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To find out what's on this website and why, please visit the Living Forgotten Realms Community, and in particular, this blog post.

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Meta-Organizations Draft Rules

The first draft of the campaign rules for meta-organizations (which are similar to Adventuring Companies, but created by the campaign specifically to integrate with ongoing LFR storylines) is now available for public review.

Download the current draft (2011-05-23) here in PDF or ZIP format and post your comments and suggestions on this forum thread.

Note: The next version of the meta-org guide will be available in the first half of 2012. It includes several new organizations, including Calimshan and Tymanther. The draft rules from May 2011 are usable in the campaign until the next version is released.


Recent Campaign Rulings

Occasionally, the campaign staff needs to issue rulings that are either too narrow to warrant inclusion in the LFR Campaign Guide or that override the text of the current version. These rulings are documented here and are official for the campaign.


Campaign Documents

The Living Forgotten Realms Campaign Guide includes all the information you need in order to get started playing LFR (other than the core rules of Dungeons & Dragons 4th Edition). Refer to this document for meta-game rules about creating and advancing characters, playing and DMing adventures, forming an adventuring company, and much more.

LFR Campaign Guide DRAFT Version 2.5 Effective 04 August 2011
LFR Campaign Guide FINAL Version 2.0 Effective 27 January 2011
(Expires 04 August 2011)

Every LFR character is required to have an Adventure Log; the file provided here is a sample. Players are free to create their own versions so long as the key information is tracked.

LFR Sample Adventure Log    

You can ask questions and provide feedback on these documents in the LFR Community General Forum.


Newest Adventures

ADAP4-1 Leader of the Pack by Julian Sieber Adventure Level 6 (levels 3-9)
Three years ago, Ulmar Lightborn left the town of Silvergrail to embark on a grand adventure. The would-be hero never returned from his very first quest. Ulmar's younger brother Zelgar stayed behind and now serves as Silvergrail's cleric. You've arrived just in time to participate in an unexpected family reunion. A Living Forgotten Realms adapted adventure set in the Moonshae Isles for characters levels 3-9 (but recommended for levels 4-6). This adventure is found in issue 194 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 6 table can play (character levels 3-9 are eligible for AL 6). Please bear in mind that the stat blocks in the adventure were written for a party of level 4-6 characters; tables of levels 7-9 might not find this adventure challenging. At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. We recommend that you allow at least six hours of playing time to complete this adventure.
 
ADAP4-2 Stick in the Mud by Aeryn "Blackdirge" Rudel Adventure Level 2 (levels 1-5)
The theocracy of Elturgard was changed forever when army of plaguechanged monsters nearly destroyed the city of Elturel. All seemed lost, but heroes turned the tide and destroyed a terrible abomination of pure Spellplague energy. The forces unleashed during and after the battle transformed what had been a small local plagueland into the massive Chaos Scar. One of the city's most ardent defenders has recently discovered that uncontrolled magical energy is once again building up along the boundary of the plagueland. What will you find on the other side? A Living Forgotten Realms adapted adventure set in Elturgard for characters levels 1-5 (but recommended for levels 1-2). Stick in the Mud is the first part of the Chaos Scar series. This adventure is found in issue 171 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 2 table can play (character levels 1-5 are eligible for AL 2). Please bear in mind that the stat blocks in the adventure were written for a party of level 1 characters (however, the adaptation document does update all the stat blocks to MM3 damage expressions). Tables of all level 4-5 characters might not find this adventure challenging. At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. This adventure should be playable from start to finish in the span of a single four-hour LFR game session.
 
AGLA2-3 Sojourner's Way by James B. Holdridge, Jr. H1 (Levels 1-4)
The Tannath Mountains are poorly explored and even more poorly mapped. A humble cartographer seeks adventuring companions for his attempt to blaze a trail through these rough, steep spires. What would drive a man to undertake such a dangerous task? A Living Forgotten Realms adventure set in Aglarond for characters levels 1-4 (H1 level band). This adventure is the second part of the Invisible Road Major Quest, which began in AGLA1-5 Silver Lining and will conclude with a Heroic tier adventure during campaign year 4.
 
AGLA2-4 Fruit of a Poisoned Tree by Jared Fegan and John Brice P3 (levels 17-20)
Lesser evils lead to greater. An old villain returns, desperately seeking revenge. A member of the Simbarch's Council would like nothing better than to topple the aloof mageocracy and install himself as Grand Simbarch, even if that leads to civil war in Aglarond. Yet for every scheme, there is an even more powerful master lurking behind the curtain. A Living Forgotten Realms adventure set in Aglarond for characters levels 17-20 (P3 level band). This adventure concludes the Something Smells in Veltalar Major Quest, which began in AGLA1-3 Worst of All Snares and continued in AGLA1-6 Twisted Roots Run Deep. Play of the previous adventures is recommended, but not required.
 
CALI3-4 Fragments of a Shattered Mind by Brian Schoner Paragon Tier
In the human bastion of Almraiven, a gifted magical scholar has gone missing. Agents of the Efreet Lord Memnon are known to be interested in her studies; has she been kidnapped for her knowledge, or is something more subtle afoot? A Living Forgotten Realms adventure set in Calimshan for characters of the Paragon Tier (levels 11-20). Note: This is a stand-alone adventure. The story of CALI3-4 is not connected to the events of CALI3-1 through CALI3-3, so players need not make an effort to play this adventure with the same character who plays the other Year 3 Calimshan adventures.
 
WATE3-1 Moon Rising by Claire Hoffman with Brian Gilkinson Paragon Tier
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A Masked Lord needs adventurers to journey to the Gates of the Moon and recover a protective artifact. This quest is surely for the good of Waterdeep, but what will it mean for those who lose their ancient guardian? A Living Forgotten Realms adventure set in Waterdeep and the Astral Sea for characters of the Paragon tier (levels 11-20).
 


