Dungeons & Dragons 4E

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 cult’s summoning, but at what price? Can you escape the fire cult’s 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 wasn’t enough, the investigation just might end up involving you in an ancient, endless struggle. ALiving Forgotten Realms adventure set in Baldur’s 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 ship’s 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 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 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 Morninglord’s 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 Scout’s 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