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2 | 0 | 1 | DDAL00-01 Window to the Past | 5-10, 11-16, 17-20 | | 4 | Alan Patrick | | When a Thayan research expedition returns from the Glacier of the White Wyrm with only two survivors that are reduced to whispering about an ancient pyramid under the ice, perhaps it is time to discover just what scares the life out of a nation of necromancers. This adventure takes place after the events of DDEP2 Mulmaster Undone and the entirety of the second season of D&D Adventurers League play, collectively referred to as Elemental Evil and denoted by the DDEX02 codes. Formerly DDAO-01 | Mulmaster | Saga of the Worm | 1 | | | | | | | | | | | | | | |
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3 | 0 | 2a | DDAL00-02a Lost Tales of Myth Drannor: The Darkwood Webs | 1-4 | 3 | 12+ | Claire Hoffman | | A trio of exhausted sprites interrupts your group as you start to break camp and continue your journey to Hillsfar. Do you dare answer their plea for aid and enter the forest of Cormanthyr? | Hillsfar,Cormanthor Forest | Lost Tales of Myth Drannor | 1 | | | | | | | | | | | | | | |
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4 | 0 | 2b | DDAL00-02b Lost Tales of Myth Drannor: The Weirding Vats | 1-4 | 3 | 2 | Travis Woodall | | Goblins abound! Strange Goblins have been sighted in the farm lands south of Hillsfar! Locals report that they have been straying from the forest-realm of Cormanthor to the south in increasing numbers and beg you to put an end to their incursions. | Hillsfar,Cormanthor Forest | Lost Tales of Myth Drannor | 2 | | | | | | | | | | | | | | |
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5 | 0 | 2c | DDAL00-02c Lost Tales of Myth Drannor: Spawn of the Maimed Virulence | 5-10 | 8 | 2 | Robert Adducci | | Before his death, the green dragon The Maimed Virulence, Vorgansharax, had many mates across Faerûn. The forest of Cormanthor and surrounding areas have become a battleground between sibling dragons, all vying for the choicest territory. Can a band of adventurers protect Hillsfar by either defeating or negotiating with the spawn of The Maimed Virulence? | Hillsfar,Cormanthor Forest | Lost Tales of Myth Drannor | 3 | | | | | | | | | | | | | | |
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6 | 0 | 2d | DDAL00-02d Lost Tales of Myth Drannor: Echoes of the Weeping War | 5-10 | 8 | 2 | Bill Benham | | Over 700 years ago the Army of Darkness raged through Cormanthor before breaking the proud city of Myth Drannor. Rumors tell of powerful magic lost deep in the Darkwood, now supposedly found, that harkens back to that terrible war. | Hillsfar,Cormanthor Forest | Lost Tales of Myth Drannor | 4 | | | | | | | | | | | | | | |
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7 | 0 | 2e | DDAL00-02e Lost Tales of Myth Drannor: Forgotten Foes | 11-16 | 13 | 2 | Greg Marks | | A forgotten foe prowls the intermingled ruins of Thultanthar and Myth Drannor at the heart of the web of plots that threaten Cormanthor. You must delve into the ruins of the City of Song and bring the enemy to ground. | Hillsfar,Cormanthor Forest | Lost Tales of Myth Drannor | 5 | | | | | | | | | | | | | | |
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8 | 0 | 2f | DDAL00-02f Lost Tales of Myth Drannor: The Definition of Heroism (Video) Top 10 Adventurer's League Modules | Nerd Immersion | 17-20 | 18 | 2 | Alan Patrick | | Myth Drannor lies under a layer of debris that is nearly a quarter-mile thick. But there are secrets in the chaos, and some of those secrets yearn to be made known once more. Within the rubble of Thultanthar and Myth Drannor can be heard ethereal voices—but of what they speak, no sane mind has yet to report. | Hillsfar,Cormanthor Forest | Lost Tales of Myth Drannor | 6 | | | | | | | | | | | | | | |
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9 | 0 | 3 | DDAL00-03 Those That Came Before | 11-16, 17-20 | 13,18 | 4 | Alan Patrick | | All of the scribes in Candlekeep are reporting eerie dreams, dreams in which the flying citadels of Ancient Netheril remain aloft among the clouds, with the modern skylines of Neverwinter and Waterdeep far below. These hazy visions all end the same way: with tremendous calamity as those fortresses smash down upon the defenseless metropolises. What aid can be enlisted when such doom is on the horizon? Formerly DDAO-11 | Candlekeep | Saga of the Worm | 2 | | | | | | | | | | | | | | |
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10 | 0 | 4 | DDAL00-04 Winter’s Flame | 1-4 | 3 | 2 | Ryan Wheaton | | This year’s Midwinter holiday efforts have been met with unusual obstacles: small stockpiles rummaged through, foods spoiling, ale casks leaking, festive clothes torn up, and crucial pembelon fruits missing. With schedules and deadlines rigid, any bigger bumps in the road might result in disaster. Who would want to keep the people of Chult from celebrating this long-revered holiday? | Chult | | | | | | | | | | | | | | | | |
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11 | 0 | 5 | DDAL00-05 Winter’s Splendor | 1-4 | 3 | 2 | Ashley Warren | | You’re invited to the Midwinter Gala in the City of Splendors! Among the jovial festivities, a sinister mystery waits to be unwrapped. | Waterdeep | Cascadian Legacy series | | | | | | | | | | | | | | | |
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12 | 0 | 6 | DDAL00-06 Lost Laboratory of Kwalish | 5-10 | | 8 | Bart Carroll | | The legendary inventor Kwalish disappeared eons ago... as it turns out, finding a crashed planar ship and studying its technology to fuel his own experiments. Only now, Kwalish’s lost research is desperately needed! Will you dare an alternate expedition into the Barrier Peaks to find him? | Barrier Peaks | | | | | | | | | | | | | | | | |
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13 | 0 | 7 | DDAL00-07 The Embers of Hate | 1-4, 5-10 | 3,8 | 4 | Travis Woodall | | Hatred burns with a fire unlikely any other; and the hotter the flame, the more difficult it is to stamp it out. Beneath the rubble of Mulmaster, and a group of angry men and women seek to stoke smoldering embers of hate anew into a raging conflagration. Can you stop them before it is too late, or will evil rise once more from the ashes—free to burn all it touches? Formerly DDAO-13 | Mulmaster | | | | | | | | | | | | | | | | |
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14 | 0 | 8 | DDAL00-08 Layers Upon Layers | 1-4, 5-10 | 3 | 4 | Travis Woodall | | During the liberation of Szith Morcane, the factions found an unlikely friend in an agent of evil. Now, that alliance has been put to the test—and the factions are in search of souls brave (or foolish) enough to venture to the mysterious depths of the Feywild in order to uphold their end of the alliance! Grab your planar forks—there’s adventuring to be done! Formerly DDAO-19 | Triboar | | | | | | | | | | | | | | | | |