Upcoming Adventures

NOTE: This is not a list of every single LFR adventure that is currently in development -- just the ones that we are prepared to talk about. Projected availability dates on this website are approximate. We do our best to provide information about upcoming adventures and to release those adventures within the predicted timeframe, but projects and priorities do shift. It is never our intention to be nefarious (except when we write adventures). Any time you have questions about the status of a past or future adventure, you can ask the Global Admins on the Community forum.

ADAP4-3 Steading of the Hill Giant Chief by Gary Gygax and Christopher Perkins Adventure Level 12
Giants have been raiding the civilized lands, visiting death and destruction upon villages, towns, and farmlands. A band of adventurers has assembled to punish the marauding giants. The closest giant stronghold - and the greatest immediate threat to the safety of nearby settlements - is a great timber fortress populated by hill giants. A Living Forgotten Realms adapted adventure for characters levels 11-15 (but recommended for levels 12-14). This adventure is found in issue 197 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 12 table can play (character levels 11-15 are eligible for AL 12). At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. We recommend that you allow at least sixteen hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds). Steading of the Hill Giant Chief can be run as a stand-alone adventure, or as the first part of a four-part Paragon series adapted from Dungeon issues 197-200.
 
ADAP4-4 Warrens of the Stone Giant Thane by Christopher Perkins Adventure Level 14
Giants have been raiding the civilized lands, visiting death and destruction upon villages, towns, and farmlands. A band of adventurers has assembled to punish the marauding giants. Until recently, the stone giants rarely ventured far from their warrens in the craggy mountain foothills. But something has changed. A Living Forgotten Realms adapted adventure for characters levels 11-17 (but recommended for levels 14-16). This adventure is found in issue 198 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 14 table can play (character levels 11-17 are eligible for AL 14). At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. We recommend that you allow at least sixteen hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds). Warrens of the Stone Giant Thane can be run as a stand-alone adventure, or as the second part of a four-part Paragon series adapted from Dungeon issues 197-200.
 
ADAP4-5 Glacial Rift of the Frost Giant Jarl by Gary Gygax and Christopher Perkins Adventure Level 16
Giants have been raiding the civilized lands, visiting death and destruction upon villages, towns, and farmlands. A band of adventurers has assembled to punish the marauding giants. Although the success of the giant alliance rests squarely on the broad shoulders of King Snurre, ruler of the fire giants, his staunchest ally is Grugnur, the frost giant jarl. Killing Grugnur would surely create disorder and unrest in their ranks. Until recently, the location of the frost giant stronghold was a well-guarded secret. However, a map has been found... A Living Forgotten Realms adapted adventure for characters levels 13-19 (but recommended for levels 16-18). This adventure is found in issue 199 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 16 table can play (character levels 13-19 are eligible for AL 16). At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. We recommend that you allow at least sixteen hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds). Glacial Rift of the Frost Giant Jarl can be run as a stand-alone adventure, or as the third part of a four-part Paragon series adapted from Dungeon issues 197-200.
 
ADAP4-6 Hall of the Fire Giant King by Gary Gygax and Christopher Perkins Adventure Level 18
Giants have been raiding the civilized lands, visiting death and destruction upon villages, towns, and farmlands. A band of adventurers has assembled to punish the marauding giants. King Snurre of the fire giants rules from a mighty hall in the volcanic mountains, beyond the reach of most mortal enemies. The heroes sent to dispatch him, however, are no mere mortals. A Living Forgotten Realms adapted adventure for characters levels 15-20 (but recommended for levels 18-20). This adventure is found in issue 200 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 18 table can play (character levels 15-20 are eligible for AL 18). At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. We recommend that you allow at least sixteen hours of playing time to complete this adventure (the equivalent of three to four standard LFR rounds). Hall of the Fire Giant King can be run as a stand-alone adventure, or as the conclusion of a four-part Paragon series adapted from Dungeon issues 197-200.
 
ADAP4-7, 4-8, 4-9 Halls of Undermountain by Shawn Merwin and Matt Sernett Heroic Tier (ALs TBD)
Beneath the streets of Waterdeep, a sinister dungeon awaits adventurers brave enough to face its perils. Created ages ago by the wizard Halaster, the sprawling dungeon is a lair for terrible monsters and ruthless villains. In the dark chambers, they hunger for victims and plot the downfall of those who dwell on the streets above. Who will unravel the twisting labyrinth to reveal its secrets, claim its treasures, and stop the foul machinations of the dungeon's denizens?
This is just a placeholder to let people know that we are working on an LFR adaptation of this print product (released in April 2012). The sourcebook contains three full-length adventures for the Heroic tier (levels 1-5) and we are currently planning to adapt each of them separately (but of course you can always run them back-to-back, effectively creating a mini-campaign). We have not yet decided on final Adventure Levels or other details of the adaptation; stay tuned for more information. The design of the sourcebook is more open-ended than has traditionally been the case in published 4th Edition products, leaving many of the details up to the DM. Therefore, it is reasonable to expect that an LFR DM will need to invest more preparation time than usual in order to run these adventures, even using the LFR adaptation documents. As with all LFR adaptated adventures, a copy of the published sourcebook will be required in order to run the adventure.
 


D&D Experience 2012 Adventures

These adventures premiered at the Dungeons & Dragons Experience 2012 and are sanctioned for both public and private play, with the exception of the Battle Interactive (ADCP4-1 City of Destinies) which is only available to conventions and other sanctioned public events.

