Adventure Details for Living Forgotten Realms


This page gives all the details of Living Forgotten Realms adventures that we're aware of having been released or announced, including useful references and resources for each adventure. With a great deal of information being released via a wide variety of media, it's difficult to stay completely up to date, so if you spot any errors or omissions please email the webmeister to let us know.
Since it can sometimes be hard to track down information on an adventure without knowing its Region or its RPGA code, at the end of this page there's a hyperlinked list of all adventures in alphabetical order by title (ignoring the initial words "A" and "The"). There is also a hyperlinked list of the section's adventures in alphabetical order by title at the start of each section, while within the section adventures are ordered by RPGA code (which is usually approximately the same order as their release date).
The Adventure Listings page gives an at-a-glance summary of adventures by type, code, title and character levels supported.

Core Adventures - Adapted Adventures - Special Adventures - Mini-Campaign Adventures
Adventuring Company Adventures - Quest Adventures - My Realms Adventures - Preview Adventures
Aglarond Regionals - Akanûl Regionals - Baldur's Gate Regionals - Cormyr Regionals
Dalelands Regionals - Dragon Coast Regionals - East Rift Regionals - Impiltur Regionals
Luruar Regionals - Moonshae Isles Regionals - Tymanther Regionals - Waterdeep Regionals
Alphabetical Adventure Listing



Core Adventures

Ages Best Left Forgotten - Crystal Clear - Dancing Shadows - Drawing a Blank - The Fate of Camp Fifteen - Finding Harmony - Fragments of a Shattered Mind - High Infidelity - Incident at the Gorge of Gauros - Inheritance - Killing the Messenger - Lost on the Golden Way - The Radiant Vessel of Thesk - Rising of the Dark - Sense of Wonder - Songs of the Heart - Sovereign of the Mines - Taken - Touched by Darkness - What Storms May Come - Where Dragons Die

Inheritance
CORE 1-1 (RPGA#5723) - Core Adventure by Pieter Sleijpen, for characters of levels 1 to 4.
When the Netherese conquered Sembia those who objected were either killed or forced to flee. Decades later a young man inherits a key to the family vault abandoned seventy years earlier. Desperate for money, he hires you to retrieve its contents in a gamble that something worthwhile is still there.
Set in Urmlaspyr in Sembia (FRCG p.176-177). Contains an opportunity for Zhentarim Infiltration. Released August 2008.

The Radiant Vessel of Thesk
CORE 1-2 (RPGA#5724) - Core Adventure by Shawn Merwin, for characters of levels 1 to 4.
Rumours of a great item, touched by divinity, have traveled across Faerûn. Those with an interest in possessing the item and benefiting from its power have sent agents to find it, but no one seems to know what or where it is.
Set in Phsant in Thesk (FRCG p.182-183). Start of the "Radiance Against Thay" quest, which continues in "Incident at the Gorge of Gauros" (CORE1-6). Released August 2008.

Sense of Wonder
CORE 1-3 (RPGA#5725) - Core Adventure by M. Sean Molley, for characters of levels 1 to 4.
You are summoned to help a cleric of Gond Wonderbringer, who seeks the location of a lost temple to the Lord of All Smiths. Think of all the marvellous inventions, lost since the Spellplague came crashing down on the nation of Lantan, that might lie waiting to be rediscovered and brought back to the lands of Faerûn!
Set in the Nelanther Isles (FRPG p.118-119, FRCG p.162-163). Start of the "Cowled Wizards of Amn" quest, which continues in "Crystal Clear" (CORE1-4). An ideal opportunity for new Warforged PCs to claim an origin as "Gondsmen". Released August 2008.

Crystal Clear
CORE 1-4 (RPGA#5771) - Core Adventure by M. Sean Molley, for characters of levels 4 to 7.
The Low Market of Athkatla is no place for the more delicate flowers of civilisation, for those of a less savoury character, or whose reputations need not be protected quite so zealously, however, the Low Market is a bazaar like no other. Goods and services of all kinds can be had as long as the price is right... and the price is always right. But today, the coin of the realm seems to be something other than gold.
Set in Athkatla in Amn (FRPG p.80-81, FRCG p.92-93). Start or continuation of the "Cowled Wizards of Amn" quest, which began in "Sense of Wonder" (CORE1-3) and continues in "Sovereign of the Mines" (CORE1-7). Contains an opportunity for Zhentarim Infiltration. Released January 2009.

Touched by Darkness
CORE 1-5 (RPGA#5759) - Core Adventure by Travis R. Woodall, for characters of levels 4 to 7.
The eyes of the young behold the world in ways different than those of adults, but a child claiming to be chased by creatures of the night can alarm even the most steadfast soul. But between the Church of Shar and the Night Knives, the people of Saerloon have reason to fear the night. And uncommon is the soul in Saerloon that has not been touched by darkness.
Set in Saerloon in Sembia (FRCG p.176-177). Start of the "Missing Children" quest, which concludes in "Taken" (CORE 1-8). Released October 2008.

Incident at the Gorge of Gauros
CORE 1-6 (RPGA#5782) - Core Adventure by Mike Barnes & Jeff Barnes, for characters of levels 7 to 10.
Powerful forces work, for both weal and woe, in the lands surrounding the decimated nation of Thay. Where the forces of good and evil clash great power can be unleashed, drawing those who seek destruction, and those who strive to prevent destruction.
Set on the border between Rashemen (FRCG p.168-169) and Thay (FRPG p.122-123, FRCG p.180-181, FRCG p.274-275). Part of the "Radiance Against Thay" quest, which began in "Radiant Vessel of Thesk" (CORE1-2) and continues in "What Storms May Come" (CORE1-14). Contains an opportunity for Zhentarim Infiltration. Premiered at the DDXP convention in January 2009, released February 2009.

Sovereign of the Mines
CORE 1-7 (RPGA#5783) - Core Adventure by M. Sean Molley, for characters of levels 7 to 10.
Someone is interfering with valuable shipments from the mining community of Ioma Town. Production is way down, and the rulers of Amn aren’t pleased. The evidence indicates that it’s an inside job... deep inside. Adventurers are needed to go into the mines and find out who (or what) is trying to sabotage the Iomic Crystals.
Set on Ioma in the Nelanther Isles (FRPG p.118-119, FRCG p.162-163). Conclusion of the "Cowled Wizards of Amn" quest, which began in "Sense of Wonder" (CORE1-3) and continued (or began) in "Crystal Clear" (CORE1-4) - characters can complete the quest even if they have only previously played one of those two adventures. Premiered at the DDXP convention in January 2009, released February 2009.

Taken
CORE 1-8 (RPGA#5795) - Core Adventure by Pieter Sleijpen, for characters of levels 7 to 10.
The Night Knives have been punished for kidnapping many children in the city of Saerloon and with the discovery of their involvement and their punishment the authorities say the crime has been solved and the abductions stopped. But is it ever that simple? What if some say that there are still children missing that need rescuing from a dark fate indeed?
Set in Sembia (FRCG p.176-177). Completion of the "Missing Children" quest, which began in "Touched by Darkness" (CORE1-5). Released April 2009.

Ages Best Left Forgotten
CORE 1-9 (RPGA#5956) - Core Adventure by Charles Peacock, for characters of levels 7 to 10.
Someone with a long memory has found that others have uncovered something he hoped everyone else had forgotten. Can you journey to a twisted land and aid in the re-emergence of something that some feel is best left missing?
Set in Thay (FRPG p.122-123, FRCG p.180-181, FRCG p.274-275). Released April 2009.

Dancing Shadows
CORE 1-10 (RPGA#5965) - Core Adventure by Bruce Paris, for characters of levels 4 to 7.
On most occasions, the trip from the ruins of Spellgard back to civilisation is reasonably safe. But what happens when the road is more dangerous than expected - especially when shadows bite?
Set in the Fallen Lands of the Gray Vale (FRPG p.100-101, FRCG p.6-27). Start of the "Bane of Shadows" quest, which continues in "Songs of the Heart" (CORE1-12). Released June 2009.

Drawing a Blank
CORE 1-11 (RPGA#6011) - Core Adventure by Colleen Simpson, for characters of levels 11 to 14.
The city of Westgate is the focus of many rumours and plots. Recent stories tell of "blank-faced spirits" who wander the city’s streets at night and then vanish into thin air when confronted. Who or what could be causing this phenomenon?
Set in Westgate in the lands of the Dragon Coast (FRPG p.92-93, FRCG p.116-117). Increased experience cap of 3220xp at High tier. Released September 2009.

Songs of the Heart
CORE 1-12 (RPGA#6009) - Core Adventure by Renout van Rijn, for characters of levels 7 to 10.
A tale of two adventurers leads you to the fabled city of Evereska. Non-natives are not always allowed to enter so this is a one-time opportunity. It starts with the simple task of locating a missing person but obviously more is afoot. Can you keep cool and find out what is going wrong before the poet recites his last poem?
Set in Evereska (FRCG p.130-131) and Loudwater. Start or continuation of the "Bane of Shadows" quest, which began in "Dancing Shadows" (CORE1-5) and concludes in "Where Dragons Die" (CORE1-15). Released August 2009.

The Fate of Camp Fifteen
CORE 1-13 (RPGA#5998) - Core Adventure by Wade Jones, for characters of levels 1 to 4.
Your travels have brought you to the pearl-trading city of Ankhapur, near the Lake of Steam. You have been asked to visit a nearby outpost and pick up a shipment of pearls. It seems like easy money. Unfortunately, something has killed off most of the divers and nearly shut down the operation. Now you must discover the source of this camp's troubles before you share its fate.
Set in the lands of the Lake of Steam (FRCG p.145). Premiered at the Gen Con Indy convention in August 2009, released for general play August 2009.

What Storms May Come
CORE 1-14 (RPGA#5990) - Core Adventure by Teos Abadia, for characters of levels 11 to 14.
Darkness and light struggle and heroes are once again drawn to unravel the secrets of the radiant vessel. Can the truth be determined and the machinations of Szass Tam put to an end?
Set in Rashemen (FRCG p.168-169) and Thay (FRPG p.122-123, FRCG p.180-181, FRCG p.274-275). Experience caps of 2100xp at Low Tier and 3000xp at High Tier (not including Major Quest bonus). Conclusion of the "Radiance Against Thay" quest, which began in "Radiant Vessel of Thesk" (CORE1-2) and continued in "Incident at the Gorge of Gauros" (CORE1-6). Premiered at the Gen Con Indy convention in August 2009, released for general play September 2009.

Where Dragons Die
CORE1-15 (RPGA#6036) - Core Adventure by John Rogers, for characters of levels 11 to 14.
Netheril’s influence is expanding alarmingly and the Silverstars of Selûne are becoming desperate. The task of finding a weapon suitable for battling this expansion has fallen to you, and your only clues take you to a place where mortals dare not tread.
Set near Netheril (FRPG p.120-121, FRCG p.164-165 & 260-263). Conclusion of the "Bane of Shadows" trilogy, which began in "Dancing Shadows" (CORE1-5) and continued in "Songs of the Heart" (CORE1-12). Released January 2010.

Fragments of a Shattered Mind
CORE1-16 - two round Core Adventure by ?, for characters of levels 11 to 14.
In the human bastion of Almraiven, a gifted magical scholar has gone missing. The academy insists she’s taken a sabbatical; her friends say that she was on the verge of a major discovery and would never have abandoned her research at such a critical juncture. Can you get to the bottom of this mathematical mystery?
Set in Calimshan (FRPG p.84-85, FRCG p.98-99). Due for a rescheduled release in March 2010.

Finding Harmony
CORE 1-17 (RPGA#6033) - Core Adventure by Dave Guerrieri, for characters of levels 4 to 7.
A prophet and her followers are leaving Thesk and looking to start anew on their own. Can you and your comrades help protect them on their travels and aid them in finding a new home? And more importantly, are they harbouring a secret?
Set in the Hordelands (FRCG p.142-143). Reduced experience caps of 615xp at Low tier and 910xp at High tier. Released December 2009.