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15 | 0 | 9 | DDAL00-09 Minsc & Boo | 5-10 | 8 | 2 | Alan Patrick | | KAHRU URSAL, Waterdeep City inspector and werebear, is after a dastardly foe. The goblin (and werehouse) GAHZEEBO is well-known to city bureaucrats as a shady contractor who performs sub-par work that is not up to code. Gathering up a number of unlicensed subcontractors whom Gahzeebo has infected with lycanthropy, the werehouse has gone to a formerly sealed level: Undermountain, the Musical! There he plans to complete the final stage of his dastardly plan: to build a dangerously sub-quality theater, gather the nobles of Waterdeep with free tickets, and infect them while they are distracted by the spectacle of Flumphapolusa. The werehouse needs only capture enough gassy flumphs and the nobles of Waterdeep will fall to his evil plan. Kahru begs the characters to give chase and protect the city before Gahzeebo builds more shoddy construction. | Waterdeep | | | | | | | | | | | | | | | | |
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16 | 0 | 10 | DDAL00-10 Trust and Understanding | 17-20 | 18 | 6-8 | Alan Patrick | | The shield dwarves of western Faerûn sometimes speak of a labyrinthine structure on the shores of a misty lake. Rumored to imprison an ancient creature that predates Faerûn’s beginnings, the place has long been sealed. But now coins are showing up in bazaars and trader’s booths that match the description of those minted by this citadel, and they are rightly concerned. Formerly DDAO-21 | Hordelands | Saga of the Worm | 3 | | | | | | | | | | | | | | |
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17 | 0 | 11a | DDAL00-11 Pipyap’s Guide to All of the Nine Hells: Avernus: Reunited and It Feels So Good | 1-4 | 3 | 4 | Travis Woodall | | Some time ago, LLIIRA crafted a magic COOKIE BAG that would bestow its owner with a neverending supply of the most delicious cookies anyone in FAERÛN had ever tasted. The BISCUIT HERALD, as the owner would come to be known, was charged by Lliira to wander the Realms in search of parties and other joyous events at which to share their gift. But as it usually happens, someone had to ruin the fun. At some point, the last Herald (whose name is lost to time) was slain by bandits while traveling some lonesome, dusty road, and the bag was lost. The bag has had several owners since then, the most recent being a man named HON ARVID. An adventurer, he and his fellows are in dire need of help. Help that comes—though not necessarily in the form that he expected… | Nine Hells | | | | | | | | | | | | | | | | |
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18 | 0 | 11b | DDAL00-11 Pipyap’s Guide to All of the Nine Hells: Dis: When the Debt Comes Due | 1-4 | 3 | 2 | Claire Hoffman,Greg Marks | | DIS is a maze of canyons that separate sheer mountains rich in iron ore. Roads made of iron wander through the land, watched over from iron fortresses scattered about. All roads led to the City of Dis, where its lord, DISPATER, rules from his crimson throne. The largest metropolis in the Nine Hells is a place of commerce where planar travelers close deals with devils and the other creatures that chose to reside there, such as night hags. Of course, Dispater is enriched by each of those deals. One such deal is about to become due. The imp PIPYAP owes a debt to the night hag TAL’KANDELAGRAG. He owes the hag eleven EVIL SOULS. Through Pipyap’s own efforts and deals made with adventurers, he has collected eleven SOUL GEMS from the soul bags of hags without personally killing the hags that originally owned them. Now he just needs a group of nondevils to deliver them as he does not want to take the chance of using any devils to transport the chest with the gems. For reasons of his own he also does not want CASSYT, a cleric of Kelemvor, to transport them, though he has her help round up suitable adventurers. | Nine Hells | | | | | | | | | | | | | | | | |
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19 | 0 | 11c | DDAL00-11 Pipyap’s Guide to All of the Nine Hells: Phlegethos: I’ve Seen Fire and I’ve Seen Pain | 5-10 | 8 | 3 | Amy Lynn Dzura | | For untold years, PIPYAP has been in possession of a magic COOKIE BAG, which supplies him with his favorite treats on demand. Unfortunately, Pipyap seems to have misplaced his cookie bag, so Pipyap has tasked a group of adventurers to travel to the Nine Hells -- specifically the fourth layer of the Hells, PHLEGETHOS -- to retrieve a bottle of his favorite wine (that pairs particularly well with his favorite cookies) to soothe his frazzled nerves. Of course, this is not an easy task. The adventurers must navigate ABRIYMOCH, the capital city overrun with molten lava, to find the sommelier, SHIRVASA, while evading the numerous devils on guard patrol who question the appearance of mortals in their fiery city. Above all, they should not attract the attention of rulers, LADY FIERNA and BELIAL, who preside over Phlegethos from their crystalline palace. | Nine Hells | | | | | | | | | | | | | | | | |
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20 | 0 | 11d | DDAL00-11 Pipyap’s Guide to All of the Nine Hells: Malbolge: The Love Triangle Contract | 5-10 | 8 | 2-4 | Greg Marks | | Previously, the imp PIPYAP discovered an artifact dedicated to LLIIRA, the goddess of joy, which for the imp, adopted the form of what he most desired: a bag of cookies. Unfortunately, Pipyap lost the bag, again. Since losing the COOKIE BAG, Pipyap was contacted by the disgraced archdevil MOLOCH, former Lord of the Sixth. Moloch claims that he has the cookie bag and can trade it for a favor. Since Moloch was (in Pipyap’s mind) a rival for the affections of the now deceased MALAGARD THE HAG COUNTESS, he’s not sure he can trust Moloch. So, Pipyap has arranged a meeting on the sixth layer of Hell MALBOLGE, where Moloch is cursed by ASMODEUS to assume the form of a lowly imp. Moloch has heard of the cookie bag and actually hopes to find it, so he can use it to get his heart’s desire: a return to his full power in the Nine Hells. He doesn’t actually have it, but he has an idea how to get it. One of his greatest trackers MOGDRIN THE VENATOR, an orthon devil, has been imprisoned in Malbolge ever since Moloch’s fall. He believes that Mogdrin could track down the artifact for Moloch, as well as many of the scattered forces he hasn’t been able to find since his fall during the RECKONING OF HELL and the later destruction of his former consort Malagard. He has no intention of honoring the deal, however, and has taken steps to ensure loopholes. The whispers of the cookie bag found their way to Moloch via NARIAH, an erinyes minion of GLASYA, the daughter of Asmodeus and current Lord of the Sixth. She knows that Moloch is weaker while on Malbolge and is using the rumor of the cookie bag to lure him back. She wishes to capture Moloch in order to end his threat to Glasya’s rule. | Nine Hells | | | | | | | | | | | | | | | | |