ADCP4-1 City of Destinies by M. Sean Molley Heroic and Paragon Tier
The city of Myth Nantar is the center of the sea elves' society. Although it once rested entirely beneath the waves of the Sea of Fallen Stars, the changes wrought by the Spellplague exposed Myth Nantar's upper levels to the air. Now the sea elves and the surface races mingle and trade freely here, protected from their enemies by ancient elven high magic. Thanks to the mythal, the citizens of Myth Nantar need not fear the threat of the Abolethic Sovereignty. Or so they believe. A two-round continuous-play Living Forgotten Realms Battle Interactive set in Myth Nantar for characters of the Heroic and Paragon tiers (levels 1-20, but all characters must be of the same tier and able to play at the table's chosen Adventure Level).
You should allow at least 9 hours of play time to run this event (we recommend two 4-hour back-to-back slots with a 1-hour break in the middle). This adventure is combat-intensive, and the combat encounters may be more difficult than those in a typical LFR adventure. You will need good resource management, strong teamwork, and a bit of luck to succeed. We recommend that at least three of the characters at the table be members of the same Adventuring Company or meta-organization. This adventure takes place after (and is directly caused by) the events of SPEC4-1 Cerulean Dreams and SPEC4-2 The Writhing Obelisk. Play of the prior adventures is recommended, but is neither required nor assumed.
The encounters in this adventure are designed to be played using the poster maps that are included with the print products The Book of Vile Darkness and Map Pack: Haunted Temples from Wizards of the Coast. We believe that you will enjoy fighting these battles even more if you use the poster maps, but they are optional.
 
EPIC4-1 Shooting the Moon by Dan Anderson, Tom Dale, and Keith Richmond Level 24 ONLY
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Devious plots have greatly weakened the Seldarine and nearly destroyed Arvandor and the Demonweb. Can you intervene before these machinations plunge Faerun into havoc, ruin, desolation, and devastation? A three-round continuous-play Living Forgotten Realms Epic Campaign adventure for 24th-level characters. This adventure is a direct sequel to EPIC3-3 The Tangled Skein of Destiny and marks the beginning of the second season of the LFR Epic Campaign. We recommend that you allow 12-15 hours of playing time in order to complete this adventure.
 
NETH4-1 Containing Shadow by Lori Anderson and Andy Pearlman Paragon Tier
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The Ordulin Maelstrom's dark embrace obliterates ordinary mortals within moments. But you are no ordinary mortal, and the Harpers need someone to brave the depths of this life-consuming vortex. Can you complete your mission before the vile shadows devour your soul and reduce your body to an empty, withered husk? A Living Forgotten Realms adventure set in Sembia for characters of the Paragon tier (levels 11-20). This adventure is part of the Foresight trilogy, which also includes NETH4-2 The Tripartite Tower and NETH4-3 Purifying the Prophet. This adventure and NETH4-2 may be played in either order, but you should try to play them both before you play NETH4-3.
 
NETH4-2 The Tripartite Tower by James Holdridge and Robert Uccello Jr. Paragon Tier
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The Harpers need a powerful expert on arcane magic, someone with decades of experience. All you have to do is travel to meet with a famous but reclusive wizard and secure his aid. Unfortunately, the Netherese aren't going to make it easy. A Living Forgotten Realms adventure set in Cormyr for characters of the Paragon tier (levels 11-20). This adventure is part of the Foresight trilogy, which also includes NETH4-1 Containing Shadow and NETH4-3 Purifying the Prophet. This adventure and NETH4-1 may be played in either order, but you should try to play them both before you play NETH4-3.
 
NETH4-3 Purifying the Prophet by Ryan Cannon and Mickey Tan Paragon Tier
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The Netherese sought to control the Oracle of Spellgard Keep, and nearly succeeded. She was only saved by binding her spirit inside a sentient golem. But for Lady Saharel to be useful to the Harpers, you must find a way to place her beyond the reach of her former masters. A Living Forgotten Realms adventure set in Luruar for characters of the Paragon tier (levels 11-20). This adventure is the third and final part of the Foresight trilogy, which began in NETH4-1 and NETH4-2. We recommend that you play the previous two adventures (in either order) before playing this adventure.
 
SPEC4-1 Cerulean Dreams by Joshua Randall Heroic Tier
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I awaken slowly, my head throbbing with pain. The first thing I notice is the overpowering smell of brine. The light hurts my eyes as I peer around the room. I am still groggy from ... from ... well, I can't quite remember exactly what happened. Where is this place, anyway? When did I get here? Why does it look like a cross between a torture chamber and a prison cell? Who are all these green-skinned, bug-eyed creatures shambling around? I rub my eyes and that's when I notice the webbed flesh growing between my fingers... A Living Forgotten Realms Special adventure set in the Sea of Fallen Stars for characters of the Heroic tier (levels 1-10). This adventure will be of particular interest to characters who played SPEC3-3 Dance of the Sun and Moon or who have previously encountered agents of the Abolethic Sovereignty. This adventure takes place at the same time in-game as SPEC4-2 The Writhing Obelisk, so a character that plays SPEC4-1 may not subsequently play SPEC4-2.
 
SPEC4-2 The Writhing Obelisk by Larry DeLucas Paragon Tier
No one knows why the aboleths of Xxiphu take so many prisoners. Their motives and minds are as alien and incomprehensible as the Far Realm itself. Their flying city appears seemingly at random, striking at locations all around the Sea of Fallen Stars, vanishing as quickly as it appeared. The luckier captives are simply killed outright. Those less fortunate are subjected to horrifying experiments, transforming their bodies and minds in ways that not even the Plaguescarred would recognize. But this time the Abolethic Sovereignty has gone too far. It's time to take the fight to Xxiphu. It's time to crack open the writhing obelisk. A Living Forgotten Realms Special adventure set in the Sea of Fallen Stars for characters of the Paragon tier (levels 11-20). This adventure will be of particular interest to characters who played SPEC1-11 Drawing a Blank or who have previously encountered agents of the Abolethic Sovereignty. This adventure takes place at the same time in-game as SPEC4-1 Cerulean Dreams, so a character that played SPEC4-1 may not subsequently participate in SPEC4-2.
 