Killing the Messenger
CORE 2-1 - Core Adventure by ?, for characters of levels 11 to 14.
An ancient drow city, long thought dead, has begun to stir and a battalion of Zhentarim soldiers marches to support it. Can you discover who is behind this unlikely partnership?
An espionage adventure set in the Underdark. Sequel to "Black Cloaks and Bitter Rivalries" (QUES1-1). Premiered at the DDXP convention in January 2010, due to be released for public play February 2010, and available for home play May 2010.

Rising of the Dark
CORE 2-2 - Core Adventure by ?, for characters of levels 11 to 14.
During the rise of the Netheril Empire, many battles were fought. One battle sank a Netherese ship, sending it between the waves of the Sea of Fallen Stars. There it lay for many years, vessel and cargo forgotten. Until now...
Set in the Sea of Fallen Stars (FRCG p.172-175). Premiered at the DDXP convention in January 2010, due to be released for public play February 2010, and available for home play May 2010.

High Infidelity
CORE 2-3 - Core Adventure by Dave Kay, for characters of levels 14 to 17.
The fabled earthmote stronghold Yaulazna has temporarily opened for commerce. When one of the legendary Five Companies’ skyships comes into port, a treacherous plot begins to unfold. Will you have the grit and daring to save the day?
A high-flying adventure set in the skies above Faerûn. Information about Yaulazna and the Five Companies can be found in FRCG p.254-256. Start of the "Five Companies" quest. Released for public play January 2010, available for home play April 2010.

Lost on the Golden Way
CORE 2-4 - Core Adventure by ?, for characters of levels 1 to 4.
The Golden Way is one of the longest and most famous trade routes in Faerûn. It stretches from the city of Telflamm on the Easting Reach all the way to Shou Lung in the exotic land of Kara-Tur. Many caravans stop at the fortified outpost of Uzbeg, near the Lake of Mists. Uzbeg has a reputation for safety and security – so why did all your wagons disappear last night?
Set in the Hordelands (FRCG p.142-143). Due to premiere at PAX East in March 2010, released for public play March 2010, and available for home play June 2010.



Aglarond Regional Adventures

Regional Information - At the Foot of the Lighthouse - Lost Temple of the Fey Gods - Silver Lining - Through Twilight Boughs - Twilight Ambitions - Twisted Roots Run Deep - The Undumor Connection - The Worst of All Snares

Lost Temple of the Fey Gods
AGLA 1-1 (RPGA#5749) - Aglarond Regional Adventure by Bill W. Baldwin, for characters of levels 1 to 4.
Faeries, sprites, nymphs and dryads – the fey creatures of Faerûn's wild places are often dismissed as nuisances and pranksters. Those who truly understand the fey know that as with all things natural, there is a darker side to these creatures of fancy. Could a rash of stolen food and sleep dust traps point to a more sinister threat lurking on the wild side of reality?
Set in Aglarond (FRPG p.76-77, FRCG p.88-89). Contains an opportunity for Zhentarim Infiltration. Start of the "Tome of Twilight Boughs" quest, which continues in "Through Twilight Boughs" (AGLA1-4). Released September 2008.

At the Foot of the Lighthouse
AGLA 1-2 (RPGA#5764) - Aglarond Regional Adventure by Andrew Schneider, for characters of levels 4 to 7.
The Sea of Fallen Stars is the lifeblood for many who live along the coast of Aglarond, for the men and women who ply their trades over its dangerous depths, the sight of a lighthouse means a welcome return to the relative safety of shore. That is, of course, unless the lighthouse in question is no longer dedicated to guiding travelers along the safe path...
Set in Aglarond (FRPG p.76-77, FRCG p.88-89). Reward cap of 900xp at the High Tier. Start of the "Shadows of Thay" storyline. Released November 2008.

The Worst of All Snares
AGLA 1-3 (RPGA#5791) - Aglarond Regional Adventure by Brad Gardner, for characters of levels 7 to 10.
There are those in Aglarond who seek to undo the racial harmony that defines the peninsular nation. A request for aid from a local sage draws you into the savage underbelly of the slums of Old Velprintalar to confront these villains and put an end to their plans.
Set in Aglarond (FRPG p.76-77, FRCG p.88-89). Start of the "Something Smells in Veltalar" quest, which continues in "Twisted Roots Run Deep" (AGLA1-6). Released February 2009.

Through Twilight Boughs
AGLA 1-4 (RPGA#5972) - Aglarond Regional Adventure by Bill W. Baldwin, for characters of levels 4 to 7.
The Tome of Twilight Boughs is a legendary book of powerful ancient Yuir rituals protected by cryptic magic. The tome, or a copy of it, has recently been found. A half-elf scholar believes he has decoded a portion of it and now invites adventurers to help verify his findings. But how exactly does one verify the contents of a book over two thousand years old?
Set in Aglarond (FRPG p.76-77, FRCG p.88-89). Part of the "Tome of Twilight Boughs" quest, which began in "Lost Temple of the Fey Gods" (AGLA1-1) and concludes in "Twilight Ambitions" (AGLA1-7). Released June 2009.

Silver Lining
AGLA 1-5 (RPGA#5988) - Aglarond Regional Adventure by Brad Gardner, for characters of levels 1 to 4.
The commander of the Watchwall is looking for adventurers for a special mission into the Tannith Mountains. The Watchwall is always undermanned and Captain Arol thinks he may have found some new recruits. But war, like politics, can make for strange bedfellows.
Set in Aglarond (FRPG p.76-77, FRCG p.88-89). Start of the "Circle of Stones" quest, which continues in "The Undumor Connection" (AGLA2-1). Also start of the the "Invisible Road" quest. Released July 2009.

Twisted Roots Run Deep
AGLA 1-6 (RPGA#6017) - Aglarond Regional Adventure by Jared Fegan, for characters of levels 11 to 14.
In Old Velprintalar, where those neglected and forgotten by society live and die in squalor, power can be had by a strong arm, a few coins, or powerful influence. Cutthroats, thugs, and thieves thrive here – but to what purpose? Plans once thought put to rest now have new life.
Set in Aglarond (FRPG p.76-77, FRCG p.88-89). Continuation of the "Something Smells in Veltalar" quest, which began in "The Worst of All Snares" (AGLA1-3). Released October 2009.

Twilight Ambitions
AGLA 1-7 - Aglarond Regional Adventure by ?, for characters of levels 7 to 10.
Aldaron the Loremaster has continued to delve into the mysteries of the ancient Tome of Twilight Boughs. But some of the book’s mysteries seem far from ancient and Aldaron needs the help of adventurers to figure out why.
Set in Aglarond (FRPG p.76-77, FRCG p.88-89). Conclusion of the "Tome of Twilight Boughs" quest, which began in "Lost Temple of the Fey Gods" (AGLA1-1) and continued in "Through Twilight Boughs" (AGLA1-4). Due for a rescheduled release in March 2010.

The Undumor Connection
AGLA 2-1 - Aglarond Regional Adventure by ?, for characters of levels 7 to 10.
The commander of Citadel Dantalien needs someone to rescue an agent of the Simbarch’s Guard from the Thayan outpost of Undumor. Volunteers can expect to face a horde of voracious monsters and shambling corpses. Are you still interested in the assignment?
Continuation of the "Circle of Stones" quest, which began in "Silver Lining" (AGLA1-5). Due to be released for public play March 2010, and available for home play June 2010.



Akanûl Regional Adventures

Regional Information - Abeir Eternal - The Depths of Airspur - Faint Hope - Property for Sale - The Rotting Ruins of Galain - Runes in Ruins - Set Adrift - Shell Game

The Rotting Ruins of Galain
AKAN 1-1 (RPGA#5748) - Akanûl Regional Adventure by Colin Marco, for characters of levels 1 to 4.
Amidst goblin raids originating from the ruined town of Galain, you are asked by a young genasi woman to locate her brother. Lost or deceased, it’s up to you to find him!
Set in Akanûl (FRPG p.78-79, FRCG p.90-91). Released September 2008.

The Depths of Airspur
AKAN 1-2 (RPGA#5766) - Akanûl Regional Adventure by Eric Menge, for characters of levels 4 to 7.
Kidnappers have taken the daughter of a wealthy noble lord. You are entrusted with the task of saving her before it’s too late.
Set in Airspur in Akanûl (FRPG p.78-79, FRCG p.90-91). Dragon #377 p.61-69 is a detailed article on Airspur, including a map of the city. Released December 2008.

Property for Sale
AKAN 1-3 (RPGA#5790) - Akanûl Regional Adventure by Lawrence E.D. Vickers, for characters of levels 7 to 10.
Trinkets and gold pieces are not the only rewards involved in clearing out a dungeon. Sometimes the dungeon itself is worth a hefty sum.
Set in Akanûl (FRPG p.78-79, FRCG p.90-91). Reward cap of 1590xp at the High Tier. Released February 2009.

Runes in Ruins
AKAN 1-4 (RPGA#5981) - Akanûl Regional Adventure by Stephen Baker, for characters of levels 4 to 7.
When the Spellplague brought Akanûl to the Realms, many items were shattered and lost. Pieces of something are now surfacing, and it is imperative that the government of Akanûl finds it before anyone else.
Set in Akanûl (FRPG p.78-79, FRCG p.90-91). This adventure has reward caps of 620xp at Low Tier and 930xp at High Tier. Released June 2009.

Shell Game
AKAN 1-5 (RPGA#5986) - Akanûl Regional Adventure by Stephen Baker, for characters of levels 7 to 10.
A package lands in your hands, and sounds of combat are all around. Whatever is within must reach its destination, and only you can carry it there now. What do you do?
Set in Akanûl (FRPG p.78-79, FRCG p.90-91). First part of the "Akanûl’s Dark Peril" quest. Released July 2009.

Abeir Eternal
AKAN 1-6 - Akanûl Regional Adventure by ?, for characters of levels 7 to 10.
Rumours are swirling in Airspur. A group of genasi are prophesying the defeat of the Abolethic Sovereignty, quoting from the sayings and strategies of Gethani, a legendary resistance leader. Will the age-old hopes of the genasi people be realised – and are someone's ambitions getting out of control – or is it some dastardly plot by the aberrant lords of madness?
Set in Akanûl (FRPG p.78-79, FRCG p.90-91). Due for a rescheduled release in March 2010.

Faint Hope
AKAN 1-7 (RPGA#6034) - Akanûl Regional Adventure by Gregg Peevers, for characters of levels 1 to 4.
When antipathy prevents an old man from getting an escort southward, you are his last resort. Can you help him reach the jungles and a possible cure for his adopted daughter?
Set in New Breen and the Chondalwood in Akanûl (FRPG p.78-79, FRCG p.90-91). Released December 2009.

Set Adrift
AKAN 2-1 - Akanûl Regional Adventure by ?, for characters of levels 11 to 14.
It is not often that adventurers get approached to do a favour for the Akanûl military, but it’s good coin for a quick trip across the Sea of Fallen Stars. Who are you to say no?
Set in Akanûl (FRPG p.78-79, FRCG p.90-91). Due to be released for public play March 2010, and available for home play June 2010.



Baldur's Gate Regional Adventures

Regional Information - Brothers in Arms - Flames of Initiation - Lost Refuge - The Night I Called the Undead Out - Silent Streets & Vanished Souls - Tome of the Traitor - Turning Point

Flames of Initiation
BALD-01 (RPGA#5722) - Baldur's Gate Regional Adventure by Otávio A. Gonçalves, for characters of levels 1 to 4.
You have come to the city of Baldur’s Gate in search of adventure and quickly discover the Flaming Fist, one of the largest and most powerful mercenary companies in all Faerûn. To survive in this teeming metropolis, you must prove both your physical and political prowess, and the challenges you will face might turn out to be far more complicated than you imagined.
Set in Baldur's Gate (FRPG p.82-83, FRCG p.94-95). Start of the "Flaming Fist Apprenticeship" quest which can be completed in "The Night I Called the Undead Out" (BALD1-2), "Tome of the Traitor" (BALD1-3), "Brothers in Arms" (BALD1-6) or other future Baldur's Gate adventures. Released August 2008.