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21 | 0 | 11e | DDAL00-11 Pipyap’s Guide to All of the Nine Hells: Cania: A Fire Grows in Cania | 11-16 | 13 | 4-6 | Lysa Penrose,Greg Marks | | There’s a fire growing in CANIA… and that’s the problem. As the archduke of this icy wasteland, MEPHISTOPHELES’ obsession with developing powerful, magical flame—called HELLFIRE—has chased his former minions, the ice devils, to the fringes of this artic domain. Many ice devils grumble and mope at their falling out of the archduke’s favor, but one ice devil, LANCHE, has begun to plot. Hearing rumbles of an imp amassing a powerful army, Lanche is inspired to take action and correct her master’s foolish behavior… with the adventurers’ help. At Lanche’s behest, the party dupes, defeats, or creeps through a Cult of Mephistopheles base to enter Cania’s ACADEMIA ACANIA, where they are instructed to run amok. It’s time to destroy the school of hellfire! Well, Dean QUAGREM might have something to say about that. | Nine Hells | | | | | | | | | | | | | | | | |
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22 (Video) My Thoughts on D&D Adventurer's League Modules | 0 | 11f | DDAL00-11 Pipyap’s Guide to All of the Nine Hells: Nessus: Twice as Nice for Half the Price | 17-20 | 18 | 4-6 | Alan Patrick | | The imp, PIPYAP, has long desired a promotion from his current role into something more suitable for his goals, and he’s found tools to help him get there. The biggest problem is that his special goodie bag has once again gone missing. Through much coercing, cajoling, and cashing in of favors, he’s learned that the bag is currently held by a devil named XAK’THAR. Unfortunately, Xak’thar is deep within the hellscape of NESSUS and is considered by most to be an all-around sour individual. Getting to Nessus isn’t as easy as it used to be now that the lower Hells have been sealed off. Pipyap is currently unable to enter the Hells but has discovered that the merchant FAI CHEN holds a few select secrets, including the knowledge of how to travel through secret passages and lost labyrinths. Pipyap knows that this is a significant gamble, sending mortals to the Hells on a quest to retrieve his trinket. Once they return, he has only a small window of opportunity to enact his final plan… | Nine Hells | | | | | | | | | | | | | | | | |
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23 | 0 | 12a | DDAL00-12 Infernal Encounters: Bad Seed | 1-4 | 3 | 1 | Gregory Marks | 2/20/2020 | NEIDHARD, the son of Waterdavian brewers MARQ and ERYN sought to escape a boring future crafting beer and so made a deal with a minion of the archdevil DISPATER. In exchange for the souls of his parents, he was granted magical power. Unfortunately, the boy didn’t read the fine print in his contract too well and he is serving the armies of Dis as their brewer for eternity. Now he works tirelessly under the gaze of the spined devil CHEZRURC who holds the contract and forces the teen to brew! | Nine Hells | | | | | | | | | | | | | | | | |
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24 | 0 | 12b | DDAL00-12 Infernal Encounters: A Helpful Distraction | 5-10 | 8 | 1 | Gregory Marks | 2/20/2020 | ZAHN (aasimar assassin) and VARKNOC (copper dragonborn master thief) have come to the Nine Hells at the behest of Bahumat's court. The pair has spent most of their time watching and waiting for the right opportunity. The time has come. A courier has transferred a scroll tube to a waystation. The tube contains TIAMAT’S latest plans to wrest control of AVERNUS from the archdevil ZARIEL, and is due to be sent off to some of the Dragon Queen’s more powerful lieutenants. Unfortunately, the waystation, called the TOWER OF SCALES, is virtually impregnable. It is magically sealed to have no entrance or exit, and no magic gets inside. But the pair have an idea. If someone antagonizes the abishai inside enough to open the tower and come out, the pair could sneak inside. This means they just need the right diversion. | Nine Hells | | | | | | | | | | | | | | | | |
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25 | 0 | 12c | DDAL00-12 Infernal Encounters: The Soft Touch | 11-16 | 13 | 1 | Gregory Marks | 2/20/2020 | The night hag, IXPANIALTHEA, has been outsmarted by her rival BAHJNAHUVNA, a rakshasa with no shortage of enemies. Following a scam, Bahjnahuvna made off with the hag’s soul bag. While Isxpanialthea could craft another bag, the soul she had just captured in the bag was particularly valuable and she wants it back. Unfortunately, with so many foes looking for him, Bahjnahuvna has fled to the city of GRENPOLI in Maladomini, the sanctuary of the Nine Hells where no violence is possible. Hiding out in the city, he is protected after a fashion. Isxpanialthea needs someone crafty, annoying, or desperate enough to go after the rakshasa and recover her soul bag. | Nine Hells | | | | | | | | | | | | | | | | |
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26 | 0 | 12d | DDAL00-12 Infernal Encounters: The Devil’s Song | 17-20 | 18 | 1 | Gregory Marks | 2/20/2020 | The beauty of PHALAERAPHE’S song was such that the Lord of the Nine himself promoted her from an erinyes to unique devil, and gifted her with a domain of her own close to him. Unfortunately for Phalaeraphe, Asmodeus’ daughter GLASYA sees the opportunity to eliminate a rival. She dispatches one of her erinyes minions, EREREL, to direct a band of heroes. | Nine Hells | | | | | | | | | | | | | | | | |
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27 | 1 | 1 | DDEX01-01 Defiance in Phlan | 1-2 | 1 | 1 hour (five 1-hour adventures) | Shawn Merwin | 8/18/2014 | The Cult of the Dragon has come to Phlan, a lawless refuge on the Moonsea. Now, with no significant authority to stop the cult, other power groups in the Realms – the Harpers, Order of the Gauntlet, Emerald Enclave, Lords’ Alliance, and even the Zhentarim – must unite to stop the cult from fulfilling its dark purpose in the city. Join the fight by participating in any one of five different missions aimed at stopping the cult. | | | | | | | | | | | | | | | | | |
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28 | 1 | 2 | DDEX01-02 Secrets of Sokol Keep | 1-4 | 2 | 4 | Pieter Sleijpen | 8/18/2014 | Decades have passed since Sokol Keep was reclaimed, and a small garrison placed there along with a beacon to help guide ships. Now, that beacon has gone dark, and the garrison has disappeared. In Phlan, rumors circulate that something ancient was discovered in the grounds beneath the keep, dating to before the clerics of Tyr built the small fortress. Uncover the secrets of Sokol Keep! | | | | | | | | | | | | | | | | | |
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29 | 1 | 3 | DDEX01-03 Shadow on the Moonsea | 1-4 | 2 | 4 | Greg Marks | 8/18/2014 | Life on the Moonsea isn’t easy. Bandits, pirates, and cruel lords dominate the land, threatening those who make an honest living there. Now, a new scourge is prowling the waters: A ghost ship has been striking small coastal villages, leaving its victims whispering about the “eye of the dracolich.” Join the adventure and learn the truth behind this threat! | | | | | | | | | | | | | | | | | |
