by Wizards of the Coast
Information on Living Forgotten Realms, including character creation guidelines can be found here.
| A library of available Living Forgotten Realms adventures will also be available for play. If you don't see what you want to play here, just ask. |
| Level 1-4 | Level 4-7 | Level 7-10 | Level 11-14 | Battle Interactive Level 1-17 | Special Level 1-17 |
CORM2-1 For Crown and Kingdom. 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? A Living Forgotten Realms
adventure for characters levels 1-4.
Judge: staff
Slots: 6, 9
MINI1-5 Pyrophobia. Lone survivors. Run. Flames. Madness. Run. Trails
of Smoke. Watching eyes. RUN! You have thwarted the fire cults summoning,
but at what price? Can you escape the fire cults advances and reveal
their true leader? A double-length Living Forgotten Realms adventure that
is part of the Embers of Dawn mini-campaign set in Tarmalune for characters
levels 1-4.
Judge: staff
Slot: 1&2 (This event takes two slots.)
MINI1-6 Quench the Fire of the Raging God. 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. A Living Forgotten Realms adventure that is part
of the Embers of Dawn mini-campaign set in Imdolphyn for characters levels
1-4. It is recommended that you play the Embers of Dawn mini-campaign adventures
in sequential order with one character for the best enjoyment and play
possibilities within the mini-campaign, but it is not required.
Judge: staff
Slot: 4&5 (This event takes two slots.)
TYMA2-1 Old Enemies Arise. 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 organized? A Living Forgotten Realms adventure set in Tymanther for
characters levels 1-4. This adventure is the first part of the Rise
of Darkness Major Quest, which continues in TYMA2-2 (H2).
Judge: staff
Slots: 6, 8
CORE1-17 Stumbling Toward Harmony. A prophet and
his followers are leaving Thesk and looking to start a new life. Heroes are
needed to protect them on their travels and aid them in finding a new home?
A Living Forgotten Realms adventure set in the Hordelands for characters
levels 4-7.
Judge: staff
Slots: 1, 5
DALE2-1 Forever. 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. A Living Forgotten Realms adventure set in the Dalelands
for characters levels 4-7. This adventure is a loose sequel to DALE1-4 and
features NPCs from that adventure.
Judge: staff
Slots: 2, 6
EAST1-7 Right of Passage. 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. A Living Forgotten Realms adventure
set in the East Rift for characters levels 4-7.
Judge: staff
Slots: 4, 8
MOON2-1 Darkness Falls Over Moray. 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. A Living Forgotten Realms adventure set in The Moonshae Isles for characters
levels 4-7.
Judge: staff
Slots: 5, 9
BALD1-5 Lost Refuge. 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 wasnt enough, the investigation
just might end up involving you in an ancient, endless struggle. ALiving
Forgotten Realms adventure set in Baldurs Gate for characters levels
7-10. This adventure is part of the Fey Gates of the Sea of Swords
Major Quest. MOON1-5 Lost Love is also part of this same quest, but these
two adventures may be played in either order. The quest concludes in BALD2-1
Turning Point.
Judge: staff
Slot: 2
IMPI2-1 Goblins from Below. 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. A Living Forgotten Realmsadventure set in Impiltur for characters
levels 7-10. This adventure is the first part of the Blue Fire
Goblins Major Quest.
Judge: staff
Slot: 4
TYMA1-7 Stolen Cargo. There are many dangers on the open sea
and beneath the waves. Adventurers are able to defend themselves, but the
rest of your ships crew is not so fortunate. Now it falls to you to
rescue them from the drowned city of Messemprar. A Living Forgotten Realms
adventure set in Tymanther for characters levels 7-10.
Judge: staff
Slot: 5
WATE2-1 Gilding a Noble. 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.
This adventure starts the major quest, Restoring Splendor, which continues
in WATE2-2 (P1) and concludes in WATE2-3 (P1). A Living Forgotten Realms
adventure set in Waterdeep for characters levels 7-10.
Judge: staff
Slot: 6
CORE2-1 Killing the Messenger. 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?
A Living Forgotten Realms espionage adventure set in the Underdark for characters
levels 11-14. Sequel to QUES1-1 Black Cloaks and Bitter Rivalries.
Judge: staff
Slot: 4
CORE2-2 Rising of the Dark. 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... A Living Forgotten Realms adventure set
in the Sea of Fallen Stars for characters levels 11-14.
Judge: staff
Slot: 5
DRAG2-1 Discomfort. The body found floating in the harbor 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? A Living Forgotten
Realms adventure set in the Dragon Coast for characters levels 11-14. This
adventure is part of the Pain and Suffering major quest, which
continues in CORM2-2 Pain (levels 11-14) and concludes in DALE2-2Agony (levels
14-17).
Judge: staff
Slot: 6
ADCP2-1 The Paladins Plague. 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 expeditions 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 Faerun: an active plagueland.
The Paladins Plague is a two-round continuous-play Living Forgotten
Realms Battle Interactive set in Elturgard for characters levels 1-17. 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. This adventure takes place after the events of the various
SPEC2-1 adventures, but playing the adventures in order is not required.
This adventure may only be run at Wizards Play Network (WPN) Public Play
events. It may not be sanctioned for Private Play.
Judge: staff
Slot: 8&9 (This event takes two slots.)
SPEC2-1 The Blue Fire Chronicles Each of the five SPEC2-1 adventures covers a single level band. These adventures occur at various locations within the region of Elturgard, and take place shortlybefore the events of ADCP2-1 The Paladins Plague. 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 we do not expect anyone 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. |
SPEC2-1 H1 The Scourge of Scornubel. 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 in the process. ALiving
Forgotten Realms adventure set in Elturgard for characters levels 1-4.
Judge: staff
Slots: 1, 6
SPEC2-1 H2 Dogs of War. 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? A Living Forgotten Realms adventure set in Elturgard for characters
levels 4-7.
Judge: staff
Slots: 2, 4
SPEC2-1 H3 The Morninglords Laughter. 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. A Living Forgotten Realmsadventure
set in Elturgard for characters levels 7-10.
Judge: staff
Slots: 2, 4
SPEC2-1 P1 Blinking Eye of Fire. The second sun above Elturel blesses
the land with never-ending light. But deep beneath the streets lurk things
determined to see night fall. A Living Forgotten Realms adventure set in
Elturgard for characters levels 11-14.
Judge: staff
Slot: 5
SPEC2-1 P2 Scouts Honor. 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. A Living Forgotten Realms
adventure set in Elturgard for characters levels 14-17.
Judge: staff
Slot: 6