The Night I Called the Undead Out
BALD 1-2 (RPGA#5769) - Baldur's Gate Regional Adventure by Otávio A. Gonçalves, for characters of levels 4 to 7.
You are asked to recover a stolen statue from an abandoned mansion in the Bloomridge neighbourhood of Baldur’s Gate. What seems to be a simple task quickly turns into a night of terror. The timing of these events seems more than a bit coincidental. Can you protect the locals and still survive long enough to unravel the mystery?
Set in Baldur's Gate (FRPG p.82-83, FRCG p.94-95). Contains an opportunity to complete the "Flaming Fist Apprenticeship" quest (+160xp at Low Tier, +240xp at High Tier) which began in "Flames of Initiation" (BALD1-1) or "Brothers in Arms" (BALD1-6), though there are other opportunities to complete this quest in future Baldur's Gate adventures. Released December 2008. Allow plenty of play time for this adventure, as it runs long.

Tome of the Traitor
BALD 1-3 (RPGA#5963) - Baldur's Gate Regional Adventure by J.C. Alvarez, for characters of levels 7 to 10.
When a Scribe of Candlekeep betrays his brethren to pursue his own goals, terrible knowledge escapes the walls of the Edificant Library. Who will take the responsibility of wielding this power?
Set in Baldur's Gate (FRPG p.82-83, FRCG p.94-95). Contains an opportunity to complete the "Flaming Fist Apprenticeship" quest which began in "Flames of Initiation" (BALD1-1) or "Brothers in Arms" (BALD1-6), though there will be other opportunities to complete this quest in future Baldur's Gate adventures. Released May 2009.

Silent Streets & Vanished Souls
BALD 1-4 (RPGA#5982) - Baldur's Gate Regional Adventure by Dave Brainard, for characters of levels 1 to 4.
A distraught father has gotten no satisfaction from the city authorities of Baldur’s Gate, so he turns to sellswords in hopes of finding his lost daughter. The truth of her disappearance may reveal dark secrets from the city’s past – secrets that those on both sides of the law would kill to protect.
Set in Baldur's Gate (FRPG p.82-83, FRCG p.94-95). This adventure has a reward cap of 410xp at Low Tier. Released June 2009.

Lost Refuge
BALD 1-5 - Baldur's Gate Regional Adventure by ?, for characters of levels 7 to 10.
An unseen menace lurks in the Cloak Wood. The common folk of the villages and logging camps along the perimeter of the forest have begun to vanish. The forest is filled with beasts, monsters, and vicious fey. And if that wasn’t enough, the investigation just might end up involving you in an ancient, endless struggle.
Set in the lands of Baldur's Gate (FRPG p.82-83, FRCG p.94-95). Start or continuation of the "Fey Gates of the Sea of Swords" quest, along with "Lost Love" (MOON1-5), which concludes in "Turning Point" (BALD2-1). Due for a rescheduled release in March 2010.

Brothers in Arms
BALD 1-6 (RPGA#6023) - Baldur's Gate Regional Adventure by Leonardo B. Koerich, for characters of levels 4 to 7.
A frail alliance connects the city of Baldur’s Gate to the nation of Elturgard – and when vital information crosses the border without authorisation, that alliance is bound to be put to the test. A visiting paladin’s moral code clashes with the organisation that has kept the city safe for more than a century, and the outcome may be hard to predict.
Set in Baldur's Gate (FRPG p.82-83, FRCG p.94-95). A character who didn't begin the "Flaming Fist Apprenticeship" quest in "Flames of Initiation" (BALD1-1) may begin it here. A character who did begin the "Flaming Fist Apprenticeship" quest in "Flames of Initiation" (BALD1-1) may complete it here, though there will be other opportunities to complete this quest in future Baldur's Gate adventures. Released November 2009.

Turning Point
BALD 2-1 - Baldur's Gate Regional Adventure by ?, for characters of levels 11 to 14.
The eladrin city of Baeladar Yaaira is under siege by fomorians and their twisted fey allies. Taking the fight directly to the enemy is out of the question, so the city’s defenders must identify the true source of the invasion and put a stop to it before the entire Sword Coast is threatened.
Set in Baldur's Gate (FRPG p.82-83, FRCG p.94-95) and the Feywild (MotP p.32-47). Conclusion of the "Fey Gates of the Sea of Swords" quest, which began and continued in "Lost Refuge" (BALD1-5) and "Lost Love" (MOON1-5). Due to be released for public play March 2010, and available for home play June 2010.



Cormyr Regional Adventures

Regional Information - All The King's Men - The Black Knight of Arabel - Curse of the Queen of Thorns - For Crown & Kingdom - Gangs of Wheloon - Head Above Water - In the Bleak Midwinter - Pain - Patronage & Pestilence
Dragon #365 p.16-24 features a background article on Cormyr, including a detailed map of the region.

The Black Knight of Arabel
CORM 1-1 (RPGA#5743) - Cormyr Regional Adventure by Mike Lee, for characters of levels 1 to 4.
Your party is sent to investigate allegations of Netherese activity near Arabel: a dark rider commanding legions of shadow. Can you turn back the tide before it’s too late?
Set in Arabel in Cormyr (FRPG p.88-89, FRCG p.104-107). Contains an opportunity for Zhentarim Infiltration. Start of the "Badge of Temperance" quest, which continues in "Gangs of Wheloon" (CORM1-2). Released September 2008.

Gangs of Wheloon
CORM 1-2 (RPGA#5753) - Cormyr Regional Adventure by Andrew Schneider, for characters of levels 4 to 7.
A prison city, a spy, and three thousand of the most dangerous criminals in Cormyr: can you get in and out of Wheloon to rescue one of the Crown’s most valuable agents?
Set in Wheloon in Cormyr (FRPG p.88-89, FRCG p.104-107). Part of the "Badge of Temperance" quest, which began in "The Black Knight of Arabel" (CORM1-1) and concludes in "Head Above Water" (CORM1-3). Released October 2008.

Head Above Water
CORM 1-3 (RPGA#5776) - Cormyr Regional Adventure by Alana Abbott, for characters of levels 7 to 10.
The Valwater family has fallen on hard times but believes that a secret near their family’s decaying estates may redeem their good name. Can you uncover the truth that will restore the family’s honour?
Set in Cormyr (FRPG p.88-89, FRCG p.104-107). Conclusion of the "Badge of Temperance" quest, which began in "The Black Knight of Arabel" (CORM1-1) and continued in "Gangs of Wheloon" (CORM1-2). Reward cap of 1490xp (not including Major Quest bonus) at the High Tier. Premiered at the DDXP convention in January 2009, released March 2009.

All The King's Men
CORM 1-4 (RPGA#5967) - Cormyr Regional Adventure by Andrew Schneider, for characters of levels 7 to 10.
A mysterious coffin washes ashore near Marsember, and everyone wants it! Can the adventurers navigate this web of politics, greed, and desire to do what's right?
Set in Cormyr (FRPG p.88-89, FRCG p.104-107). Does not feature any Story Awards. Released May 2009 - originally titled "Black Steel & Blue Fire", but retitled and given a new blurb between its initial listing in the RPGA's published schedule for the quarter and its actual release. Webmeister's warning: this adventure can be extremely challenging.

In the Bleak Midwinter
CORM 1-5 (RPGA#5996) - Cormyr Regional Adventure by Alana Abbott, for characters of levels 1 to 4.
There is something rotten in the city of Suzail. While a midwinter festival brings throngs of competitors, merchants, and spectators, it also brings an element of danger. When the host turns to heroes for help, they must uncover what lurks under the city's snow and ice.
Set in Cormyr (FRPG p.88-89, FRCG p.104-107). Features NPCs from "The Black Knight of Arabel" (CORM1-1) and "Beneath Haunted Halls" (WEEK1-1). Released September 2009.

Curse of the Queen of Thorns
CORM 1-6 (RPGA#6021) - Cormyr Regional Adventure by Mike Lee, for characters of levels 11 to 14.
Heralds of an ancient curse arise and lay waste to the glorious nation of Cormyr. Only the greatest of heroes can stop the Harbingers of The Queen of Thorns.
Set in Cormyr (FRPG p.88-89, FRCG p.104-107). Reduced experience caps of 2100xp at Low tier and 3000xp at High tier. Released November 2009.

Patronage and Pestilence
CORM 1-7 (RPGA#6028) - Cormyr Regional Adventure by George Redifer, for characters of levels 1 to 4.
A disease has hit the outskirts of Suzail, and the captain of the guard has hired adventurers to provide safe transport for the arriving cure. Unfortunately, everyone else wants it just as badly. Can the heroes protect the medicine for the sick and dying, or will the temptation of wealth be too much to pass up?
Set in the city of Suzail in Cormyr (FRPG p.88-89, FRCG p.104-107). Released November 2009.

For Crown & Kingdom
CORM 2-1 - Cormyr Regional Adventure by ?, for characters of levels 1 to 4.
For decades, knights-errant of Cormyr have sought glory in the untamed Stonelands. It is common for these knights to bring a retinue of adventurers on such quests, and what better way to make a name for oneself?
Set in Cormyr (FRPG p.88-89, FRCG p.104-107). Premiered at the DDXP convention in January 2010, due to be released for public play February 2010, and available for home play May 2010.

Pain
CORM 2-2 - Cormyr Regional Adventure by ?, for characters of levels 11 to 14.
Part of the "Pain and Suffering" quest, which began in "Discomfort" (DRAG2-1) and concludes in "Agony" (DALE2-2). Planned release date unknown.



Dalelands Regional Adventures

Regional Information - Agony - Arts - Blades for Daggerdale - Forever - Hunters' Down - The Lady in Flames - Master & Servant - The Prospect - The Vesperin Initiative

The Prospect
DALE 1-1 (RPGA#5744) - Dalelands Regional Adventure by Pierre van Rooden, for characters of levels 1 to 4.
The Fall of Stars is the most famous adventurers' club in Faerûn. Who can say no when offered membership in the Stellar Fellowship, for a mere errand? But of course, things are never that simple.
Set in Harrowdale in the Dalelands (FRPG p.90-91, FRCG p.108-113). Start of the "Conspiracy of Ravens" quest, which continues in "Master and Servant" (DALE1-3). Released September 2008.

Blades for Daggerdale
DALE 1-2 (RPGA#5761) - Dalelands Regional Adventure by Matthias Schäfer, for characters of levels 4 to 7.
Regular attacks by creatures of the wild turn life in Daggerdale into a nightmare. So when mercenaries offer protection for a fee, does it matter that these were the old enemies of the past?
Set in Daggerdale in the Dalelands (FRPG p.90-91, FRCG p.108-113). There is an article about the Zhent Headless Horseman here on the D&D website. Start (or continuation) of the "Byar's Seven" quest, which continues in "The Lady in Flames" (DALE1-4) and concludes in "Hunters' Down" (DALE1-5). Contains an opportunity for Zhentarim Infiltration. Released October 2008.

Master and Servant
DALE 1-3 (RPGA#5775) - Dalelands Regional Adventure by Matthias Schäfer & Arjen Laan, for characters of levels 7 to 10.
A man of importance has disappeared in hostile territory, and may have been captured. Returning him to safety might not be easy as the path leads to depraved Scardale. Sometimes things are exactly as they seem.
Set in the Dalelands (FRPG p.90-91, FRCG p.108-113). Part of the "Conspiracy of Ravens" quest, which began in "The Prospect" (DALE1-1) and concludes in "The Vesperin Initiative" (DALE1-6). Released January 2009.

The Lady in Flames
DALE 1-4 (RPGA#5969) - Dalelands Regional Adventure by Brad Gardner, for characters of levels 4 to 7.
Fey creatures wreathed in blue flames have been leaving the Spiderhaunt forest to harass the citizens of Shadowdale. Lady Ulphor requests that you delve into the forest and retrieve or destroy the source of their newfound powers.
Set in the Dalelands (FRPG p.90-91, FRCG p.108-113). Start (or continuation) of the "Byar's Seven" quest, which began in "Blades for Daggerdale" (DALE1-2) and concludes in "Hunters' Down" (DALE1-5). Also a prequel to "Forever" (DALE2-1).Released May 2009.

Hunters' Down
DALE 1-5 (RPGA#5980) - Dalelands Regional Adventure by Ralf Zuiderhoek, for characters of levels 7 to 10.
Vengeance smoulders in the hearts of many. It sometimes takes only a little spark to flare back to an all-consuming rage.
Set in the Dalelands (FRPG p.90-91, FRCG p.108-113). Conclusion of the "Byar's Seven" quest, which began in "Blades for Daggerdale" (DALE1-2) and "The Lady in Flames" (DALE1-4). Premiered at the Origins Game Fair in June 2009, released for general play July 2009.