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30 | 1 | 4 | DDEX01-04 Dues for the Dead | 1-4 | 2 | 4 | Steve Winter | 9/22/2014 | For years, the Most Solemn Order of the Silent Shroud has tended the dead at Valinghen graveyard, providing them a peaceful eternal rest. Now, that rest has been disturbed by a necromancer seeking out a key to re-activate the Pool of Radiance. A four-hour adventure for levels 1-4. | | | | | | | | | | | | | | | | | |
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31 | 1 | 5 | DDEX01-05 The Courting of Fire | 1-4 | 2 | 4 | Jobe Bittman | 9/22/2014 | An exiled cultist and his kobold minions are spotted searching long-forgotten ruins in the Dragonspire Mountains. Rumors say he looks for a precious gift to give to a fearsome dragon that dwells there. What he hopes to attain with his gift is unknown, but can’t be good for the citizens of Phlan. A four-hour adventure for levels 1-4. | | | | | | | | | | | | | | | | | |
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32 | 1 | 6 | DDEX01-06 The Scroll Thief | 1-4 | 2 | 4 | Daniel Helmick | 9/22/2014 | Scholars Square is a relatively quiet corner of Phlan, but a series of odd thefts have the headmasters of various schools in the area concerned. The headmasters’ pleas for help have gone unanswered by the Black Fist, and the Lord Sage of Phlan decides to reach out to you and your kind to bring those responsible to justice. A four-hour adventure for levels 1-4. | | | | | | | | | | | | | | | | | |
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33 | 1 | 7 | DDEX01-07 Drums in the Marsh | 1-4 | 3 | 4 | Sterling Hershey | 10/20/2014 | For the past several nights, drums have been heard on the wind, coming from the Twilight Marsh. Each morning, more turn up missing from the nearby farms, leaving only muddy, clawed footprints heading towards the marsh. Can you help the find the lost and bring justice to the abductors? A four-hour adventure for levels 1-4. | | | | | | | | | | | | | | | | | |
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34 | 1 | 8 | DDEX01-08 Tales Trees Tell | 1-4 | 3 | 4 | Thomas Reid | 10/20/2014 | Despite the shaky alliance that exists with the elves of the Quivering Forest, they do not suffer trespass in their realm lightly, especially from common folk from nearby Phlan. A woodworker’s recent blunder into the forest might set off a diplomatic incident. Can you help find him and mollify the aggravated elves? A four-hour adventure for levels 1-4. | | | | | | | | | | | | | | | | | |
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35 | 1 | 9 | DDEX01-09 Outlaws of the Iron Route | 1-4 | 2 | 4 | Will Doyle | 11/17/2014 | The Iron Route, an important trade road east of Phlan, is beset by competing bandits. An exiled Black Fist officer leads his band of mercenaries turned cloaked ruffians, while a mysterious dragonborn sorcerer commands screaming savages from the north. In this war for supremacy over the trade route, the beleaguered merchants are the victims, and Phlan suffers from a lack of important supplies. It’s up to adventurers to strike out and reopen this vital route to the town. A four-hour adventure for levels 1-4. | | | | | | | | | | | | | | | | | |
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36 | 1 | 10 | DDEX01-10 Tyranny in Phlan | 5-10 | 6 | 4 | Greg Marks | 11/17/2014 | The Maimed Virulence has come. The future of the Cinnabar Throne and the lives of the denizens of Phlan are in jeopardy. The Cult of the Dragon rejoices, and the Black Fist is powerless to stop them. How will the factions of the city respond to this threat? Can Phlan be saved this time? Part One of Under Emerald Claws. A four-hour adventure for levels 5-10. | | | | | | | | | | | | | | | | | |
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37 | 1 | 11 | DDEX01-11 Dark Pyramid of Sorcerer’s Isle | 5-10 | 6 | 8 hours (2-4 hour slots) | Claire Hoffman | 3/1/2015 | Long unoccupied, the pyramid on Sorcerer’s Isle now flows with strange magical energy, warping creatures and the landscape around it. The Cult of the Dragon and Red Wizards of Thay have taken notice, and it’s up to you to keep whatever power dwells there out of their hands. An adventure for 5th-10th level characters. | | | | | | | | | | | | | | | | | |
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38 | 1 | 12 | DDEX01-12 Raiders of the Twilight Marsh | 5-10 | 6 | 4 | Robert Adducci | 3/1/2015 | A black dragon’s treasure horde has been located in the Twilight Marsh, and within it are secrets that hold interest to the factions. With the dragon marauding over the countryside, the horde is left unguarded. Now is the time to plunder its lair! An adventure for 5th-10th level characters. | | | | | | | | | | | | | | | | | |
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39 | 1 | 13 | DDEX01-13 Pool of Radiance Resurgent | 5-10 | 8 | 4 | Chris Tulach | 3/1/2015 | Vorgansharax rules Phlan, using the Cult of the Dragon to extend his noxious gaze. But the green dragon seeks far more than control of the beleaguered town – ultimate power is nearly within reach. Will he reactivate the Pool of Radiance and ascend to greater prominence amongst his kind? Part Two of Under Emerald Claws. An adventure for 5th-10th level characters. | | | | | | | | | | | | | | | | | |
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40 | 1 | 14 | DDEX01-14 Escape from Phlan | 5-10 | 6 | 4 | Chris Lindsey | 3/1/2015 | Three important citizens of Phlan, who stand against the tyrannical dragon that rules, seek to escape and find refuge across the Moonsea. Can you extricate those that are vital to the factions before it’s too late? An adventure for 5th-10th level characters. | | | | | | | | | | | | | | | | | |
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41 | 2 | 1 | DDEX02-01 City of Danger | 1-2 | 1 | 1 hour (five 1-hour adventures) | Shawn Merwin | 3/29/2015 | On the southern shores of the Moonsea, the residents of Mulmaster have eked out a living where others would likely have given up long ago—in a bleak city where corruption is rampant and the Church of Bane holds sway. In these 5 short, introductory adventures, you will travel the breadth of the City of Danger, meet its people, see its sights, and witness firsthand how the city truly has earned its ominous moniker. | | | | | | | | | | | | | | | | | |
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42 | 2 | 2 | DDEX02-02 Embers of Elmwood | 1-4 | 2 | 4 | Daniel Helmick | 3/29/2015 | A derelict raft drifts into Mulmaster’s harbor carrying a young woman. Delirious with hunger, the only words she seems able to speak so far have been “ash and fire.” The only other clue to her identity is an ornate tattoo. Is the woman insane, or is something nefarious at play? | | | | | | | | | | | | | | | | | |
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43 | 2 | 3 | DDEX02-03 The Drowned Tower | 5-10 | 6 | 4 | Mike Shea | 3/29/2015 | You are approached by someone claiming to be a member of the Brotherhood of the Cloak investigating unusual incidents involving some of his brethren. Discretion is vital, as there is rumored to be a link between the denizens of the Tower of Arcane Might and one of the elemental cults. Can you uncover the truth? | | | | | | | | | | | | | | | | | |