Gen Con 2011 Adventures

These adventures premiered at Gen Con Indy 2011 and are sanctioned for both public and private play. To be clear, the Elturgard Story Area has two concurrent Major Quests, each of which consists of three adventures. These are separate stories; while we recommend that you pursue each quest line in order with the same character, it doesn't have to be the same character in both of the quests. The odd-numbered adventures (ELTU3-1, ELTU3-3, and ELTU3-5) form the Sinister Intentions Major Quest, while the even-numbered adventures (ELTU3-2, ELTU3-4, and ELTU3-6) form the Controlling Chaos Major Quest.

CALI3-1 Malice of Mintar by Jordan Caroline Heroic Tier
Ala'Ammar, patriarch of House Azhar in Almraiven, believes his bloodline might be traced back to the legendary House Asada. To prove his claim, Ala'Ammar seeks the famous Battlecloak of Vycaena. He needs a band of daring adventurers to conduct the search for him -- a search that leads through the twisted streets of Mintar, into dark dungeons where secrets are torn from souls the way flesh is torn from bone. A Living Forgotten Realms adventure set in Calimshan for characters of the Heroic Tier (levels 1-10). This is the first part of the Battlecloak Saga, which continues with CALI3-2 and concludes in CALI3-3. We recommend, but do not require, that you play the three parts of this story arc in order, with the same character.
 
CALI3-2 Menace of Memnon by Dan Anderson Heroic Tier
The search for the Battlecloak of Vycaena leads to the city of Memnon, where fire genasi enjoy an opulent lifestyle built on the backs of human slaves. Heroes are needed to infiltrate the city, posing as thespians, and locate the prize. Does your ability to perform on stage match your ability to perform in combat? A Living Forgotten Realms adventure set in Calimshan for characters of the Heroic Tier (levels 1-10). This is the second part of the Battlecloak Saga, which began with CALI3-1 and concludes in CALI3-3. We recommend, but do not require, that you play the three parts of this story arc in order, with the same character.
 
CALI3-3 Agony of Almraiven by Dan Anderson, Lori Anderson,
Larry DeLucas, and Joe Boerjes
Heroic Tier
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In a land of assassins, djinn, giant birds, and magic lamps, our heroes find themselves pursued all the way to the gates of Almraiven, and quickly discover that there are those who would stop at nothing to prevent Ala'Ammar from getting his hands on the precious artifact that will restore honor to his family and could even deliver freedom to the oppressed people of Calimshan. A Living Forgotten Realms adventure set in Calimshan for characters of the Heroic Tier (levels 1-10). This is the third and final part of the Battlecloak Saga, which began with CALI3-1 and continued in CALI3-2. We recommend, but do not require, that you play the three parts of this story arc in order, with the same character.
 
ELTU3-5 It's in the Blood by Ashavan Doyon Heroic Tier
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The defeat of Arbosus left many unanswered questions, stirring fears of sinister plots that the Companion's light has not yet illuminated. Can you defeat the hidden threat at the Boareskyr Bridge or will you be the first to suffer a fate that could forever blot the paladins' pride? A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic Tier (levels 1-10). This is the third and final part of the Sinister Intentions Major Quest, which began in ELTU3-1 Good Intentions and continued in ELTU3-3 The Way of All Flesh. We strongly recommend that you play the three parts of this series in order, with the same character, if at all possible. As with all Elturgard adventures, there may be additional role-playing possibilities for PCs who are members of the various Elturgard meta-organizations.
 
ELTU3-6 True Blue by Thomas J. Scott Heroic Tier
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Rumors have surfaced that a new power in Iriaebor has secretly developed a cure for the spellscarred citizens of Elturgard. While Elturel itself has failed to deliver a cure, its leaders are suspicious that a city in political turmoil could have solved the problem so quickly. You and your fellow adventurers are sent to seek the truth, wherever it may lead. A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic Tier (levels 1-10). This is the third and final part of the Controlling Chaos Major Quest, which began with ELTU3-2 Blue Wounds and continued in ELTU3-4 Blue Beast. We strongly recommend that you play the three parts of this series in order, with the same character, if at all possible. As with all Elturgard adventures, there may be additional role-playing opportunities for PCs who are members of the various Elturgard meta-organizations.
 
SPEC3-3 Dance of the Sun and Moon by Dave Brainard Heroic Tier
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The orbit of Toril's moon often brings it across the sun's path, but astrological predictions of an upcoming total eclipse have sparked great interest. Many followers of Amaunator and Selûne have gathered at the small city of Sapra in the land of Turmish, the best place from which to view the eclipse. The worshippers of the Moonmaiden see this as a time of celebration, with their Lady ascendant, while those who revere the Sunlord are less enthusiastic about the celestial conjunction. But it is the followers of a different entity, guided by maddening whispers, who prepare to enact a far different ritual when the earth darkens and the stars shine at midday. A Living Forgotten Realms adventure set in Westgate and Turmish for characters of the Heroic Tier (levels 1-10).
Important Note: If you played SPEC3-3 at Gen Con Indy 2011 and received Story Award SPEC50 for something that you did during the adventure, there is an updated version of this Story Award in the final version of the adventure. You can either download the entire adventure and replace your existing certificate with the new version, or you can get the updated cert from the LFR Campaign Errata file when it becomes available.
 


