color maps, thirteen ready-to-play encounters, and information on the D&D Encounters program. Originally found in Dungeon Magazine #211 now available as a stand-alone adventure. Pgs. 63-122
(NB: this adventure is set in a desert in the broader 'Nentir Vale' world, but not the Nentir Vale itself) Eladrin raiders led by the Half-Elf Emrett Mazrid have been trying to uncover the secrets of immortality. Disgraced academic Mazrid has discovered an obelisk in an oasis guarded by a sphinx, and is preparing to sacrifice their academic rival Voor as part of the ritual. Save Voor, the obelisk, and the oasis!
The PCs have traveled to the Nine Hells to confront an outpost of devils responsible for slave raids on their homeland. In this realm of burning ash and fire-streaked skies, the infernal legions prepare constantly for war. Pgs. 138-143
Long rumored to be haunted by eerie specters, Kincep Mansion has stood for years, mostly untouched by nearby townsfolk. Now something is preying on the local villagers—something that comes from the house. Pgs. 46-69
Something stirs in the dark heart of the Warwood, and in response something stirs in the stars. A simple encounter with bandits on the road leads the PCs to a frightening place where even dreams are deadly. Cultists seek to free the soul of a terrible entity from beyond the stars. The PCs must retrieve the soul vessel of a long-dead evil paladin to stop cultists’ plan from coming to fruition. Pgs. 60-92
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)