History of Toril

  • 1098

    1098


    [A] Lost Laboratory of Kwalish
    Discovery, Exploration

    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?

  • 1453

    1454


    [C] Tyranny of Dragons
    Celestial / Cosmic

    Tyranny of Dragons tells an epic story spanning two adventures, Hoard of the Dragon Queen and The Rise of Tiamat—the two tales contained within this collection. These adventures take players from level 1-7/8 and 7/8-15.

  • 1455

    1457


    [C] Baldur's Gate Descent Into Avernus
    Disaster / Destruction

    The holy city of Elturel has disappeared from the Forgotten Realms and descended into Avernus, the first layer of the Nine Hells. This event came about as the result of an infernal bargain between the archdevil Zariel, who rules Avernus, and the treacherous High Overseer of Elturel, Thavius Kreeg. Zariel is capturing cities and using their citizens as fodder in the ongoing conflict between demons and devils known as the Blood War. Next on Zariel’s list of cities is Elturel’s neighbor, Baldur’s Gate. This campaign takes characters from level 1-13.

  • 1482

    1482


    [C] Out of the Abyss
    Criminal Activity

    Deep beneath the surface of the world lies the Underdark, a realm of endless labyrinthine tunnels and caverns where the sun never shines. The Underdark is filled with races and creatures too numerous to count or list, and foremost among these are the dark elves — the drow. Hated and feared even by their fellow dwellers in darkness, the drow raid other settlements in the Underdark as well as the surface world, taking prisoners back with them. Rendered unconscious with drow poison, then collared and shackled, these prisoners are eventually sold as slaves or entertainment in the dark elves’ subterranean cities.

  • 1483

    1483


    [A] Hunt for Thessalhydra
    Expedition

    The characters have been summoned by Sir Tristan, the ruler of a small domain in a lonely stretch of mountains. A terrible monster called a thessalhydra has been attacking his realm. It is a strange and dreadful creature with eight heads surrounding a large circular mouth rimmed with jagged teeth. Its maw drips with acid, and its tail ends in a pair of sharp pincers. Tristan asks the characters to get rid of this menace.

  • 1485

    1485


    [A] Prisoner's Routine
    Criminal Activity

    Greetings, operatives. We have discovered the location of a great dwarven treasure, but only a prisoner incarcerated withing the prison Revel's End knows how to access the vault. This quest, should you choose to undertake it, requires you to travel to the prison, infiltrate it, and learn how to access the treasure from the prisoner. Return this information to the dwarf known as Varrin Axebreaker, who will brief you on the details of the mission. Good luck, operatives.

  • 1489

    1490


    Icewind Dale: Rime of the Frostmaiden
    Expedition

    Icewind Dale: Rime of the Frostmaiden is a Dungeons & Dragons adventure optimized for four to six characters. The player characters are the heroes of the story; this book describes the villains and monsters the heroes must overcome and the locations they must explore to bring the adventure to a successful conclusion. This campaign will take characters from level 1 - 12.

  • 1490

    1491


    [C] Not Another D&D Campaign
    Celestial / Cosmic

    This campaigns, set in the continent of Supros, follows the adventurers as they slowly unravel the secretive Cult of the Mother and their potentially life-threatening goals to bring Kelemvor back.

  • 1490

    1491


    [C] Storm King's Thunder
    Diplomatic action

    The adventure takes place in the Forgotten Realms, specifically in a region known as the Savage Frontier, in the northwest corner of the continent of Faerûn. Nonetheless, you can easily adapt the adventure to your home campaign by changing the names of various locations and factions. This adventure takes the players from level 1 or 5 to level 11.

  • 1491

    1491


    [C] Lost Mine of Phandelver
    Criminal Activity

    More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. This campaigns takes the players from level 1-5.

  • 1491

    1492


    [C] Curse of Strahd
    Discovery, Exploration

    Adventurers from a foreign land find themselves in Barovia, a mysterious realm surrounded by deadly fog and ruled by Strahd von Zarovich, a vampire and wizard. Using a deck of tarokka cards to predict their future, a fortune-teller named Madam Eva sets them on a dark course that takes them to many corners of Barovia, culminating with a vampire hunt in Castle Ravenloft. This adventure takes the players from level 1-10.

  • 1491

    1491


    [C] Princes of the Apocalypse
    Criminal Activity

    Minor issues are nothing unusual in the Dessarin Valley. Bands of savage humanoids from the Sword Mountains or the Evermoors occasionally raid here. Human barbarians known as the Uthgardt roam these lands, and the more aggressive tribes can be very dangerous. Bandits sometimes gather in the lonelier parts of the vale to waylay caravans traveling the Long Road or the Kheldell Path. Every now and then reckless or unlucky adventurers manage to stir up some ancient curse in the ruins scattered around the area. Constables of valley settlements are usually up to the task of restoring the peace. This setting is meant to start players at level 3.

  • 1492

    1492


    [C] Waterdeep Dungeon of the Mad Mage
    Discovery, Exploration

    More than one thousand years ago, the wizard Halaster Blackcloak (see appendix A) journeyed from a distant land to the base of Mount Waterdeep, perhaps acceding to the whispered summons of providence. The campaign takes players from level 5-20.

  • 1492

    1493


    [A] Dragons of Icespire Peak, Storm Lord's Wrath, Sleeping Dragon's Wake, Divine Contention
    Discovery, Exploration

    Beyond the Dragon of Icespire Peak is a trilogy containing of Storm Lord's Wrath, Sleeping Dragon's Wake, Divine Contention which, in that order, all follow up on Dragons of Icespire Peak.

  • 1492

    1492


    [C] Waterdeep Dragon Heist
    Discovery, Exploration

    Description

    Welcome to Waterdeep, the Crown of the North, where a wondrous tale of urban adventure is about to unfold. Our story begins with the gathering of adventurers at the Yawning Portal Inn and Tavern. Volothamp Geddarm, the famous explorer and raconteur, has a quest for them — one that entangles the characters in a bitter conflict between two nefarious organizations. This campaign takes the players from level 1-5.

  • 1492

    1496


    Strixhaven: A Curriculum of Chaos
    Discovery, Scientific

    The greatest minds in the multiverse meet at Strixhaven University. Professors convey fantastic secrets to eager students, and life on campus is frenetic. But danger lurks even here. Campus hijinks mix with mishaps and sinister plots, and it’s up to you to save the day. This setting includes four adventures that can be played as stand-alones or woven together to create one campaign taking players from level 1 to level 10.

  • 1492

    1492


    [C] Tomb of Annihilation
    Metaphysical / Paranormal event

    Something evil is trapping the souls of the dead and draining life from all who have been raised from death by magic. This worldwide “death curse” not only prevents the raising of the dead but also causes creatures that were previously raised from the dead to wither and die. The source of this death curse lies in a trap-riddled tomb hidden beneath a lost city in the depths of a vast jungle. This adventure takes the players from level 1-11.

  • 1516

    1530


    Keepers of the Feather
    Discovery, Scientific

    Keepers of the Feather starts the exploration and connections to multiple planes throughout the universe. The story takes place in different worlds all connected to the city of Neverwinter. Adventurers will be the first of many to make connections with such places, allowing them to research and explore the vast amounts of locations. This adventure takes the adventures from level 3-15.