Origins 2011 Adventures

These adventures premiered at the 2011 Origins Game Fair (except for PREQ3-1, but it is included here because it is a lead-in to ADCP3-2). These adventures are available for both public and private play, with the exception of ADCP3-2 From Dawn Till Dusk which (like all LFR Battle Interactives) is limited to public events only.

ADCP3-2 From Dawn Till Dusk by Krishna Simonse, Pierre van Rooden,
Pieter Sleijpen, and Renout van Rijn
Heroic and Paragon Tier
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The Empire of Netheril has taken over the fortress of Spellgard -- Saharelgard, as they name it now -- and are compelling its oracle, Lady Saharel, to serve their will. Their dominance is not yet assured, but with reinforcements on the way, soon the pass will be closed and Netherese control of the area will be absolute. Only a twelve-hour window of opportunity is left to liberate Saharel and prevent the Shades from achieving a major victory. A Living Forgotten Realms two-round continuous-play Battle Interactive set at Spellgard for characters of the Heroic and Paragon tiers (levels 1-20). You should allow 11 hours of play time to run this event (we recommend two 5-hour back-to-back slots with a 1-hour dinner break). This adventure is combat-intensive. Players who do not enjoy combat encounters are less likely to enjoy this adventure. It is recommended that at least three of the characters at the table be members of the same Adventuring Company or meta-organization.
We suggest, but do not require, that you play the prequel adventure PREQ3-1 Shrouded Visions before playing this adventure. Those who have interacted with the Netherese in previous adventures (particularly NETH3-1 through NETH3-3) may also find some story connections. Characters that participated in the LFR-adapted published adventure Scepter Tower of Spellgard should find this adventure particularly interesting (although the plot of ADCP3-2 is completely new, many of the locations will be familiar).
This adventure is only available from the campaign staff. To request ADCP3-2 or any other Adventuring Company adventure, please visit the LFR Public-Play Adventure Request Form and tell us about your event. After you fill out the request form, a member of the campaign staff will contact you. This adventure is sanctioned for public play only; it is not available for private/home play.
 
ELTU3-3 The Way of All Flesh by Michael Eshleman Heroic Tier
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You are on the trail of the criminal Arbosus. Can you stop him before he is able to hatch his devilish scheme? A Living Forgotten Realms adventure set in Scornubel for characters of the Heroic tier (levels 1-10). This adventure is the second part of the Sinister Intentions Major Quest, which began with ELTU3-1 Good Intentions. We strongly recommend that you play this series in order, with the same character, if at all possible.
 
ELTU3-4 Blue Beast by James Holdridge Heroic Tier
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Fear and discrimination drive away the spellscarred citizens of Elturgard, something else lurks ahead. What evil is preying on the refugees? A Living Forgotten Realms adventure set in Scornubel for characters of the Heroic tier (levels 1-10). This adventure is the second part of the Controlling Chaos Major Quest, which began with ELTU3-2 Blue Wounds. We strongly recommend that you play this series in order, with the same character, if at all possible.
 
NETH3-1 Secrets and Shadows by Thomas J. Scott Paragon Tier
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Recently, the clergy of Selûne obtained a powerful artifact named Last Grasp of Shadowbane. However, following a recent meeting of the high priests, the artifact has vanished. With its hunger to conquer shadow creatures, this weapon could forever change the balance of power in Netheril. Someone is needed to locate the artifact and ensure that it is used for the purpose it was intended. A Living Forgotten Realms adventure set in Netheril for characters of the Paragon tier (levels 11-20). This adventure is the first part of the Sand and Shadows Major Quest, which continues with NETH3-2 and concludes with NETH3-3. We recommend that you play the three adventures in order, with the same character, if possible.
 
NETH3-2 Flirting with Disaster by John du Bois and Alan Patrick Paragon Tier
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At this point in your adventuring career, the idea of pulling a shift on caravan guard duty is well beneath you. But when the caravan in question is braving the Ordulin Maelstrom, even that simple job could end up being more than you can handle. A Living Forgotten Realms adventure set in Netheril for characters of the Paragon tier (levels 11-20). This adventure is the second part of the Sand and Shadows Major Quest.
 
NETH3-3 Seek and Destroy by Lee and Michelle Sharp, and Jack "Skip" Warren Paragon Tier
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It's time to finish the job you and the Sand Kings have started: the infiltration of Shade Enclave and the assassination of a major Netherese agent. But is a direct assault the best path to take -- both literally and morally? A Living Forgotten Realms adventure set in Netheril for characters of the Paragon tier (levels 11-20). This adventure is the third and final part of the Sand and Shadows Major Quest. You cannot earn the Major Quest bonus if you have not played both NETH3-1 and NETH3-2 before playing NETH3-3.
 
PREQ3-1 Shrouded Visions by Pierre van Rooden and Pieter Sleijpen Heroic Tier
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Lady Saharel of Spellgard provides answers to the questions of those deemed worthy... but deemed worthy by whom? Answers beget more questions when pilgrims return from a restored Saharelgard with prophecies obtained after an offering to the new power in charge: the church of Shar. This is a half-round (two-hour) Living Forgotten Realms adventure for characters of the Heroic tier (levels 1-10). Although it is about half the length of a typical LFR adventure, this adventure offers many opportunities for roleplaying. If you choose to explore all of the different options available, the game can easily last more than two hours.
Note: This adventure takes place after the events described in ADCP1-2 through ADCP1-4 Scepter Tower of Spellgard and is also an optional prelude to ADCP3-2 From Dawn Till Dusk. To be clear, PREQ3-1 is sanctioned for home play, but ADCP3-2 is a Battle Interactive and as such can only be played at public events.
 