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44 | 2 | 4 | DDEX02-04 Mayhem in the Earthspur Mines | 5-10 | 6 | 4 | Will Doyle | 3/29/2015 | Riddled with veins of precious ore and gem, the Earthspur Mountains to the west have long been a valuable resource for anyone able to mine them. One such mine has gone silent and the only thing more concerning than its long overdue shipment is the fate of the members of the Soldiery sent to discover what has happened to the mine’s workers. Though the mine lay in a region of the Mountains once claimed by a clan of reclusive dwarves, the Ludwakazar clan wouldn’t be so bold as to violate their long-standing peace with Mulmaster. Or would they? | | | | | | | | | | | | | | | | | |
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45 (Video) What is Adventurers League and is it worth playing? | 2 | 5 | DDEX02-05 Flames of Kythorn | 1-4 | 2 | 4 | John Rossomangno | 4/26/2015 | During a summer drought, Mulmaster is threatened by a series of arson attacks. As the populace riots, accusations fly blaming Thayans, residents of the ghettos, rowdy sailors, the refugees from Phlan and dozens of others. Can you solve the mystery before the city burns? | | | | | | | | | | | | | | | | | |
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46 | 2 | 6 | DDEX02-06 Breath of the Yellow Rose | 1-4 | 3 | 4 | Greg Marks | 4/26/2015 | The monks of the Monastery of the Yellow Rose have long cloistered themselves in their home atop the Earthspur Mountains, practicing their strange lifestyle which is rumored to give them longevity. Now, their dietary restrictions and practices of breath control have become the fashion amongst the well-to-do of Mulmaster. But when a few of these lay practitioners start dropping dead from suffocation and starvation, others start to question the validity of the monks’ claims. Is this simply a deadly ignorance, or is there a fell wind blowing through the rich and powerful of Mulmaster? | | | | | | | | | | | | | | | | | |
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47 | 2 | 7 | DDEX02-07 Bounty in the Bog | 1-4 | 3 | 4 | Ken Hart | 4/26/2015 | The Soldiery has grown weary of dealing with a particularly nettlesome band of miscreants who have holed up in the Flooded Forest to the south. And so, you have been called upon to quell their activities so that trade along the North Road can resume unmolested. However, in so doing, the truth behind their activities reveal that much more than simple banditry is at hand. Will you be able to stop it? | | | | | | | | | | | | | | | | | |
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48 | 2 | 8 | DDEX02-08 Foulness Beneath Mulmaster | 1-4 | 3 | 4 | Tim Eagon | 5/31/2015 | The sewers beneath Mulmaster have always been dangerous, with countless stories of brigands, murderers, and worse that lurk beneath the streets of the City of Danger. But those stories pale in comparison to a new threat under Mulmaster, one brought to light by a strange and disturbing corpse recently found. It is up to you to learn the terrifying truth of what lurks below. | | | | | | | | | | | | | | | | | |
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49 | 2 | 9 | DDEX02-09 Eye of the Tempest | 5-10 | 6 | 8 hours, double length | Pieter Sleijpen | 5/31/2015 | A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monestary is in terrible danger. Can you brave the elements and convince the monks to escape? | | | | | | | | | | | | | | | | | |
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50 | 2 | 10 | DDEX02-10 Cloaks and Shadows | 1-4 | 3 | 4 | Will Doyle | 6/28/2015 | The Cloaks of Mulmaster have taken an interest in your progress, and may be looking to sponsor adventurers for future work. You’ve been offered an interview with one of their ranking members at the Theater of the Stars, but you never know what to expect in the City of Danger. | | | | | | | | | | | | | | | | | |
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51 | 2 | 11 | DDEX02-11 Oubliette of Fort Iron | 1-4 | 2 | 2 | Greg Marks | 6/28/2015 | When Fort Iron was taken from the duergar who inhabited it, much of their subterranean quarters were never fully explored. An ancient oubliette has been discovered and its contents have disturbed the miners. Can the mine and the miners be saved from the dangers of the Oubliette of Fort Iron? | | | | | | | | | | | | | | | | | |
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52 | 2 | 12 | DDEX02-12 Dark Rites at Fort Dalton | 1-4 | 2 | 2 | Robert Adducci | 6/28/2015 | Fort Dalton along the River Lis was long ago destroyed. Now rumors tell of foul cults practicing their dark rites within the fort’s ruins. Are the rumors of elemental cults true or are the rumors a cover for some other sinister plot? | | | | | | | | | | | | | | | | | |
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53 | 2 | 13 | DDEX02-13 The Howling Void | 5-10 | 8 | 4 | Teos Abadia | 6/28/2015 | A bastion of the Cult of the Howling Wind has been located beneath the Monastery of the Yellow Rose in the bowels of the Earthspur Mountains. In order to thwart the cult’s plans for Mulmaster’s destruction, you must delve into the depths and quell the storm within. While their winds still blow, none in Mulmaster are truly safe. | | | | | | | | | | | | | | | | | |
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54 | 2 | 14 | DDEX02-14 The Sword of Selfaril | 5-10 | 8 | 4 | Daniel Helmick | 7/26/2015 | Details: The fabled sword of Selfaril is told to bestow wisdom and power upon whomever wields it, so naturally its discovery has caused quite a stir in Mulmaster. All of this is complicated when a masked benefactor claims to not only know the truth about the blade, but also how it can be used to benefit the oppressed people of Mulmaster. Can it truly change Mulmaster for the better? | | | | | | | | | | | | | | | | | |
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55 | 2 | 15 | DDEX02-15 Black Heart of Vengeance | 5-10 | 8 | 4 | John Rossomango | 7/26/2015 | Details: Aleyd Burral, the Risen Hero of Phlan has sounded the call to battle! Intent on retaking her home of Phlan, Aleyd has amassed a surprising amount of support from the citizenry of Phlan, including that of the High Blade himself. But as lofty as her goals might be, the honor-bound warrior seems willing to sacrifice much in her quest—including everything she once stood for. | | | | | | | | | | | | | | | | | |
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56 | 2 | 16 | DDEX02-16 Boltsmelter's Book | 1-4 | 2 | 4 | Robert Adducci | 7/26/2015 | A dwarven expedition has stopped in Mulmaster for much-needed supplies. Furgis Boltsmelter, their founder and leader, is looking for some “no questions asked” protection for the duration of his stay in the city. Whatever he is trying to protect may not stay hidden for long. Can you keep his secret treasure out of the wrong hands? | | | | | | | | | | | | | | | | | |
