The party has been tasked with bringing the head of the fire giant king Snurre Ironbelly to the storm giant lord Krombaalt, as well as capturing the dwarven traitor Obmi Ironwhisper. Delving into Snurre's stronghold, they will also discover the sinister drow manipulating the giants. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.
Protect the Future! At the height of Netheril's power, the fortress of Spellgard held many great secrets of the Empire of Magic. Now, only ruins remain... and one last guardian, the near-mythical Lady Saharel, whose prophetic visions draw the desperate and the doomed from across Faerun. But a dark presence in one of Spellgard's intact towers wants to control the power of prophecy for itself and remake the future in its own image.
The necromancer Tal Lorvas has unearthed an underground tomb that dates back to the height of the ancient tiefling empire. Lorvas has been terrorizing the surrounding lands with his vile experiments, and now he hopes to find a ring, hidden in the tomb, that is tied to a ritual he wants to perform by the rise of the next full moon. The PCs must enter the tomb of Empress Nemeia, deal with the servants of the necromancer, and confront Tal Lorvas before he can claim the ancient relic and move one step closer to ultimate power over the undead. Pgs. 36-41
A flameskull lord that calls itself the Bright Lord of Everburning Fire has taken control of a primordial node deep within the Elemental Chaos. It long ago shrugged off the control of its original creator and now follows its own plans and desires. Top among these is the desire to tap into the power of a fire primordial and increase its own status from undead creature to demigod. Pgs. 156-161
The task seems easy enough: accompany a mysterious traveler and her equally mysterious package from Waterdeep to Neverwinter. In the Jewel of the North, tasks are seldom easy, though. News travels fast and the Red Wizards of Thay have learned of the traveler and the object she carries. Now a Necromancer readies an ambush for the adventurers and their ward, intent on stealing the item for his own sinister purpose. A prelude to the Lost Crown of Neverwinter Encounters season and connected to the release of the Neverwinter Campaign Setting.
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.
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
While camping in the wilderness, the characters find a tracker surrounded by wolves. Once the heroes dispatch the beasts, the tracker reveals that she is seeking aid in the fight against the darkness enfolding her community, Silver Lake. Should the characters help, they find the village terrorized by lycanthropes that hail from a tiny island rising from the mist-shrouded lake.The island is a fey crossing, and heroes who set foot on it find themselves in the Feywild, where a war is brewing; the lycanthrope clans are at each other’s throats, and many are turning their feral eyes outward to the rich lands beyond their secluded valley. To avert an unimaginably savage war, the heroes must rescue a werewolf lord from his captors and expose the conspiracy that threatens to drench the Feywild in blood...
Uncover a Hidden Legacy A lost passageway on the upper level of the most infamous dungeon in Faerûn has recently been uncovered. When a patron hires a band of adventurers to brave the dangers of Undermountain, a search is on to uncover secrets of an apprentice of the dungeon’s lost creator – Halaster.
(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!
Stonefang Pass wends its way through the mountains of the Stonemarch, home to brutal tribes of orcs. The time has come to clear the pass and gain a foothold, so that it can be used for trade between the town of Winterhaven and the lands beyond the mountains. Brave adventurers are needed to rid the pass of monsters and liberate Stonefang Keep from the orcs. Who’s up for the challenge?
In Treasure of Talon Pass, the player characters explore an ancient mountain garrison in search of a jade chalice reputed to be worth a small fortune. But the path to the jade chalice isn’t easy. A dragon and its kobold minions have taken up residence in the garrison, and some undead soldiers from long ago still haunt its halls as well. Nor are the PCs the only ones seeking the jade chalice. A band of orc mercenaries known as the Nightfists are after the chalice . . . and they arrived at the dungeon only minutes before the PCs
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
When the fires smoldered in the belly of an ancient red dragon tyrant, and his thirst had been slaked by the blood of countless innocents, the old wyrm made a deal with a succubus to spawn him a son and ensure his name would live forever. The demon held true, though she imbued the wyrmling with her own infernal blood. Those who fear and serve the abominable spawn of this pact know him as the Wyrm Prince. Cast into the abyss centuries ago by the legendary Three- River Paladin, the Wyrm Prince licked his wounds and recovered his strength. The Three-River Paladin has passed into legend, and the Wyrm Prince has resurfaced, his vengeance awakened along with his hunger. The Wyrm Prince sacked the high city Zhaldanis, slaying its people and claiming the greatest gift from the gods — the Soulstone. At this late hour, you must venture into the catacombs of the Wyrm Prince before the Soulstone loses its power and all mortal souls are damned.
Long ago, a powerful lich threatened the kingdom and was destroyed by mighty heroes. Though its phylactery could not be found, a powerful curse was laid upon the lich, trapping it inside its phylactery. This fading magic can’t hold the creature muchlonger, so the PCs must enter the phylactery itself in order to destroy the lich before it escapes back into the world. Pgs. 144-149
What begins as a simple expedition to settle a new village in the ruins of the mysterious Castle Inverness sets off a chain of events that could threaten every living being from Winterhaven to Hammerfast. Not everyone in the Nentir Vale is happy to see civilization brought to Inverness, particularly the ghost of Salazar Vladistone, who commands the spectral legion called the Phantom Brigade. "March of the Phantom Brigade" is an adventure designed for season 4 of the Dungeons & Dragons Encounters official play program. It includes the information the Dungeon Master needs to run the adventure, thirteen ready-to-play encounters (each intended for one session of play), and full-color foldout battle maps depicting the various encounter locations.
“Siege of Bordrin’s Watch” is the sequel to “Rescue at Rivenroar,” continuing the unfolding story of the Scales of War campaign. This adventure features exploration, roleplaying opportunities, and combats in dynamic environments. In this adventure, a new threat looms to the west: A vast horde of orcs and their despicable kin emerge from the barren lands bent on plunder and conquest. While the Elsir Vale and other lands mobilize their meager forces to respond to the danger, a call has gone out to those heroes of the Vale to join forces and help to push back this new evil before it’s too late. Pgs. 4-55
Barovia has long suffered under the rule of Count Strahd von Zarovich, but the evil that plagues this land extends well beyond the walls of Castle Ravenloft. See what keeps the good citizens of Barovia awake at night.
There was no greater scholar, explorer, or collector of antiquities in the area than Hallomak Stromm. The enigmatic Stromm recently passed away, and the PCs have received personal invitations to appear at the public reading of his will. Pgs. 72-77
Earth giants, frost giants, fire giants... when the giants strike out to raid and destroy the civilized lands, it becomes apparent that something much larger and more dangerous lurks in the background. A group of adventurers must locate the spark that has ignited this spreading fire and find a way to snuff it out before it engulfs the world. Revenge of the Giants is a super-length adventure that takes characters from 12th level to 17th level. It includes background material, adventure hooks, new monsters and magic items, and a powerful, unfolding story that shows off the best of the paragon tier of play. It also includes a double-sided battle map depicting key encounter sites, designed for use with D&D Miniatures.