Recent Adventures

Adventures released on this website are legal for both public and private Living Forgotten Realms play. Each adventure download is a single PDF with the adventure, story awards, and a blank table-tracking form. You do not need to sanction or report these adventures through the RGPA/WPN (although if you are affiliated with the WPN, you may report these games as generic LFR adventure play if you wish to do so). These adventures are NOT available through the RPGA ordering system.

If you have any questions or comments about an LFR adventure, please join the conversation on the LFR Community, in the LFR Adventures forum.

ADAP2-01 Monument of the Ancients by Brian R. James and Matt James Levels 11-14 (P1)
Panicked refugees are pouring into the port city of Phlan, fleeing from barbarian attacks in the Moonsea North. Something ominous and ancient drives the horse nomads to attack their neighbors. Poised to shatter the ancient monument keeping him from Faerun, a lost god from Toril's past sends an agent from the Elemental Chaos to herald his long-prophesized return... A Living Forgotten Realms adapted adventure set in Phlan for characters levels 11-14. To run this adaptation, you will need a copy of the adventure, which is found in issue 170 of Dungeon online. Because of this, at least one person at the table needs to have a subscription to D&D Insider. We recommend that you allow a minimum of eight hours of playing time to complete this adventure.
 
ADAP2-02 The Spiral Gate by Scott Fitzgerald Gray Levels 14-17 (P2)
All Faerun's fate is being shaped in Netheril. You can hide behind your belief that this is all about other lands, other people, other lives, but in the end, your lands and your people will be caught up in this struggle like all the rest. So decide now. Which side are you on? A Living Forgotten Realms adapted adventure set in Hillsfar, in the Moonsea region, for characters levels 14-17 (the adventure is written for level 16 characters, so any P2 table can play, but there is no low-level/high-level split in the adaptation). To run this adaptation, you will need a copy of the adventure, which is found in issue 180 of Dungeon online. Because of this, at least one person at the table needs to have a subscription to D&D Insider. We recommend that you allow a minimum of eight hours of playing time to complete this adventure.
 
ADAP3-1 The Gauntlgrym Gambit by Daniel Marthaler Adventure Level 4 (levels 1-7)
Many have died searching for the lost dwarven city of Gauntlgrym. Now, it seems, heroes have found a way inside -- but they might not live to regret it. A Living Forgotten Realms adapted adventure set in Neverwinter for characters levels 1-7 (but recommended for levels 3-5). This adventure is found in issue 193 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 4 table can play (character levels 1-7 are eligible for AL 4). Please bear in mind that the stat blocks in the adventure were written for a party of level 3-5 characters. Tables of all level 1-2 characters might find this adventure very difficult. At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. We recommend that you allow at least twelve hours of playing time to complete this adventure (the equivalent of a three-round LFR adventure).
 
ADAP3-2 Shards of Selûne by Andrew Schneider Adventure Level 4 (levels 1-7)
The goddess Selûne has sent her priests a warning of the dangers threatening Neverwinter, and it's up to the heroes to uncover them before it's too late. A Living Forgotten Realms adapted adventure set in Neverwinter for characters levels 1-7 (but recommended for levels 3-5). This adventure is found in issue 193 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 4 table can play (character levels 1-7 are eligible for AL 4). Please bear in mind that the stat blocks in the adventure were written for a party of level 3-5 characters. Tables of all level 1-2 characters might find this adventure difficult. At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. We recommend that you allow at least twelve hours of playing time to complete this adventure (the equivalent of a three-round LFR adventure).
 
ADAP3-3 That Which Never Sleeps by Daniel Marthaler Adventure Levels 2 and 4 (levels 1-7)
The citizens of Neverwinter are killing each other, and only you can end the insanity. A Living Forgotten Realms adapted adventure set in Neverwinter for characters levels 1-7 (but recommended for levels 1-5). This adventure is found in issue 195 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. The stat blocks in the published adventure support Adventure Level 4, and the adaptation document includes adjusted stat blocks to support Adventure Level 2. Therefore, any LFR-legal AL 2 or AL 4 table can play (character levels 1-7, although a table of all level 6-7 characters may find the adventure too easy). At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. We recommend that you allow at least twelve hours of playing time to complete this adventure (the equivalent of a three-round LFR adventure).
 
ADAP3-4 The Five Deadly Shadows by Teos Abadia Adventure Level 8 (levels 5-10)
The Shou town of Kudoku is in despair. Its magistrate once embodied a set of principles that guided the village, but he was murdered by assassins known as the Five Deadly Shadows. The principles have been corrupted and now protect the assassins. Can you recover the principles and best prevent the town's destruction? A Living Forgotten Realms adapted adventure set in the Dragon Coast for characters levels 5-10 (but recommended for levels 7-9). This adventure is found in issue 195 of Dungeon online, part of D&D Insider. Dungeon adventures may be downloaded by subscribers from the Wizards of the Coast website. This adaptation document does not present adjusted stat blocks for multiple tiers; any legal Adventure Level 8 table can play (character levels 5-10 are eligible for AL 8). Please bear in mind that the stat blocks in the adventure were written for a party of level 7-9 characters. Tables of all level 5-6 characters might find this adventure difficult. At least one person at the table (either a player or the DM) must have an active subscription to D&D Insider. We recommend that you allow at least eight hours of playing time to complete this adventure (the equivalent of a two-round LFR adventure).
 