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57 | 3 | 1 | DDEX03-01 Harried in Hillsfar | 1-2 | 1 | 1 hour (five 1-hour adventures) | Shawn Merwin | 8/31/2015 | In the village of Elventree, near the oppressive city of Hillsfar, a recent string of strange occurrences has the locals on edge. The factions have gathered here on the borders of the forest of Cormanthor to determine what’s happening. Is this the machinations of Hillsfar, or something more? | | | | | | | | | | | | | | | | | |
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58 | 3 | 2 | DDEX03-02 Shackles of Blood | 1-4 | 3 | 4 | Joshua Kelley | 8/31/2015 | The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in their wake. Naturally, this has roused the suspicion of the factions. Join your factions and find out the truth behind the missing farmers. | | | | | | | | | | | | | | | | | |
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59 | 3 | 3 | DDEX03-03 The Occupation of Szith Morcane | 5-10 | 8 | 4 | Cindy Moore | 8/31/2015 | Agents of the fire giants of Maerimydra, a city in the Underdark, have overtaken the drow outpost of Szith Morcane. The factions seek out adventurers to free the outpost’s leaders for questioning on the giants’ activities. Can you extricate them before it’s too late? | | | | | | | | | | | | | | | | | |
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60 | 3 | 4 | DDEX03-04 It’s all in the Blood | 11-16 | 12 | 8 | Dave Olson | 8/31/2015 | Rumors of faceless demonic creatures have been steadily rising in the Hillsfar region, and it is said that far below the surface of Faerun, nestled in the bowels of the underdark, ancient terrors are stirring. The imperiled drow of Szith Morcaine have extended an intriguing offer, but can the drow be trusted, and for how long? | | | | | | | | | | | | | | | | | |
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61 | 3 | 5 | DDEX03-05 Bane of the Tradeways | 1-4 | 3 | 2 | Robert Alaniz | 9/28/2015 | Times are hard in the Hillsfar countryside, especially for those of non-human ancestry. Unscrupulous merchants in league with the hated Red Plumes bleed local farmers and artisans dry. Perhaps some of those loot-laden caravans coming and going from Hillsfar could use a bit of liberation? | | | | | | | | | | | | | | | | | |
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62 | 3 | 6 | DDEX03-06 No Foolish Matter | 1-4 | 3 | 2 | Ash Law | 10/26/2015 | Some of the hamlets outlying Hillsfar have been struck by an odd malady. Rumor has it a traveling carnival visited those hamlets before the disease struck. Does coincidence not equal causation or is something sinister afoot? | | | | | | | | | | | | | | | | | |
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63 | 3 | 7 | DDEX03-07 Herald of the Moon | 5-10 | 8 | 4 | Matt Hudson | 9/28/2015 | Elanil Elassidil, an elf bard of no small legacy, has put out a call for trustworthy agents. It is time, it seems, for a quietly hidden piece of elven history to become known to the world. Meira Faerenduil, lost knight of Myth Drannor, has been discovered, and must be brought back to civilization. | | | | | | | | | | | | | | | | | |
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64 | 3 | 8 | DDEX03-08 The Malady of Elventree | 5-10 | 8 | 4 | Lisa Reinke | 11/30/2015 | An escaped duergar slave stumbles into the village of Elventree. With her she brings a malady that grips the small settlement in a bout of madness that seems unshakable. Can the characters find the source of the madness and save themselves and the village’s inhabitants? | | | | | | | | | | | | | | | | | |
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65 | 3 | 9 | DDEX03-09 The Waydown | 5-10 | 8 | 4 | Cole Kronewitter | 11/30/2015 | The recent discovery of an entrance to the Underdark has set local leaders on edge. In a display of initiative, the First Lord of Hillsfar has ordered the construction of defensive structures surrounding what locals have begun to call “The Waydown”. You have been charged with escorting an emissary back to his home in the Underdark without alerting the Red Plumes. This mission requires a delicate touch! | | | | | | | | | | | | | | | | | |
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66 | 3 | 10 | DDEX03-10 Quelling the Horde | 1-4 | 3 | 4 | Ron Lundeen | 12/28/2015 | Waves of goblin raiders have been boiling out of the Upperdark in ever increasing numbers, threatening the safety and stability of the countryside. Their war chants are echoing madness and devotion to a dark power. Can you put an end to their rampage? | | | | | | | | | | | | | | | | | |
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67 | 3 | 11 | DDEX03-11 The Quest for Sporedome | 5-10 | 8 | 2 | Robert Adducci | 12/28/2015 | In the search for allies in the Underdark, you are called upon to travel through the recently opened Waydown sinkhole to find the lost myconid colony of Sporedome. It is said that they once cultivated a strain of mushrooms that could protect one from falling into madness. Can this be the cure for the rapidly spreading onslaught of insanity? | | | | | | | | | | | | | | | | | |
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68 | 3 | 12 | DDEX03-12 Hillsfar Reclaimed | 1-4 | 3 | 2 | Cindy Moore | 2/1/2016 | The time has come to fight back against Hillsfar. Elanil Elassidil tasks you with uncovering valuable information to be used in a strike against the leader of Hillsfar, First Lord Torin Nomerthal himself. The only problem is that what you need is protected within the walls of the city. Part One of Six Knives for Torin Nomerthal. | | | | | | | | | | | | | | | | | |
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69 | 3 | 13 | DDEX03-13 Writhing in the Dark | 5-10 | 8 | 2 | Alan Patrick | 2/1/2016 | An unexpected envoy arrives in Sporedome and offers to give aid against the fire giants of Maerimydra, if you are willing to help his people with a small problem. | | | | | | | | | | | | | | | | | |
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70 | 3 | 14 | DDEX03-14 Death on the Wall | 1-4 | 3 | 2 | Greg Marks | 2/29/2016 | First Lord Torin Nomerthal and several his advisors will be leaving Hillsfar to inspect the Wall with only a small contingent of Red Plumes. The chance to strike is now! Part Two of Six Knives for Torin Nomerthal. | | | | | | | | | | | | | | | | | |
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71 | 3 | 15 | DDEX03-15 Szith Morcane Unbound | 5-10 | 8 | 4 | Robert Adducci | 2/29/2016 | With allies gained from denizens of the Underdark, the former drown enclave of Szith Morcane is on the precipice of being retaken. During the battle for Szith Morcane, secrets of the drow community are revealed. What will you do with this knowledge, and how will it affect the outcome of the conflict? | | | | | | | | | | | | | | | | | |