The Vesperin Initiative
DALE 1-6 (RPGA#6019) - Dalelands Regional Adventure by Mickey Tan, for characters of levels 11 to 14.
A trade consortium is being formed. All the players have been selected. Now if they could just agree to meet and finalise the trade pact. Why can’t they all just get along?
Set in New Velar in Harrowdale in the Dalelands (FRPG p.90-91, FRCG p.108-113). Conclusion of the "Conspiracy of Ravens" quest, which began in "The Prospect" (DALE1-1) and continued in "Master & Servant" (DALE1-3). In addition, Story Awards from the following list of adventures may be relevant during this adventure: "Inheritance" (CORE1-1), "The Radiant Vessel of Thesk" (CORE1-2), "Touched by Darkness" (CORE1-5), "Taken" (CORE1-8), "The Night I Called the Undead Out" (BALD1-2), "Gangs of Wheloon" (CORM1-2), "Head Above Water" (CORM1-3), "All The King's Men" (CORM1-4), "The Lady in Flames" (DALE1-4), "Hunters' Down" (DALE1-5), "A Stab in the Dark" (DRAG1-3), "Night of Fallen Petals" (DRAG1-6), "Lost Love" (MOON1-5) and "Ghosts of the Past" (SPEC1-3). Released October 2009.

Arts
DALE 1-7 (RPGA#6025) - Dalelands Regional Adventure by Oliver Kemmet, for characters of levels 1 to 4.
Isolation can be a boon — but when strange events leave the members of an airborne boarding school for young nobles in High Dale ill, only aid from outside can offer a solution. Can the adventurers solve this discretely and in time?
Set in High Dale in the Dalelands (FRPG p.90-91, FRCG p.108-113). Part of the "Arts & Crafts" quest, together with "Crafts" (DRAG1-7), of which the two adventures may be played in any order. This quest is a prequel to the "Pain and Suffering" quest which begins in "Discomfort" (DRAG2-1). Contains an opportunity to In Slumber Remain. Released November 2009.

Forever
DALE 2-1 - Dalelands Regional Adventure by ?, for characters of levels 4 to 7.
In a world where even gods die, nothing lasts. Yet, some may seek any means to recover old glory, regain love, or cling to the vestiges of life itself.
Set in the Dalelands (FRPG p.90-91, FRCG p.108-113). A loose sequel to "The Lady in Flames" (DALE1-4) and features NPCs from that adventure. Premiered at the DDXP convention in January 2010, due to be released for public play February 2010, and available for home play May 2010.

Agony
DALE 2-2 - Dalelands Regional Adventure by ?, for characters of levels 14 to 17.
Conclusion of the "Pain and Suffering" quest, which began in "Discomfort" (DRAG2-1) and continued in "Pain" (CORM2-2). Planned release date unknown.



Dragon Coast Regional Adventures

Regional Information - Crafts - Discomfort - Falling Snow, White Petal - Many Hands Make Light Work - Night of Fallen Petals - A Stab in the Dark - The Thin Gray Line - White Flower Falling

Many Hands Make Light Work
DRAG 1-1 (RPGA#5750) - Dragon Coast Regional Adventure by Bruce Paris, for characters of levels 1 to 4.
Westgate is a dangerous city at any time, but today it’s about to live up to its name. Today, a band of pious Sisters have arrived in your precinct and they need a little help with renovations and... removals.
Set in Westgate in the lands of the Dragon Coast (FRPG p.92-93, FRCG p.116-117). Released September 2008.

The Thin Gray Line
DRAG 1-2 (RPGA#5765) - Dragon Coast Regional Adventure by Joe Fitzgerald, for characters of levels 4 to 7.
Shady people making even shadier deals are commonplace in the docks district of Westgate. Locals have learnt that siding with the lesser of many evils is the only way to scratch out a living, but when a new chief sergeant upsets the delicate balance of power, the fallout threatens to affect the entire docks district.
Set in Westgate in the lands of the Dragon Coast (FRPG p.92-93, FRCG p.116-117). Released December 2008.

A Stab in the Dark
DRAG 1-3 (RPGA#5774) - Dragon Coast Regional Adventure by Renout van Rijn, for characters of levels 7 to 10.
Somewhere beneath the dirty streets of Westgate’s docks’ district, one shining light of justice is being held hostage by a force intent on extinguishing any resistance. A rescue mission must be mounted, and it all starts at... a masquerade ball?
Set in Westgate in the lands of the Dragon Coast (FRPG p.92-93, FRCG p.116-117). Released January 2009.

Falling Snow, White Petal
DRAG 1-4 (RPGA#5976) - Dragon Coast Regional Adventure by Patrick Williamson, for characters of levels 4 to 7.
Master Fan-Ji has a problem and needs the help of professionals who value the arts of discretion and diplomacy but can also pack a decent punch when those fail... and if you can keep a stubborn mule under control that would be handy too!
Set in the lands of the Dragon Coast (FRPG p.92-93, FRCG p.116-117). Start of the "White Petal Demise" quest, which continues in "White Flower Falling" (DRAG1-5). Released June 2009.

White Petal Falling
DRAG 1-5 (RPGA#6013) - Dragon Coast Regional Adventure by Warwick Wright, for characters of levels 7 to 10.
Intrigue and conflict flow through Nathlekh’s underbelly. A subversive organisation has taken over the gambling trade in Nathlekh City’s foreign quarter and is using its newfound influence to reshape politics in the region. Extortion, murder and martial arts combine in this exotic city at the end of the Golden Way.
Set in Nathlekh City in the lands of the Dragon Coast (FRPG p.92-93, FRCG p.116-117). Part of the "White Petal Demise" quest, which began in "Falling Snow, White Petal" (DRAG1-4) and concludes in "Night of Fallen Petals" (DRAG1-6). Released September 2009.

Night of Fallen Petals
DRAG 1-6 (RPGA#6015) - Dragon Coast Regional Adventure by Pierre van Rooden, for characters of levels 7 to 10.
The Night of Fallen Petals is nigh, a festival to celebrate the dead and pay honour to those who have long since passed. But not all secrets stay dead, and the prophecy of a returning God-King may be a means for dark forces to upset the power balance in Nathlekh City.
Set in Nathlekh City in the lands of the Dragon Coast (FRPG p.92-93, FRCG p.116-117). Conclusion of the "White Petal Demise" quest, which began in "Falling Snow, White Petal" (DRAG1-4) and continued in White Flower Falling (DRAG1-5). Released October 2009.

Crafts
DRAG 1-7 (RPGA#6024) - Dragon Coast Regional Adventure by Andrew Cowan, for characters of levels 1 to 4.
Westgate, the City of Coin, is a haven for all races and creeds. But now the Docks and Moonside districts hide something more sinister, an affliction that threatens to spread to all corners of the city if it is not dealt with in its infancy. With madness and agony the result, it is up to the adventurers to discover and eradicate the cause.
Set in Westgate in the lands of the Dragon Coast (FRPG p.92-93, FRCG p.116-117). Part of the "Arts & Crafts" quest, together with "Arts" (DALE1-7), of which the two adventures may be played in any order. This quest is a prequel to the "Pain and Suffering" quest which begins in "Discomfort" (DRAG2-1). Released November 2009.

Discomfort
DRAG 2-1 - Dragon Coast Regional Adventure by ?, for characters of levels 11 to 14.
The body found floating in the harbour belongs to one of the Fire Knives, and now a gang war looms on the horizon. What will you do when you discover the truth about the death?
Set in the lands of the Dragon Coast (FRPG p.92-93, FRCG p.116-117). Start of the "Pain and Suffering" quest, which continues in "Pain" (CORM2-2). Sequel to the "Arts & Crafts" quest, which took place in "Arts" (DALE1-7) and "Crafts" (DRAG1-7). Due to be released for public play February 2010, and available for home play May 2010.



East Rift Regional Adventures

Regional Information - Darkness in Delzimmer - Ends & Means - The Fardrop Incident - Marauders' Spear - Mole Hunt - Right of Passage - These Hallowed Halls - Unbidden

These Hallowed Halls
EAST 1-1 (RPGA#5728) - East Rift Regional Adventure by Bill Benham, for characters of levels 1 to 4.
The Crafty Kobold Salvage Company has fearlessly plumbed forgotten treasures from the depths of the earth for many years. Now the owner's son has gone missing and he needs adventurers of uncommon mettle to brave the dangers of the Underdark, find the lost explorers, and perhaps even unlock the ancient secrets of Lodestone Deep.
Set in the East Rift (FRPG p.96-97, FRCG p.120-121). Released August 2008.

Marauder's Spear
EAST 1-2 (RPGA#5768) - East Rift Regional Adventure by Art Severance & Mike Rizzo, for characters of levels 4 to 7.
In the pre-dawn gloom, gnolls savage a dusty halfling trading encampment on the edge of the Eastern Shaar. Hapless hin and hurbryn merchants cry out for protection from these marauding dogs. Why are the gnolls attacking here in such numbers? Who is the real leader of the pack?
Set in the lands near the East Rift (FRPG p.96-97, FRCG p.120-121). Released December 2008.

Unbidden
EAST 1-3 (RPGA#5773) - East Rift Regional Adventure by Thomas J. Scott, for characters of levels 7 to 10.
An attack by foul creatures has forced the closure of a dwarven mining operation. Adventurers are needed to investigate the threat and make the mine safe for reopening.
Set in the East Rift (FRPG p.96-97, FRCG p.120-121). Released January 2009.

Darkness in Delzimmer
EAST 1-4 (RPGA#5952) - East Rift Regional Adventure by Roy Thalman, for characters of levels 1 to 4.
A simple caravan run to the free city of Delzimmer takes an unexpected turn. It’s said that there is no honour among thieves. Unfortunately, their struggles can still cause collateral damage, and the future of the Crafty Kobold Salvage Company hangs in the balance.
Set in the East Rift (FRPG p.96-97, FRCG p.120-121). Released April 2009.

Mole Hunt
EAST 1-5 (RPGA#5987) - East Rift Regional Adventure by Jeanette D. Martin & Sara D. Green, for characters of levels 4 to 7.
You have been tasked to travel through the Chondalwood in an attempt to retrieve a doppelganger spy working for the dwarves of Eartheart. However, any task involving a doppelganger is sure to have its complications...
Set in the lands to the west of the East Rift (FRPG p.96-97, FRCG p.120-121). Released August 2009.

The Fardrop Incident
EAST 1-6 - East Rift Regional Adventure by Jared Twing, for characters of levels 11 to 14.
The Crafty Kobold Salvage Company has lost contact with an expedition to the abandoned Underchasm outpost of Fardrop. The mission is simple, but the true situation is far more complicated than the dwarves realise.
Set in the East Rift (FRPG p.96-97, FRCG p.120-121). Released January 2010.

Right of Passage
EAST 1-7 - East Rift Regional Adventure by ?, for characters of levels 4 to 7.
The dwarves of Eartheart have delved into the wrong cavern and offended a colony of myconids. Apologies must be made, or the price for the dwarves could be steep.
Set in the East Rift (FRPG p.96-97, FRCG p.120-121). Due for a rescheduled release in March 2010.

Ends & Means
EAST 2-1 - East Rift Regional Adventure by ?, for characters of levels 4 to 7.
Less than a century has passed since the fall of Underhome; by dwarven standards, the sting of that loss is still fresh. A small but vocal group of dwarves actively seeks out confrontations with the local drow, seeking to drive them back into the depths of the Underdark. Vengeance is one thing, but at what point does it cross the line and become a senseless, endless vendetta?
Set in the East Rift (FRPG p.96-97, FRCG p.120-121). Due to be released for public play March 2010, and available for home play June 2010.



Impiltur Regional Adventures

Regional Information - Alone - The Ancient Temple - Bandits on the Farm - Breaking Point - Goblins From Below - How to Hunt a Demon - Lost Souls - Masquerade

Alone
IMPI 1-1 (RPGA#5730) - Impiltur Regional Adventure by Creighton Broadhurst, for characters of levels 1 to 4.
Impiltur is not a safe country for those who are alone. When a young woman’s father dies, can you resist her cry for help?
Set in Impiltur (FRPG p.106-107, FRCG p.144-145). Released September 2008.