ADCP3-1 Swarm of Chaos by Gary Affeldt and Greg Marks Heroic and Paragon Tier
Cleaning the infestation beneath the boughs of Cormanthor reveals that you have only scratched the surface of the true corruption. Demon cultists have infiltrated Myth Drannor and the ancient land needs your help to stop their nefarious plot. This is a two-round continuous-play Living Forgotten Realms Battle Interactive set in Myth Drannor for characters of the Heroic and Paragon tiers (levels 1-20). We expect the adventure to take about 8-10 hours of play time to complete. This adventure is combat-intensive; players who do not enjoy combat encounters are unlikely to enjoy this adventure. It is recommended, but not required, that at least three of the characters be members of the same Adventuring Company. This adventure takes place following the events of SPEC3-1 and SPEC3-2, and concludes the Roots of Corruption story that began in those two adventures, but the adventures need not be played in any particular order.
This adventure is only available from the campaign staff. To request ADCP3-1 or any other Adventuring Company adventure, please visit the LFR Public-Play Adventure Request Form and tell us about your event. You do NOT need to order this adventure through the WPN; after you fill out the request form, a member of the campaign staff will contact you. This adventure is sanctioned for public play only; it is not available for private/home play.
 
CORE2-04 Lost on the Golden Way by Scott Horn Levels 1-4 (H1)
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The Golden Way is one of the longest and most famous trade routes in Faerun. 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 of your wagons disappear last night? A Living Forgotten Realms adventure set in the Hordelands for characters levels 1-4.
 
CORE2-11 The Sign of Four by Pierre van Rooden Levels 17-20 (P3)
Fragments of an ancient, shattered tablet have surfaced all across Faerun. Its origin is shrouded in the prophecies of a dread sorceress, but what little is known of this artifact's power is enough to concern even the Coronal of Myth Drannor. Those who seek answers must embark on a quest into the realm of eternal winter. Your greatest threat may not be the wrath of Thrym the frost titan king, but rather the moral choices you will make in order to find the truth. A two-round Living Forgotten Realms adventure set in the Elemental Chaos for characters levels 17-20. This is the first part of the Shattered Secrets series, which concludes with CORE2-12 The Sschindylryn Heresy (levels 17-20). We recommend that you allow a minimum of eight hours of playing time to complete this adventure.
 
CORE2-12 The Sschindylryn Heresy by Ryan Cannon and Pierre van Rooden Levels 17-20 (P3)
A death goddess' relic lies shattered across the Realms. The drow from Sschindylryn now seek to rejoin the fragments and uncover its secrets, in defiance of the Spider Queen. But what they will unleash is not an ally against Lolth, but a new blight upon the world. And all it needs to awaken is one word. A two-round Living Forgotten Realms adventure set in the Underdark for characters levels 17-20. This is the second and final part of the Shattered Secrets series, which began with CORE2-11 The Sign of Four (P3). Playing the two adventures in order is strongly encouraged. We recommend that you allow a minimum of eight hours of playing time to complete this adventure.
 
CORE3-1 A Vengeful Dream by Greg Marks Heroic Tier
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An eerie tale told around a late-night fire leads to a mystery of fear, loss, and murder. A Living Forgotten Realms adventure set in Mossbridges (near Ravens Bluff) for characters of the Heroic tier (levels 1-10). This adventure features additional role-playing opportunities for PCs who are members of the Knights of the Golden Rooster meta-organization, or who have related Story Awards from the MINI2 series of adventures set in Ravens Bluff. This adventure focuses on investigation and role-playing, and has fewer opportunities for combat than most LFR adventures.
 
CORM2-03 Secret of the Queen of Thorns by Ryan W. Roberts Levels 14-17 (P2)
The Queen of Thorns is coming to take the throne of Cormyr, but there is still time to bolster the kingdom's defenses. The race against the Queen's gathering forces is on! A Living Forgotten Realms adventure set in Cormyr for characters levels 14-17. This is the second part of the Queen of Thorns trilogy, which began in CORM1-6 Curse of the Queen of Thorns. The trilogy concludes with CORM2-4 Fury of the Queen of Thorns (P3).
 
CORM2-04 Fury of the Queen of Thorns by Dan Anderson Levels 17-20 (P3)
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The kingdom of Cormyr is cursed. Prophecy warns that the Queen of Thorns will end the reign of the Obarskyr family and seize the throne for her own. Dare you stand with King Foril in his attempt to defy this terrible fate? A Living Forgotten Realms adventure set in Cormyr for characters levels 17-20. This adventure concludes the Major Quest that began in CORM1-6 Curse of the Queen of Thorns (P1) and continued in CORM2-3 Secret of the Queen of Thorns (P2). Players are strongly encouraged to play the three parts of this Major Quest in order, with the same character, if at all possible. Story Awards from the previous adventures have a very strong influence on the details and difficulty of this adventure. This adventure can run long; we recommend that you allow 5-6 hours of play time, but some groups have completed it within a standard 4-hour slot.
 
DALE2-04 Illsyldra by Mickey Tan Levels 11-14 (P1)
Something in the forests of Deepingdale drives the elves from their ancestral home. A black tree spews out disease and spawns shadow creatures bent on taking over the woods. Will you be able to solve the problem in time? A Living Forgotten Realms adventure set in the Dalelands for characters levels 11-14. This adventure is the second and final part of the Major Quest that began in DALE2-03 Swords from Plowshares (H2). You must play the two adventures in order to complete the Major Quest.
 
DRAG2-04 Into the Maelstrom by Bruce Paris Levels 7-10 (H3)
When adventurers have the opportunity to set right an ancient curse and help a tortured nymph find true love, nothing can stand in their way. Or can it? A Living Forgotten Realms adventure set in the Dragon Coast for characters levels 7-10. This adventure is the third and final part of the Treacherous Waters trilogy, which includes DRAG2-02 This Gathering Storm (H1) and DRAG2-03 Of Wild and Darkened Waters (H2). Playing at least one of the prior adventures before this adventure is encouraged (and the encouragement includes a Major Quest award), but not required.
 