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72 | 3 | 16 | DDEX03-16 Assault on Maerimydra | 11-16 | 13 | 8 | Greg Marks | 2/29/2016 | The time has come for the brave and the bold to put an end to the machinations of Maerimydra’s demonic occupiers and their fiendish fire giant ruler. This will be no mean feat; the city is a cesspit of corruption and madness. You will have help, however, as an unlikely group of allies have gathered to your side in the Underdark beneath Faerûn. Danger, glory, and redemption await those brave enough to seize it. | | | | | | | | | | | | | | | | | |
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73 (Video) The Problem with D&D Adventurers League- Adventures and Modules| GM 9 1 1 | 4 | 0 | DDLE4 Death House | 1-4 | 1 | 12+ hours | | | Death House is the name given to an old row house in the village of Barovia. The house has been burned to the ground many times, only to rise from the ashes time and again-by its own will or that of Strahd. Locals give the building a wide berth for fear of antagonizing the evil spirits believed to haunt it. Celebrate Season 4 with this special event written specifically for the launch of our latest D&D season. | | | | | | | | | | | | | | | | | |
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74 | 4 | 1 | DDAL04-01 Suits of the Mists | 1-2 | 1 | 1 hour (five 1-hour adventures) | Shawn Merwin | 3/15/2016 | Strange things are afoot in the Moonsea. The factions have called all those willing and able to investigate strange occurrences in the region surrounding Phlan. Dark whispers and unseen terrors lurk in the misty shadows between this world and someplace much more sinister. Unveil the horrors before it is too late! Part one of Misty Fortunes and Absent Hearts. | | | | | | | | | | | | | | | | | |
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75 | 4 | 2 | DDAL04-02 The Beast | 1-4 | 2 | 2 | Alan Patrick | 4/5/2016 | Something strange is afoot within the Quivering Forest. So much so that even the elves of Greenhall have left their homes to seek out help from their newfound neighbors. But, their tales of a strange beast are not earning them any favor; especially among the Vistani, whom the elves suspect is to blame for their ills. Return once more to the Quivering Forest and learn the terrifying truth! Part two of Misty Fortunes and Absent Hearts. | | | | | | | | | | | | | | | | | |
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76 | 4 | 3 | DDAL04-03 The Executioner | 1-4 | 3 | 2 | Jerry LeNeave | 4/5/2016 | The locals are spreading rumors of the emergence of an age-old relic in a remote farming village. Surely you won’t be the only one to seek it, but can you afford to not be successful in this mission? And why haven’t they claimed it for themselves? Part three of Misty Fortunes and Absent Hearts. | | | | | | | | | | | | | | | | | |
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77 | 4 | 4 | DDAL04-04 The Marionette | 1-4 | 3 | 4 | Robert Alaniz | 4/5/2016 | A Vistani fortuneteller has called you out by name during the burgomeister’s private reading. She raved of an army of the dead, a delicate powder box, and a beautiful yet dangerous woman. Now the burgomeister wants to know why you’re more important than he is… Part four of Misty Fortunes and Absent Hearts. | | | | | | | | | | | | | | | | | |
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78 | 4 | 5 | DDAL04-05 The Seer | 1-4 | 4 | 2 | Ron Lundeen | 4/5/2016 | The time has come to venture beyond the village of Orașnou and explore the realm of Barovia. However, in your travels, you happen across an unusual tribe of people–distrusted denizens of the Demiplane of Dread. Do the Vistani truly possess the ability to see the future, or is it simple parlor tricks and deceit? Part five of Misty Fortunes and Absent Hearts. | | | | | | | | | | | | | | | | | |
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79 | 4 | 6 | DDAL04-06 The Ghost | 1-4 | 4 | 4 | Ken Hart | 5/3/2016 | Old hatreds die hard, but sometimes it is necessary to set aside petty, personal disagreements for the greater good. The hag, Jeny Greenteeth, is wise and may prove instrumental in the troubles that lay ahead. Your task will not be easy, however, the dark forces of Barovia have agents everywhere, and eyes from beyond the grave no doubt watch your every move. Part six of Misty Fortunes and Absent Hearts. | | | | | | | | | | | | | | | | | |
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80 | 4 | 7 | DDAL04-07 The Innocent | 5-10 | 5 | 4 | Mike Shea | 5/3/2016 | The mists have led you deep into Glumpen Swamp to a den of great evil. Within, the unliving son of an unliving god awaits the peace of death that eternally eludes him. Will you grant him his rest, or realize the part he is to play in things to come? Part Seven of Misty Fortunes and Absent Hearts. | | | | | | | | | | | | | | | | | |
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81 | 4 | 8 | DDAL04-08 The Broken One | 5-10 | 5 | 2 | Josh Kelly | 5/3/2016 | Conditions continue to worsen in the village of Orașnou. Winter has still not released its icy grip, despite the late season and the villagers are beginning to starve. When fingers point to a local simpleton as the cause of the town’s misfortunes, you are called into action. Part eight of Misty Fortunes and Absent Hearts. | | | | | | | | | | | | | | | | | |
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82 | 4 | 9 | DDAL04-09 The Tempter | 5-10 | 5 | 2 | M. Sean Molley | 6/7/2016 | A map provides a tantalizing solution for the woes of Orașnou if heroes could be called on to follow it. Part nine of Misty Fortunes and Absent Hearts. | | | | | | | | | | | | | | | | | |
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83 | 4 | 10 | DDAL04-10 The Artifact | 5-10 | 6 | 4 | Teos Abadia | 6/7/2016 | An expedition to the Amber Temple reveals another major minion of the enemy and uncovers a secret weapon that may help defeat them. Part ten of Misty Fortunes and Absent Hearts. | | | | | | | | | | | | | | | | | |
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84 | 4 | 11 | DDAL04-11 The Donjon | 5-10 | 6 | 4 | Ash Law | 6/7/2016 | The village of Orașnou is panicked when a group of Bloodhand orcs appear at the edge of the woods. They bring news and an unusual request that reveals a new foe. Part eleven of Misty Fortunes and Absent Hearts. | | | | | | | | | | | | | | | | | |
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85 | 4 | 12 | DDAL04-12 The Raven | 5-10 | 7 | 2 | Matt Hudson | 7/5/2016 | The Bloodhand orcs have a prisoner that may hold the answers to the strange goings on and the key to stopping the enemy. Now you just have to convince them to hand the prisoner over. Part twelve of Misty Fortunes and Absent Hearts. | | | | | | | | | | | | | | | | | |
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86 | 4 | 13 | DDAL04-13 The Horseman | 5-10 | 7 | 2 | Dan Helmick | 7/5/2016 | The unexpected ally imparts the secret you have been searching for and now only one more puppet remains before you can finally face the enemy. Unfortunately your allies begin to pay the price for your interference in the enemy’s plans. Part thirteen of Misty Fortunes and Absent Hearts. | | | | | | | | | | | | | | | | | |