Breaking Point
IMPI 1-2 (RPGA#5752) - Impiltur Regional Adventure by Dominic Amann, for characters of levels 4 to 7.
When shopping for weapons the smith suddenly bursts into tears. Somebody captured his wife’s soul and is using it to extort money and weapons from the poor smith. He has nothing more to give, and unless you help him everything is lost.
Set in New Sarshel in Impiltur (FRPG p.106-107, FRCG p.144-145). Start of the "Plight of the Lost Souls" quest, which concludes in "Lost Souls" (IMPI1-3). Released October 2008.

Lost Souls
IMPI 1-3 (RPGA#5779) - Impiltur Regional Adventure by Dave Kayserman, for characters of levels 7 to 10.
Few realms have greater need of the Crying God’s followers than Impiltur, a once strong and peaceful nation now in rapid decline. When the suffering of lost souls is too great for even the Painbearers to endure, will you help share the burden?
Set in Impiltur (FRPG p.106-107, FRCG p.144-145). Conclusion of the "Plight of the Lost Souls" quest, which began in "Breaking Point" (IMPI1-2). Premiered at the DDXP convention in January 2009, released February 2009.

Bandits on the Farm
IMPI 1-4 (RPGA#5961) - Impiltur Regional Adventure by Donovan Hicks, for characters of levels 4 to 7.
A small farming community is being forced to give up their harvest to protect themselves from bandits. You can protect the people if you can convince them that they will be safe after your intervention.
Set in Impiltur (FRPG p.106-107, FRCG p.144-145). Released May 2009.

How to Hunt a Demon
IMPI 1-5 (RPGA#5991) - Impiltur Regional Adventure by Finn Kisch, for characters of levels 4 to 7.
Rumour has it that demon hunting brings rich rewards in the city of Lyrabar. When unforeseen events befall the adventurers, will they become hunters - or hunted?
Set in Impiltur (FRPG p.106-107, FRCG p.144-145). "Fraternity of Tharos" quest start. Premiered at the Gen Con Indy convention in August 2009, released for general play September 2009.

The Ancient Temple
IMPI 1-6 - Impiltur Regional Adventure by ?, for characters of levels 11 to 14.
In Impiltur, the Fraternity of Tharos threatens all good people. When a Fraternal Brother of Tharos learns of an ancient temple, he seeks the relics it may hold to increase his own power and that of the Fraternity. Can you stop him before it is too late for Impiltur?
Set in Impiltur (FRPG p.106-107, FRCG p.144-145). Due for a rescheduled release in April 2010 or later.

Masquerade
IMPI 1-6 (RPGA#6030) - Impiltur Regional Adventure by Jeanette D. Martin & Sara D. Green, for characters of levels 4 to 7.
A risky plan may have placed a suspicious noble’s only daughter in danger, forcing the desperate man to plead for help from outsiders. But political intrigue is not the only game in Impiltur, nor is it the most dangerous.
Set in Impiltur (FRPG p.106-107, FRCG p.144-145). Released December 2009.

Goblins from Below
IMPI 2-1 - Impiltur Regional Adventure by ?, for characters of levels 7 to 10.
Strange goblins wielding weird arcane powers have been spotted near Lyrabar. Arcane fire flares at their command and the authorities of Impiltur want to know what they are doing and where they came from.
Set in Impiltur (FRPG p.106-107, FRCG p.144-145). Start of the "Blue Fire Goblins" quest. Premiered at the DDXP convention in January 2010, due to be released for public play March 2010, and available for home play June 2010.



Luruar Regional Adventures

Regional Information - Beyond the Wild Frontier - Demonic Dealings - Desperate Times - The Gibbous Moon - Prey for the Night - Shades of Blue Fire - Slivers of Eaerlann

Slivers of Eaerlann
LURU 1-1 (RPGA#5729) - Luruar Regional Adventure by Creighton Broadhurst, for characters of levels 1 to 4.
Luruar is a haven of peace and culture surrounded by howling wilderness studded with lost ruins, hidden temples, and the lairs of foul, vicious creatures. Things that are lost, however, do not always stay so and some things hidden refuse to remain in darkness
Set in Luruar (FRPG p.108-109, FRCG p.146-147). Released August 2008.

The Gibbous Moon
LURU 1-2 (RPGA#5762) - Luruar Regional Adventure by Robert Wills, for characters of levels 4 to 7.
In the oldest part of Everlund whispered rumours of dark deeds slither through the chilled, narrow streets.
Set in Everlund in Luruar (FRPG p.108-109, FRCG p.146-147). Contains an opportunity for Zhentarim Infiltration. Released November 2008.

Shades of Blue Fire
LURU 1-3 (RPGA#5792) - Luruar Regional Adventure by Dan Jewell & Creighton Broadhurst, for characters of levels 7 to 10.
A century ago, the Spellplague changed the very face of Faerûn. Now, whispered rumours emerging from the wilderness around Sundabar tell of a hitherto unknown and yet active plagueland surrounding the forsaken village of Deadsnows.
Set in Luruar (FRPG p.108-109, FRCG p.146-147). Released March 2009.

Prey for the Night
LURU 1-4 (RPGA#5955) - Luruar Regional Adventure by Bill W. Baldwin, for characters of levels 7 to 10.
The Eastern Glimmerwood is avoided by all but the most foolhardy, with good reason, for here, in the lands of the People of the Black Blood, the civilised races are not the hunters; here they are nothing but prey.
Set in Luruar (FRPG p.108-109, FRCG p.146-147). Released April 2009.

Beyond the Wild Frontier
LURU 1-5 (RPGA#5992) - Luruar Regional Adventure by Ian Hambly, for characters of levels 7 to 10.
The North is populated with many peoples, amongst them the savage and noble Uthgardt barbarians. The balance of power is fragile in the wilderness; is it about to change?
Set in the lands of the Glimmerwood forest in Luruar (FRPG p.108-109, FRCG p.146-147). Premiered at the Gen Con Indy convention in August 2009, released for general play August 2009.

Desperate Times
LURU 1-6 (RPGA#6020) - Luruar Regional Adventure by Ian Hayward, for characters of levels 4 to 7.
Traveling the Nether Mountains has always been risky with bandits and shades looking for loot. Now it seems the undead are involved as more caravans go missing.
Set in Luruar (FRPG p.108-109, FRCG p.146-147). Released October 2009.

Demonic Dealings
LURU 1-5 (RPGA#6032) - Luruar Regional Adventure by David Birchall, for characters of levels 7 to 10.
Deep in the Glimmerwood the Uthgardt Barbarians keep the orcs of Luruar in check. A new ally to the orcs changes the balance of power. House Itharwen, unfortunate victims of the new alliance, are seeking heroes to recover their losses in this battle.
Set in Luruar (FRPG p.108-109, FRCG p.146-147). Start of the "House Itharwen" quest. Released December 2009.



Moonshae Isles Regional Adventures

Regional Information - Black Blood - Black Gold - Black Heart - Darkness Falls Over Moray - Lost Love - Nature's Wrath - The Sea Drake - Treasure Hunt
Dragon #376 p.59-65 features a background article on part of the Isles, including a detailed map of the central Isles.

Nature's Wrath
MOON 1-1 (RPGA#5731) - Moonshae Isles Regional Adventure by Michael Mockus, for characters of levels 1 to 4.
Faith in Chauntea runs strong amongst the Ffolk, and the village of Warlsbry is no exception. The village has fallen from favour and now the beasts of field and sea bring their wrath against it. You must return the village to Chauntea's good graces or it will not survive the coming winter.
Set on the isle of Alaron in the Moonshae Isles (FRPG p.112-113, FRCG p.152-153). Released September 2008.

The Sea Drake
MOON 1-2 (RPGA#5757) - Moonshae Isles Regional Adventure by Jean-Philipe 'JP' Chapleau, for characters of levels 4 to 7.
Valiant seafarers travel among the Moonshae Isles every day, bringing food, supplies and information to isolated, insular communities. You have been hired as guard aboard the Sea Drake, a sturdy Nordman vessel. The weather is rainy and the fog is thick. It's a perfect time to sail the seas of the Moonshaes.
Set in the Moonshae Isles (FRPG p.112-113, FRCG p.152-153). Released October 2008.

Black Gold
MOON 1-3 (RPGA#5780) - Moonshae Isles Regional Adventure by Leonard Logan, for characters of levels 7 to 10.
Dirty Barnison got his treasure, a mysterious, metallic stone. A visiting noble from a faraway land now asks you to help him find some more of it, and he is willing to pay for your efforts.
Set in the Moonshae Isles (FRPG p.112-113, FRCG p.152-153). Start of "The Fisherman" quest, which continues in "Black Blood" (MOON1-4). Reward caps of 1050xp at the Low Tier and 1500xp at the High Tier. Contains an opportunity for Zhentarim Infiltration. Premiered at the DDXP convention in January 2009, released February 2009.

Black Blood
MOON 1-4 (RPGA#5794) - Moonshae Isles Regional Adventure by Jean-Philipe ‘JP’ Chapleau, for characters of levels 7 to 10.
The Black Blood tribe holds sway over much of the island of Moray. An ambitious young man wants to break their power and make the island safe again. However, he cannot do it alone.
Set in the Moonshae Isles (FRPG p.112-113, FRCG p.152-153). Part of "The Fisherman" quest, which began in "Black Gold" (MOON1-3) and concludes in "Black Heart" (MOON1-6). Released April 2009.

Lost Love
MOON 1-5 (RPGA#5997) - Moonshae Isles Regional Adventure by Mick Hand, for characters of levels 7 to 10.
Moonshadow, an old eladrin adventurer, has been missing for years. Though long enough to be forgotten by man, an eladrin’s life is much longer than most. An old love seeks to learn his fate.
Set in the Moonshae Isles (FRPG p.112-113, FRCG p.152-153). Start or continuation of the "Fey Gates of the Sea of Swords" quest, along with "Lost Refuge" (BALD1-5), which concludes in "Turning Point" (BALD2-1). Increased experience cap of 1700xp at the High tier. Released September 2009.

Black Heart
MOON 1-6 (RPGA#6029) - Moonshae Isles Regional Adventure by Jean-Philipe ‘JP’ Chapleau, for characters of levels 11 to 14.
As if the lycanthropes of Moray, the giants of Oman and the beasts of Norland were not enough, something evil and dangerous lurks in the dark corners of what used to be the most civilised island of the Moonshae. Occupied Snowdown has need for heroes, and soon. Something about vampires roaming the streets of Westphal... Choose your friends well and your enemies better.
Set in the Moonshae Isles (FRPG p.112-113, FRCG p.152-153). Conclusion of "The Fisherman" quest, which began in "Black Gold" (MOON1-3) and continued in "Black Blood" (MOON1-4). Released November 2009.

Treasure Hunt
MOON 1-7 (RPGA#6039) - Moonshae Isles Regional Adventure by Timmy! Creese, for characters of levels 7 to 10.
An old bard’s tale, a sunken ship, and a foreign captain: secrets lost for decades may come to light if you embark on this treasure hunt. You may find riches or be the main course on some beast’s table.
Set in the Moonshae Isles (FRPG p.112-113, FRCG p.152-153). Released January 2010.

Darkness Falls over Moray
MOON 2-1 - Moonshae Isles Regional Adventure by ?, for characters of levels 4 to 7.
Only a sliver of light separates those who profit and those who perish on the island of Moray. When that light is extinguished, it is difficult for even the greatest heroes to find their way.
Set in the Moonshae Isles (FRPG p.112-113, FRCG p.152-153). Premiered at the DDXP convention in January 2010, due to be released for public play February 2010, and available for home play May 2010.



Tymanther Regional Adventures

Regional Information - Death Before Dishonor - Elder Wisdom - From One Dwarf to Another - Old Enemies Arise - Stolen Cargo - Taking Stock of the Situation - Tools of the Trade - Troubled Roads

Elder Wisdom
TYMA 1-1 (RPGA#5751) - Tymanther Regional Adventure by Jeff Hertel, for characters of levels 1 to 4.
A frontier village on the outskirts of Tymanther needs help with a reconnaissance mission. The dragonborn do not often look to outsiders, so this is a good chance to learn about the fate of Unther... and to meet the new neighbours.
Set in Tymanther (FRPG p.124-125, FRCG p.186-187). Released September 2008.

Taking Stock of the Situation
TYMA 1-2 (RPGA#5767) - Tymanther Regional Adventure by Jeff Hertel, for characters of levels 4 to 7.
In the outlying village of Ruinspoke, something or someone is taking the livestock. Others have attempted to investigate, but they have not returned.
Set in Tymanther (FRPG p.124-125, FRCG p.186-187). Released December 2008.

Tools of the Trade
TYMA 1-3 (RPGA#5781) - Tymanther Regional Adventure by Jeff Hertel, for characters of levels 7 to 10.
You are asked to investigate the theft of caravan goods in the village of Ruinspoke. Aside from the monetary value of the stolen items, the reputation and prestige of House Jalt are at stake. Sometimes an accident is just an accident, and sometimes it's a clue to something far more sinister. Adventuring isn't the only dangerous profession.
Set in Tymanther (FRPG p.124-125, FRCG p.186-187). Start of the "Unknown Entity" quest. Premiered at the DDXP convention in January 2009, released March 2009.

Death Before Dishonor
TYMA 1-4 (RPGA#6026)- Tymanther Regional Adventure by Keith Symcox, for characters of levels 4 to 7.
A secret cabal seeks an artifact of unknown power in the ruins of ancient Unthalass. Unfortunately, the only dragonborn in all of Djerad Thymar with the knowledge to stop them has been declared outcast by his own House. Can you trust one who has already proven himself untrustworthy long enough to keep the relic out of the grasping hands of the cabal?
Set in Tymanther (FRPG p.124-125, FRCG p.186-187). Increased experience cap of 645xp at Low tier. Released November 2009.

From One Dwarf to Another
TYMA 1-5 (RPGA#5979) - Tymanther Regional Adventure by Joshua Freeman, for characters of levels 1 to 4.
When an annoying dwarf goes missing, nobody in Ruinspoke really cares. Well, nobody except a fellow dwarf, that is. But it takes more than just one dwarf to mount a rescue mission...
Set in Tymanther (FRPG p.124-125, FRCG p.186-187). Premiered at the Origins Game Fair in June 2009, released for general play July 2009. A revised version of this adventure was released on 16th July 2009 to fix some encounter scaling and balance problems.

Troubled Roads
TYMA 1-6 (RPGA#6027) - Tymanther Regional Adventure by Mark Pekel, for characters of levels 11 to 14.
A group of young scholars from Ruinspoke has gone missing in the capital city of Djerad Thymar. Although their academy insists that they are simply on a research trip, their families believe otherwise, and the leader of House Jalt has asked you to help.
Set in Tymanther (FRPG p.124-125, FRCG p.186-187). Released November 2009.

Stolen Cargo
TYMA 1-7 - Tymanther Regional Adventure by ?, for characters of levels 7 to 10.
There are many dangers on the open sea – and beneath the waves. Adventurers are able to defend themselves, but the rest of your ship’s crew is not so fortunate. Now it falls to you to rescue them from the drowned city of Messemprar.
Set in Tymanther (FRPG p.124-125, FRCG p.186-187). Due for a rescheduled release in March 2010.

Old Enemies Arise
TYMA 2-1 - Tymanther Regional Adventure by ?, for characters of levels 1 to 4.
The life of a typical kobold is nasty, brutish, and short. They breed like rabbits and have a tendency to fight anything and everything they come into contact with – including each other. So why are the various kobold tribes near the town of Ruinspoke suddenly so well organised?
Set in Tymanther (FRPG p.124-125, FRCG p.186-187). Start of the "Rise of Darkness" quest, which continues in TYMA2-2 (H2). Due to be released for public play March 2010, and available for home play June 2010.



Waterdeep Regional Adventures

Regional Information - Dark Secrets of Downshadow - Gilding a Noble - Heirloom - Lost in the Fog - The Missing & the Missed - Mystery of Deepwater Harbor - Out of Hatred - The Woolmen's Restless Tomb

Heirloom
WATE 1-1 (RPGA#5727) - Waterdeep Regional Adventure by Claire & Keith Hoffman, for characters of levels 1 to 4.
An old tutor asks the adventurers to recover a stolen family heirloom for a down-on-their-luck Waterdhavian noble family.
Set in Waterdeep (FRPG p.128-129, FRCG p.194-199). Contains an opportunity for Zhentarim Infiltration. Released August 2008.

Dark Secrets of Downshadow
WATE 1-2 (RPGA#5760) - Waterdeep Regional Adventure by Claire & Keith Hoffman, for characters of levels 4 to 7.
Adventurers are the only hope of a servant who seeks her missing brother. Will the heroes be in time to save the boy and best the villains?
Set in Waterdeep (FRPG p.128-129, FRCG p.194-199). Released October 2008.

The Woolmen's Restless Tomb
WATE 1-3 (RPGA#5789) - Waterdeep Regional Adventure by Brayden Glad, for characters of levels 7 to 10.
A rich Waterdhavian guild wants to lay its former guildmaster to rest in lavish ceremony, but the guild tomb is occupied by undead. Adventurers are sought to clear out the undead and discover clues as to how they came to be there.
Set in Waterdeep (FRPG p.128-129, FRCG p.194-199). Start of the "Quest for the Necromancer" quest, which continues in "Mystery of Deepwater Harbor" (WATE 1-4) and concludes in WATE1-6 (for characters of levels 11-14, due for release in Oct-Dec 2009). Reward caps of 1100xp at the Low Tier and 1560xp at the High Tier. Released February 2009.

Mystery of Deepwater Harbor
WATE 1-4 (RPGA#5949) - Waterdeep Regional Adventure by Brad Gardner, for characters of levels 7 to 10.
The Necromancer strikes again at Waterdeep and brave adventurers must unravel the mystery behind his revenge.
Set in Waterdeep (FRPG p.128-129, FRCG p.194-199). Part of the "Quest for the Necromancer" quest, which began in "The Woolmen's Restless Tomb" (WATE 1-3) and concludes in "Out of Hatred" (WATE 1-6). Contains an opportunity for Zhentarim Infiltration. Released April 2009.

Lost in the Fog
WATE 1-5 (RPGA#5978) - Waterdeep Regional Adventure by Timothy Bailey, for characters of levels 1 to 4.
As a deep fog blankets the Crown of the North, a fish gifts the adventurers with the chance to do a good deed. Returning lost property seems like an easy task.
Set in Waterdeep (FRPG p.128-129, FRCG p.194-199). Start of the "For Family & Heritage" quest. Contains an opportunity for Zhentarim Infiltration. The DM should be sure to check the DMG Errata on Obscured Terrain before running this adventure. Premiered at the Origins Game Fair in June 2009, released for general play July 2009.

Out of Hatred
WATE 1-6 (RPGA#6016) - Waterdeep Regional Adventure by Claire Hoffman & Keith Hoffman, for characters of levels 11 to 14.
His thirst for vengeance not yet satiated, the Necromancer strikes at Waterdeep once again. Will heroes step forward to end this menace?
Set in Waterdeep (FRPG p.128-129, FRCG p.194-199). Conclusion of the "Quest for the Necromancer" quest, which began in "The Woolmen's Restless Tomb" (WATE 1-3) and continued in "Mystery of Deepwater Harbor" (WATE 1-4). Reduced experience caps of 2100xp at Low tier and 3000xp at High tier (not including the Major Quest bonus). Released October 2009.

The Missing and the Missed
WATE 1-7 (RPGA#6031) - Waterdeep Regional Adventure by Jeanette D. Martin & Sara D. Green, for characters of levels 4 to 7.
In a city built on closely guarded secrets, nothing goes unnoticed - including the strange disappearance of some of the town’s poorest residents. While some remain indifferent to the plight of the missing, a City Watchman is determined to give justice to those who have nothing else.
Set in Waterdeep (FRPG p.128-129, FRCG p.194-199). Released November 2009.

Gilding a Noble
WATE 2-1 - Waterdeep Regional Adventure by ?, for characters of levels 7 to 10.
Stedd Moonstar is planning the first and hopefully best grand gala of the season. The Moonstar gala is almost ready; only a few last minute preparations are needed to make the party a huge success.
Set in Waterdeep (FRPG p.128-129, FRCG p.194-199). Start of the "Restoring Splendour" quest, which continues in WATE2-2 (P1) and concludes in WATE2-3 (P1). Premiered at the DDXP convention in January 2010, due to be released for public play February 2010, and available for home play May 2010.



Mini-Campaign Adventures

Building the Pyre - The Burning Scent of Perfumed Swords - Coaxing the Flame - Pyrophobia - Quench the Fire of the Raging God - Stirring the Embers

Stirring the Embers
MINI 1-1 (RPGA#5989) - two round Mini-Campaign Adventure by Gary Affeldt, for characters of levels 1 to 4.
All is not well in the Great Port of Tarmalune and no one speaks of it. People are disappearing toward some fell purpose, and you are next.
Set in the city of Tarmalune on Returned Abeir (FRCG p.216-217), which is covered in detail by articles in Dragon magazine #372 p.46-59 and Dragon magazine #376 p.45-50. Contains an opportunity to In Slumber Remain. First part of the "Embers of Dawn" mini-campaign. It is recommended that these mini-campaign adventures are played in sequential order with one character for the best enjoyment and play possibilities within the mini-campaign, but it is not required. Reward caps of 775xp and 150gp + 200gp at the Low tier, 1095xp and 200gp + 300gp at the High tier. Premiered at the Gen Con Indy convention in August 2009, released for general play August 2009.
This mini-campaign is a low-level, six-adventure story arc set in Returned Abeir. Created as a springboard for new characters, the first adventure of the monthly series premiered at Gen Con Indy. Starting a new character native to Tarmalune or any of the other Windrise Ports is recommended but not required; bear in mind that an existing character will likely level before completing this series of tightly linked adventures (levels 1-4). All the adventures are two rounds and a new adventure will be released each month, concluding with the mini-campaign finale at the DDXP convention in January 2010.

The Burning Scent of Perfumed Swords
MINI 1-2 (RPGA#6012) - two round Mini-Campaign Adventure by Eric E. Menge, for characters of levels 1 to 4.
Investigations bring you to the perfumed back alleys of Sambral, where it becomes clear that you are not the first to look into the activities of the fire cult. All those who have come before you have disappeared or been left a ruin of their former selves, leaving you to wonder... will you share their fate?
Set in the Windrise Port of Sambral on Returned Abeir (FRCG p.216-217), the Windrise Ports are featured in an article in Dragon magazine #376 p.45-50. Contains an opportunity to In Slumber Remain. Second part of the "Embers of Dawn" mini-campaign. It is recommended that these mini-campaign adventures are played in sequential order with one character for the best enjoyment and play possibilities within the mini-campaign, but it is not required. Reward caps of 775xp and 150gp + 250gp at the Low tier, 1095xp and 200gp + 350gp at the High tier. Released September 2009.

Building the Pyre
MINI 1-3 (RPGA#6018) - two round Mini-Campaign Adventure by Richard W. Brown, for characters of levels 1 to 4.
Adventurers have gained a clue that the cult activities in Sambral are directed by superiors in Ramekho. The best chance of defeating the cultists is to find them before they notice anyone looking for them.
Set in the Windrise Port of Ramekho on Returned Abeir (FRCG p.216-217), the Windrise Ports are featured in an article in Dragon magazine #376 p.45-50. Third part of the "Embers of Dawn" mini-campaign. It is recommended that these mini-campaign adventures are played in sequential order with one character for the best enjoyment and play possibilities within the mini-campaign, but it is not required. Reward caps of 775xp and 150gp + 250gp at the Low tier, 1095xp and 200gp + 350gp at the High tier. Released October 2009.