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87 | 4 | 14 | DDAL04-14 The Dark Lord | 5-10 | 8 | 4 | Greg Marks | 7/5/2016 | The enemy is revealed, but time is short and if you are not successful in your mission to Mount Baratok, love will never die. Part fourteen and the finale of Misty Fortunes and Absent Hearts. | | | | | | | | | | | | | | | | | |
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88 | 5 | 1 | DDAL05-01 Treasure of the Broken Hoard | 1-2 | 1 | 1 hour (five 1-hour adventures) | Shawn Merwin | 9/6/2016 | A famous relic hunter seeks adventurers to help her find caches of treasure hidden by the now-defeated followers of the Cult of the Dragon. Her maps and notes may lead the way to great wealth—or a terrible death. And do other parties have designs on the treasure as well? | | | | | | | | | | | | | | | | | |
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89 | 5 | 2 | DDAL05-02 The Black Road | 1-4 | 3 | 2 | Paige Leitman & Ben Heisler | 10/1/2016 | Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary HSING, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible. | | | | | | | | | | | | | | | | | |
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90 | 5 | 3 | DDAL05-03 Uninvited Guests | 1-4 | 3 | 2 | Robert Alaniz | 10/1/2016 | The Shrine of the Axes has been restored and Raggnar Redtooth, who previously conspired with dragon cultists, is trying to restore his reputation in Parnast by sponsoring a feast. There is just one thing he needs, meat for his feast. Game is supposed to be plentiful in the Weathercoate Wood, but the townsfolk are all busy with their own work, and the minions of Bad Fruul are still out there causing trouble. What can go wrong on a simple hunt? | | | | | | | | | | | | | | | | | |
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91 | 5 | 4 | DDAL05-04 In Dire Need | 5-10 | 7 | 2 | Jay Africa | 11/1/2016 | An expedition of dwarf warriors from Citadel Adbar finds itself isolated and besieged by Ice Spire ogres and their allies. They require immediate relief or they risk being destroyed to a dwarf. SEER has directed you to their location in the hopes that you can rescue the dwarves and save their precious cargo, a tablet bearing secrets of ancient rune magic. | | | | | | | | | | | | | | | | | |
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92 | 5 | 5 | DDAL05-05 A Dish Best Served Cold | 5-10 | 8 | 2 | Jame Introcaso | 11/1/2016 | Among the Story of Stagwick, giants are a recurring theme, but a long-standing peace with giant-kind is now threatened as a patrol of Blood Riders spark a feud with a local tribe of giants. With word of strange activity coming from the Ice Spires, Good King Hartwick can’t be too careful. Can you quench the giants’s thirst for revenge? | | | | | | | | | | | | | | | | | |
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93 | 5 | 6 | DDAL05-06 Beneath the Fetid Chelimber | 1-4 | 3 | 2 | Ron Lundeen | 12/6/2016 | The ruined wizard tower in the Marsh of Chelimber may hold a clue to defeating the super-intelligent hill giant, Bad Fruul, and prevent him troubling the town of Parnast. To find the tower, adventurers must overcome the watery magic of the fetid marsh and discover or clear a route to the ruins of a previously lost tower. | | | | | | | | | | | | | | | | | |
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94 | 5 | 7 | DDAL05-07 Chelimber’s Descent | 1-4 | 3 | 2 | Claire Hoffman | 12/6/2016 | Deep in the Marsh of Chelimber lie the ruins of a great wizard’s tower. SEER has received intelligence, which she imparts via her emissary HSING, that deep beneath the tower’s ruins lie an old magic known as rune magic. This could be just what Parnast needs to resist the onslaught of Bad Fruul and his armies! | | | | | | | | | | | | | | | | | |
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95 | 5 | 8 | DDAL05-08 Beneath Durlag’s Tower | 11-16 | 13 | 4 | Alan Patrick | 1/3/2017 | East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources to recovering it. After a very pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts! | | | | | | | | | | | | | | | | | |
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96 | 5 | 9 | DDAL05-09 Beneath Durlag’s Tower pt 2 | 11-16 | 13 | 4 | Alan Patrick | 1/3/2017 | A continuation of DDAL05-08. East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources to recovering it. After a very pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts! | | | | | | | | | | | | | | | | | |
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97 | 5 | 10 | DDAL05-10 Giant Diplomacy | 1-4 | 4 | 2 | Rydia Vielehr | 1/3/2017 | SEER has learned of an attempt to intimidate Gralm, an ettin, and his followers into joining Bad Fruul’s army. HSING comes forth to communicate that she wants you to see if you can find some way to either insure Gralm remains neutral, or to encourage the creature to challenge Bad Fruul to single combat in the hopes that he might wrest control of the hill giant’s forces and turn them back from Parnast. | | | | | | | | | | | | | | | | | |
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98 | 5 | 11 | DDAL05-11 Forgotten Tradition | 5-10 | 8 | 4 | Travis Woodall | 1/3/2017 | The origin of rune magic has long been lost upon the majority of sages and wizards, save those with giant blood. However, with the shattering of the Ordning, rune magic has once again emerged into the Realms. Adventurers must delve into a ruined complex beneath the Spine of the World, suspected by SEER to be the birthplace of that arcane tradition. | | | | | | | | | | | | | | | | | |
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99 | 5 | 12 | DDAL05-12 Bad Business in Parnast | 1-4 | 4 | 2 | Joe Marflak | 2/7/2017 | Bad Fruul and his minions have been threatening to overtake the town of Parnast for some time, and intelligence provided by SEER (via HSING) confirms that an attack is imminent. Despite this, the town is at risk from within as internal politics threaten to tear it apart. It is up to adventurers to resolve the infighting in Parnast and prepare the town for the hill giant’s onslaught. | | | | | | | | | | | | | | | | | |
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100 | 5 | 13 | DDAL05-13-Jarl Rising | 5-10 | 10 | 4 | Will Straley | 2/7/2017 | The frost giants of the Ice Mountains have long held to the belief that a great Jarl will one day step forward to unite the families as Konung (king). With the Ordning shattered, Jarl Ryndolg believes that if he can locate Hartkiller’s Horn, a legendary artifact among giant-kind, he could be the one. He may very well have found what he is looking for. A great clarion call has echoed across the Hartvale for two days, and the giants are all marching north. SEER calls upon adventurers to confirm rumors that Ryndolg may have done just that. | | | | | | | | | | | | | | | | | |
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