Coaxing the Flame
MINI 1-4 (RPGA#6022) - two round Mini-Campaign Adventure by Craig Campbell, for characters of levels 1 to 4.
Your discoveries regarding a fire cult operating in the Windrise Ports bring you to the city of Harglast. You believe the leader of the cult is in town. Now begins the frenzied race to find him.
Set in the Windrise Port of Harglast on Returned Abeir (FRCG p.216-217), the Windrise Ports are featured in an article in Dragon magazine #376 p.45-50. Fourth part of the "Embers of Dawn" mini-campaign. It is recommended that these mini-campaign adventures are played in sequential order with one character for the best enjoyment and play possibilities within the mini-campaign, but it is not required. Reward caps of 775xp and 150gp + 250gp at the Low tier, 1095xp and 200gp + 350gp at the High tier. Released November 2009.

Pyrophobia
MINI 1-5 (RPGA#6037) - two round Mini-Campaign Adventure by Rydia Q. Vielehr, for characters of levels 1 to 4.
Lone survivors. Run. Flames. Madness. Run. Trails of smoke. Watching eyes. RUN! You have thwarted the fire cult's ritual, but at what price? Can you escape the fire cult's advances and reveal their true leader?
Set in the city of Tarmalune on Returned Abeir (FRCG p.216-217), which is covered in detail by articles in Dragon magazine #372 p.46-59 and Dragon magazine #376 p.45-50. Fifth part of the "Embers of Dawn" mini-campaign. It is recommended that these mini-campaign adventures are played in sequential order with one character for the best enjoyment and play possibilities within the mini-campaign, but it is not required. Reward caps of 775xp and 150gp + 250gp at the Low tier, 1095xp and 200gp + 350gp at the High tier. Released January 2010.

Quench the Fire of the Raging God
MINI 1-6 - two round Mini-Campaign Adventure by Greg Marks, for characters of levels 1 to 4.
Though your allies are bloodied and decimated, you remain determined to quench the threat. Tracking the remains of the cult to Imdolphyn you find aid in short supply as the final reckoning approaches.
Set in the Windrise Port of Imdolphyn on Returned Abeir (FRCG p.216-217), the Windrise Ports are featured in an article in Dragon magazine #376 p.45-50. Sixth (and final) part of the "Embers of Dawn" mini-campaign. It is recommended that these mini-campaign adventures are played in sequential order with one character for the best enjoyment and play possibilities within the mini-campaign, but it is not required. Due to be released March 2010.

Second Mini-Campaign
MINI 2-1, MINI 2-2 & MINI 2-3 - three round Mini-Campaign by ?, for characters of levels 1 to 4.
The next mini-campaign, to be released at the Gen Con Indy convention in August 2010, will consist of three one-round H1 adventures set in the city of Raven's Bluff (the setting of the RPGA's Living City campaign which ran from 1987 to 2003) in Vesperin (FRCG p.192). See this post on the D&D website for more details.



Adventuring Company Adventures

Jungle Hunt
ADCP 1-1 - Adventuring Company Adventure by Paige Leitman & Dave Brainard, for characters of levels 1 to 14.
A great hunt has been called in the jungles of Chult. The Amnian trading costers of Port Nyranzaru are competing to see which one can bring in the biggest, rarest beasts as trophies, and they're looking for adventuring companies to do the hunting. Are you and your companions up to the challenge?
Set in Chult (FRCG p.102-103). This event may only be run at Wizards Play Network (WPN) Public Play events, and is not available for Private Play. At least four of the characters being played at the table must be members of the same Adventuring Company (though this can be an ad hoc Adventuring Company formed at the table for the purpose of playing this adventure), and all of the characters at the table must be within a single level band (1-4, 4-7, 7-10 or 11-14). Premiered at the Gen Con Indy convention in August 2009, released for general public play September 2009. The rewards at each level band are as follows (with standard "more gold" options):
Band:H1 LowH1 HighH2 LowH2 HighH3 LowH3 HighP1 LowP1 High
XP:43563574510601270176024403460
GP:8511011016516522013202420

The Paladins' Plague
ADCP 2-1 - two-round continuous-play Adventuring Company Adventure by ?, for characters of levels 1 to 17.
The leaders of Elturel are concerned about the plagueland a few miles outside the city, which has recently begun spewing out even more twisted monstrosities than usual. The paladins have put out a call for adventuring companies to send their best and bravest explorers to venture to the border, if not into the plagueland itself. The expedition's charter is to bring back any information about the horrors within and what might be causing the increase in Spellplague activity. This is a very dangerous assignment, but also one that offers adventurers the chance to make a name for themselves by braving one of the most dangerous and least understood threats in all of Faerûn - an active plagueland.
Set in Elturgard (FRCG p.124-125). This adventure takes place after the events of "The Blue Fire Chronicles" (SPEC 2-1), but playing the adventures in order is not required. This adventure is combat-intensive, players who do not enjoy combat encounters are less likely to enjoy this adventure. All of the characters in the party must be within a single level band (1-4, 4-7, 7-10, 11-14, or 14-17). It is recommended that at least three of the characters be members of the same Adventuring Company - it is not required for any character to be a member of an Adventuring Company in order to participate, but tables where at least three characters are members of the same Adventuring Company will receive an additional benefit. This adventure may only be run at Wizards Play Network (WPN) Public Play events. Premiered at the DDXP convention in January 2010, where it included unique certificates, unique magic items, and unique titles that are not be in the version released for public play. Due to be released for Public Play February 2010. This adventure cannot be sanctioned for Private Play.



Adapted Adventures

Barrow of the Ogre King - Menace of the Icy Spire - Scepter Tower of Spellgard

Barrow of the Ogre King
ADAP 1-1 (RPGA#5738) - Adapted Adventure by Bruce Cordell, Ed Greenwood & Chris Sims. Adaptation by Chris Tulach, for characters of levels 1 to 2.
For many years, goblins have laired in a nearby dungeon hidden in the boughs of the Southwood. This dungeon is known to some as the Barrow of the Ogre King. Recently, the goblins have become bold enough to leave their dungeon home to raid the nearby town of Loudwater. It is up to your newly-formed band of adventurers to deal with the threat the goblins pose and discover why they’ve attacked the town.
Set in Loudwater and the Gray Vale (FRPG p.100-101, FRCG p.6-27). Play time approximately 6 hours. The adventure itself is contained in the Forgotten Realms Campaign Guide, which has an official FAQ page here on the WotC website, and the adventure has reward caps of 840xp, 150gp, +100gp. An enemy in the final encounter has had its stats corrected in the FRCG Errata document, downloadable from this page on the D&D website. Released August 2008.

Scepter Tower of Spellgard
ADAP 1-2 (RPGA#5754), ADAP 1-3 (RPGA#5755) & ADAP 1-4 (RPGA#5756) - Adapted Adventure by David Noonan & Greg A. Vaughan. Adaptation by M. Sean Molley, for characters of levels 1 to 2.
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 Faerûn. 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.
Set in the Fallen Lands of the Gray Vale (FRPG p.100-101, FRCG p.6-27). Released as the FR1 commercial adventure, which has an official FAQ page here on the WotC website, for the purposes of LFR play this adventure has been split into three separate parts, and characters receive rewards at the end of each part. The whole adventure is estimated to take around thirty to forty hours of play time to finish. Characters must be 1st or 2nd level when they start Part 1, cannot play a later Part if they have not played the previous Part(s), and cannot play any other adventures while playing this adventure. A character can leave to play other adventures after finishing one of the Parts, but cannot then play any of the later Parts. Released October 2008.
Part 1 has reward caps of 1630xp, 225gp, +150gp, and starts a quest.
Part 2 has reward caps of 1515xp, 300gp, +150gp.
Part 3 had reward caps of 3065xp, 600gp, +300gp, with an extra 125xp for completing the Major Quest.

Menace of the Icy Spire
ADAP 1-5 (RPGA#5763) - Adapted Adventure by M. Sean Molley, for characters of levels 1 to 4.
Winter has come far too early to the Gray Vale, and the harvest is threatened. Some thirty years ago, the warlock who lived in Draigdurroch Tower disappeared under mysterious circumstances, and the tower was sealed inside a magical cocoon of ice by forces unknown. Can these events be related?
Set in Loudwater and the Gray Vale (FRPG p.100-101, FRCG p.6-27). Play time approximately 6 hours. The adventure itself is contained in Dungeon Magazine issue #159 p.4-22, the published version is for Low Tier and the adaptation document contains rules for adapting it for High Tier play. The adventure has reward caps of 765xp, 120gp, +60gp at Low Tier and 945xp, 180gp, +90gp at High Tier. Start of the "Draigdurroch's Fate" quest. Released November 2008.



Special Adventures

Beneath Haunted Halls - The Blue Fire Chronicles - Ghosts of the Past - The Icy Queen's Crossing - Shades of the Zhentarim - Zhent's Ancient Shadow

Shades of the Zhentarim
SPEC 1-1 (RPGA#5726) - two round Core Special Adventure by Shawn Merwin & M. Sean Molley, for characters of levels 1 to 4.
Zhentil Keep is a city with a storied history, even if most of the tale is not fit for innocent ears. A mission to find the wayward son of a wealthy merchant leads deep into the secrets, deceptions, and brutal power on which the dreaded Zhentarim built their ominous keep.
Set in Zhentil Keep in the lands of the Moonsea (FRCG p.150-151). The adventure has reward caps of 1200xp, 180gp, +50gp at Low Tier and 1650xp, 240gp, +75gp at High Tier. Start of the "Ruins of Zhentil Keep" quest, which concludes in "Zhent's Ancient Shadow" (SPEC 1-2). Contains an opportunity for Zhentarim Infiltration. Premiered at Gen Con Indy, Gen Con UK and PAX in August 2008. Available at selected conventions from September 2008 to October 2008, then released for general play in January 2009. Those who played it during 2008 should see this erratum on the D&D website.

Zhent's Ancient Shadow
SPEC 1-2 (RPGA#5784) - two round Core Special Adventure by Shawn Merwin & M. Sean Molley, for characters of levels 7 to 10.
Rumours of an ancient artifact, sacred to Shar, have proven all too true. The church of Amaunator has assembled an expedition to return to Zhentil Keep, enter the dangerous twilight-shrouded southern ruins, and destroy the artifact before it can return to its dark mistress. Will you join the followers of the Light on their quest to purge the Shadow?
Set in Zhentil Keep in the lands of the Moonsea (FRCG p.150-151). It is recommended, but not required, that characters play "Shades of the Zhentarim" (SPEC 1-1) before playing this adventure. The adventure has reward caps of 3000xp, 300gp & +840gp at Low Tier, with an additional 150xp & 60gp for completing the Major Quest, and has reward caps of 4195xp, 400gp & +1200gp at High Tier, with an additional 205xp & 80gp for completing the Major Quest. Conclusion of the "Ruins of Zhentil Keep" quest, which began in "Shades of the Zhentarim" (SPEC 1-1). Contains an opportunity for Zhentarim Infiltration. Premiered at the DDXP convention in January 2009. Available at selected conventions over the following months, then released for general play in July 2009.

Ghosts of the Past: Hive of Corruption
SPEC 1-3 H1 - Core Special Adventure by Ryan Cannon & Pierre van Rooden, for characters of levels 1 to 4.
Ghosts of the Past: Windsong Tower
SPEC 1-3 H2 - Core Special Adventure by Brad Gardner, for characters of levels 4 to 7.
Ghosts of the Past: Siren’s Lure
SPEC 1-3 H3 - Core Special Adventure by Joe Fitzgerald, for characters of levels 7 to 10.
Ghosts of the Past: Dark Portal
SPEC 1-3 P1 - Core Special Adventure by Dave Kayserman, for characters of levels 11 to 14.
Every year Coronal Ilsevele Miritar, ruler of Myth Drannor, hires a group of adventurers to clean up one of the many dangerous ruins within her forest kingdom. This year she is looking for several groups. What ghosts of the past have forced the eladrin to seek outside help and abandon their cautious ways?
Set in Myth Drannor (FRPG p.114-115, FRCG p.156-157). There are four versions of this adventure, one for each level band; characters at the same table must be within a single level band (1-4, 4-7, 7-10, or 11-14). Premiered at the Gen Con Indy convention in August 2009. Available at selected conventions over the next few months, then due to be released for general play February 2010.

The Blue Fire Chronicles
SPEC 2-1 - five Core Special Adventures, for characters of levels 1 to 17.
Each of the five SPEC2-1 adventures covers a single level band. Each one is a separate adventure which must be ordered individually. These adventures occur at various locations within the region of Elturgard, and take place shortly before the events of "The Paladins' Plague" (ADCP2-1). Certain key NPCs and locations appear in most or all of the SPEC2-1 adventures, but the individual SPEC2-1 adventures are not directly connected to each other (each is a standalone adventure). Players who participate in one or more of the SPEC2-1 adventures before playing ADCP2-1 might find that they understand certain events a bit more clearly, but this is not required, and people are not expected to play the five SPEC2-1 adventures in any particular order. Even if you never play ADCP2-1, the SPEC2-1 adventures were designed to be logical, consistent, and complete on their own. The five SPEC2-1 adventures are treated as separate adventures for purposes of the replay rule: an individual PC may play each of the five SPEC2-1 adventures when the character is of an appropriate level.
Set in Elturgard (FRCG p.124-125). Prequel to "The Paladins' Plague" (ADCP2-1). Premiered at the DDXP convention in January 2010, due to be released for public play February 2010, and available for home play May 2010.

The Blue Fire Chronicles: The Scourge of Scornubel
SPEC 2-1 H1 - Core Special Adventure by ?, for characters of levels 1 to 4.
The paladins of Elturgard are at wits' end; bandits are looting the trade city, Scornubel. With the depletion of much needed resources, someone needs to flush the bandits out of their nests - and perhaps become local heroes while doing it.

The Blue Fire Chronicles: Dogs of War
SPEC 2-1 H2 - Core Special Adventure by ?, for characters of levels 4 to 7.
The paladins of Elturgard cannot tolerate a threat from the gnolls of the Reaching Woods at this time. Will heroes step forward to undertake a risky mission to foil the gnolls and their demon allies?

The Blue Fire Chronicles: The Morninglord’s Laughter
SPEC 2-1 H3 - Core Special Adventure by ?, for characters of levels 7 to 10.
Three years ago the outpost of Fort Morninglord underwent a terrible catastrophe, and the leaders of Elturgard proclaimed that any who even approached the haunted place would be arrested. Now it appears that something locked inside the sealed fortress might be needed for an upcoming battle.

The Blue Fire Chronicles: Blinking Eye of Fire
SPEC 2-1 P1 - Core Special Adventure by ?, for characters of levels 11 to 14.
The second sun above Elturel blesses the land with never-ending light. But deep beneath the streets lurk things determined to see night fall.

The Blue Fire Chronicles: Scout's Honour
SPEC 2-1 P2 - Core Special Adventure by ?, for characters of levels 14 to 17.
Amongst the towering trees of the Forest of Wyrms live countless serpents, dragons, and other fell creatures that few dare brave. Only the strongest adventurers can best the dangers within and help the paladins of Elturgard achieve victory.

Beneath Haunted Halls
WEEK 1-1, WEEK 1-2 & WEEK 1-3 - three Special Adventures by Matthew Sernett, for characters of levels 1 to 4.
An attack on a diplomatic mission results in the kidnapping of the eladrin princess Eldara, and it happens on the adventurers' watch! Now they need to find both her and a stolen magic relic before war breaks out in Cormyr. The trail of the villain has more twists than a snake’s shadow, and it leads farther than anyone would expect.
Set in Cormyr (FRPG p.88-89, FRCG p.104-107). This three-part adventure could only be played at public venues as part of the "Weekend in the Realms 2008" special event on Friday 24th to Sunday 26th October 2008. Each part had a play time of approximately 3 hours. Although playable by characters of levels 1 to 4 it was designed for Low Tier, contained primarily Low Tier challenges and gave only Low Tier rewards. The adventure kit included a poster map, a trivia quiz, a survey sheet and a pregenerated 1st level character ("Sha-karn the Fierce", a male Earthsoul Genasi Great Weapon Fighter from Akanûl).
Part 1 had a reward cap of 425xp and was the start of the "Mission for Bozul" quest.
Part 3 had a reward cap of 420xp, with an extra 125xp for completing the "Mission for Bozul" quest.

The Icy Queen's Crossing
WEEK 1-4 - Special Adventure by Shawn Merwin, for characters of levels 1 to 4.
In a region so dangerous that even the most savage of Nar tribes fear trespassing there, a group of heroes has a chance to change the face of a war-torn land.
Set in Narfell (FRPG p.116-117, FRCG p.160-161). This adventure featured locations and characters from the Forgotten Realms novel "The Fall of Highwatch" by Mark Sehestedt, and took place after the events depicted in the novel. This adventure could only be played at public venues as part of the "Weekend in the Realms 2009" special event on Friday 6th to Sunday 8th November 2009. Written for characters of 2nd level, though most encounters did include scaling for 1st level parties or for parties above 2nd level. Experience cap of 420xp, treasure cap of 90gp. In addition, characters who played this adventure were able to choose a treasure bundle without it counting towards their usual allocation of Found Magic Item slots. The adventure kit included a poster map and six pregenerated 1st level character (Andra the Halfling Avenger, Gillarn the Gnome Cleric, Morgran the Dwarf Fighter, Nadarr the Dragonborn Barbarian, Olwick the Half-Elf Swordmage and Sariel the Eladrin Wizard).



Quest Adventures

Black Cloaks & Bitter Rivalries - Stir Not the World's Doom

Black Cloaks & Bitter Rivalries
QUES 1-1 (RPGA#5983) - Quest Adventure by Eric E. Menge, for characters of levels 7 to 10.
You have haggled with the potter, you have given the coin to the stranger, and you have spared the life of an agent. Now, the Zhentarim are offering you a chance to join their ranks. Darkhold and the secrets of the Black Network await for those clever and ruthless enough to infiltrate the Zhentarim.
Set in the Western Heartlands of Cormyr (FRPG p.88-89, FRCG p.104-107). For a detailed map of the area see Dragon magazine #365 page 18. Playable only by characters that have completed the three tasks specified on the "Zhentarim Infiltration" Player Reward Card. Tasks for this quest are seeded throughout Heroic-tier LFR adventures available in 2008 and 2009. Prequel to "Killing the Messenger" (CORE2-1). Information on the Zhentarim can be found in the FRCG p.282-285. Premiered at the Origins Game Fair in June 2009, released for general play in July 2009.
Opportunities to complete Zhentarim Infiltration tasks can be found in CORE1-1, CORE1-4, CORE1-6, AGLA1-1, CORM1-1, DALE1-2, LURU1-2, MOON1-3, WATE1-1, WATE1-4, WATE1-5, SPEC1-1 and SPEC1-2.

Stir Not the World's Doom
QUES 1-2 - Quest Adventure by ?, for characters of levels 11 to 14.
Playable only by characters that have completed the three tasks specified on the "In Slumber Remain" Player Reward Card. Tasks for this quest are seeded throughout the "Embers of Dawn" mini-campaign and other heroic tier Living Forgotten Realms adventures available in 2009 and 2010. Due to premiere sometime in 2010.
Opportunities to complete "In Slumber Remain" tasks can be found in DALE1-7, MINI1-1 and MINI1-2.



My Realms Adventures

My Realms Adventure H1 2009 - My Realms Adventure H2 2009 - My Realms Adventure H3 2009 - My Realms Adventure P1 2009

My Realms Adventure H1 2009
MYRE 1-1 (RPGA#5971) - My Realms adventure for characters of levels 1 to 4.
A My Realms adventure is the DM’s chance to shape the fate of a group of characters. Are you up to the challenge?
A My Realms adventure can only ever be run by the person who wrote it. A single character can play in multiple different MYRE1-1 adventures. Includes a selection of sample plot hooks and rumours for a variety of regions, customisable Story Award certificates and two new monsters for authors to use. Released June 2009.

My Realms Adventure H2 2009
MYRE 1-2 (RPGA#5975) - My Realms adventure for characters of levels 4 to 7.
A My Realms adventure is the DM’s chance to shape the fate of a group of characters. Are you up to the challenge?
A My Realms adventure can only ever be run by the person who wrote it. A single character can play in multiple different MYRE1-2 adventures. Includes a selection of sample plot hooks and rumours for a variety of regions, customisable Story Award certificates and two new monsters for authors to use. Released June 2009.

My Realms Adventure H3 2009
MYRE 1-3 (RPGA#6014) - My Realms adventure for characters of levels 7 to 10.
A My Realms adventure is the DM’s chance to shape the fate of a group of characters. Are you up to the challenge?
A My Realms adventure can only ever be run by the person who wrote it. A single character can play in multiple different MYRE1-3 adventures. Includes a selection of sample plot hooks and rumours for a variety of regions, customisable Story Award certificates and two new monsters for authors to use. Released September 2009.

My Realms Adventure P1 2009
MYRE 1-4 (RPGA#6035) - My Realms adventure for characters of levels 11 to 14.
A My Realms adventure is the DM’s chance to shape the fate of a group of characters. Are you up to the challenge?
A My Realms adventure can only ever be run by the person who wrote it. A single character can play in multiple different MYRE1-4 adventures. Includes a selection of sample plot hooks and rumours for a variety of regions, customisable Story Award certificates and two new monsters for authors to use. Released January 2010.



Preview Adventures

Death in the Skyfire Wastes - Escape From Sembia - Scalegloom Hall

Scalegloom Hall
PREV-1 (RPGA#5662) - Preview Adventure by Mike Mearls, for 4-6 pregenerated 1st level characters.
The vicious kobolds are at it again, raiding caravans, plundering outlying farms, and raising havoc across the land. All signs point to the influence of a charismatic leader, a malevolent fiend that has stepped up the kobolds' aggression and turned them into a menace. Your task is simple; enter the trap-filled tunnels of Scalegloom Hall, find their leader, and defeat him.
Set in Baldur's Gate and the Cloak Wood (FRPG p.82-83, FRCG p.94-95). Designed for four to six pregenerated 1st level characters, character sheets for whom are downloadable here on the RPGA website as a 1Mb zip file that unzips into 6 pdfs. First run at the D&DXP convention in February 2008, run at selected conventions between then and its release for general play on 6th June 2008 as an adaptation of the "Kobold Hall" adventure in the Dungeon Master's Guide (p.210-219), which is almost identical to the original version but for some minor rules revisions and a much less lethal final encounter. Retired from play at the end of 2008. LFR characters received no rewards for playing this adventure.

Escape From Sembia
PREV-2 (RPGA#5663) - Preview Adventure by Chris Tulach, for 4-6 pregenerated 1st level characters.
You weren't looking for trouble in civilised lands... just some good adventuring leads. Before you knew what was really happening, you wound up in the middle of an information exchange, and now you have to escape from the lands of Sembia to preserve your very lives! Off the beaten path to shake any pursuers, you take to the wilds in the hope that you'll reach a safe haven before you're captured.
Set in Sembia (FRCG p.176-177). Designed for four to six pregenerated 1st level characters, character sheets for whom are downloadable here on the RPGA website as a 1Mb zip file that unzips into 6 pdfs. First run at the D&DXP convention in February 2008, run at selected conventions between then and its release for general play on 6th June 2008, retired from play at the end of 2008. LFR characters received no rewards for playing this adventure.

Death in the Skyfire Wastes
PREV-3 (RPGA#5716) - Preview Adventure by Mike Mearls, for pregenerated 3rd level characters.
A race to discover the secrets of an ancient ruin in the Calim Desert turns into a fight for survival. Can you recover a lost relic before it falls into the wrong hands?
Set in Calimshan (FRPG p.84-85, FRCG p.98-99). Premiered at the Origins 2008 convention, which ran in Columbus, Ohio in the US on 25th-29th June. Announced here on the D&D website. Released for general play from August 2008, retired from play at the end of 2008. LFR characters received no rewards for playing this adventure.



Alphabetical Adventure Listing by Title


Core Adventures - Adapted Adventures - Special Adventures - Mini-Campaign Adventures
Adventuring Company Adventures - Quest Adventures - My Realms Adventures - Preview Adventures
Aglarond Regionals - Akanûl Regionals - Baldur's Gate Regionals - Cormyr Regionals
Dalelands Regionals - Dragon Coast Regionals - East Rift Regionals - Impiltur Regionals
Luruar Regionals - Moonshae Isles Regionals - Tymanther Regionals - Waterdeep Regionals
Alphabetical Adventure Listing


This page last updated: 8th February 2010 - Email the webmeister - Email the organisers - Back to the LFR-Oxford front page