EAST2-03 Nightmares by Thomas J. Scott Levels 11-14 (P1)
Citizens of Hammergate are suffering sleepless nights, with visions of undead horrors invading their dreams. To one gnome, these nightmares have a special meaning. You must discover the secret of her visions or no one will ever sleep peacefully again. A Living Forgotten Realms adventure set in the East Rift for characters levels 11-14.
 
ELTU3-1 Good Intentions by Elizabeth Chaipraditkul and Pierre van Rooden Heroic Tier
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A string of grisly murders has hit the town of Triel. Word on the street is that insanity grips the townspeople and a new cult is to blame. Are these just whispers in the dark or is there something more sinister behind it all? A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic tier (levels 1-10). This adventure is the first part of the Sinister Intentions Major Quest. This is a roleplay-intensive adventure with multiple paths for the PCs to potentially explore. We recommend that you allow 5-6 hours of play time, if possible, instead of the normal 4 hours of a convention slot.
 
ELTU3-2 Blue Wounds by Scott Horn Heroic Tier
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In the wake of the recent conflict against the Plaguechanged horde, the paladins of Elturel find themselves and their city pushed to the breaking point. The corruption of the Spellplague yet lingers in many parts of the city, and Elturel's citizens feel overlooked while Torm's faithful focus on vengeance instead of guardianship. In this chaotic environment, hero and villain alike must seek ways to work together for the common good -- or perhaps the appearance of charity merely hides an ulterior motive. A Living Forgotten Realms adventure set in Elturgard for characters of the Heroic tier (levels 1-10). This adventure is the first part of the Controlling Chaos Major Quest.
 
EPIC3-1 The Glorious Hunt by Dave Kay and Chad Brown Level 21 ONLY
Corellon's realm of Arvandor is known for more than its majestic forests and splendid islands. The exalted of Arvandor track down and destroy abominations in an eternal event known as the Glorious Hunt. When Corellon and his exarchs receive more than they bargained for, will you join the hunt? A Living Forgotten Realms adventure set in Myth Drannor and the Astral dominion of Arvandor for 21st-level characters. This adventure marks the premiere of the LFR Epic Campaign. This is a three-round continuous-play adventure and is expected to take about 12-15 hours of play time.
 
EPIC3-2 Cracks in the Crimson Cage by Dan Anderson, Dave Kay, and Keith Richmond Level 22 ONLY
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Mortal heroes have just foiled a plot to assassinate a god and despoil his realm. The perpetrators' trail leads to Carceri, an astral prison that detains powerful abominations, disobedient angels, and horrors from beyond the known planes. The only way to find out who's behind the attack is for you to give chase into the Red Prison... and risk being trapped for eternity with beings feared even by the gods. A three-round continuous-play Living Forgotten Realms Epic Campaign adventure set in Carceri for 22nd-level characters. This adventure is a direct sequel to EPIC3-1 The Glorious Hunt. We recommend that you allow 12-15 hours of playing time in order to complete this adventure.
 
EPIC3-3 The Tangled Skein of Destiny by Larry DeLucas, Keith Richmond, and Thomas J. Scott Level 23 ONLY
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A trail of assassination and devastation has led you across the planes to Lolth's throne. The path to the Queen of Spiders is treacherous and the souls of many brave heroes have been trapped alongside the demons, ensared in her eternal webs. Can you weave your way through the Demonweb to untangle the fate of mortals and gods alike? A three-round continuous-play Living Forgotten Realms Epic Campaign adventure set in the Demonweb for 23rd-level characters. This adventure is a direct sequel to EPIC3-2 Cracks in the Crimson Cage and concludes Season 1 of the LFR Epic Campaign. We recommend that you allow 12-15 hours of playing time in order to complete this adventure.
 
IMPI2-04 Goblins Strike Back by Mickey Tan and Bruce Higa Levels 17-20 (P3)
The death of their leader Ekrilliek was supposed to end the threat of the goblins of Brikklext. Instead, it led to an opportunity for the demon Morthak to seize control of the goblins with promises of sweet revenge for their fallen chief. Now, with the aid of Morthak and his powerful allies, the goblins are preparing to launch a decisive attack against the people of Impiltur. Will heroes rise up to stop the impending invasion? A Living Forgotten Realms adventure set in Impiltur for characters levels 17-20. Characters who have played IMPI2-2 Wetwork and/or IMPI2-3 Rooting out Corruption may find this adventure particularly interesting.
 
LURU2-4 Need to Know by Pierre van Rooden H2 (Levels 4-7)
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Records containing sensitive information on Silverymoon's defenses have fallen into the wrong hands. Now you must race against time to recover these records before they can be used against the Gem of the North. A Living Forgotten Realms adventure set in Luruar for characters levels 4-7 (H2 level band). This adventure is the second and final part of the Forbidden Lore Major Quest, which began with LURU2-3 Forgotten Crypts, Hidden Dangers (H1; click here to download). Playing the two adventures in order with the same character is recommended, but not required.
 
SPEC3-1 Roots of Corruption: Infestation by Andrew Cowan Heroic Tier
Two years ago, the city of Myth Drannor was overrun with vermin. While adventurers were able to purge the infestation, bigger problems at the time ensured the event was quickly forgotten. Now a familiar fungus spreads its tendrils through the ancient woods of Cormanthor, and this time it's proving harder to kill. A Living Forgotten Realms adventure set in Myth Drannor for characters of the Heroic tier (levels 1-10). This adventure occurs at roughly the same time as SPEC3-2 Roots of Corruption: Dark Seeds and is related to the events chronicled in SPEC1-3 Ghosts of the Past: Hive of Corruption.
 
SPEC3-2 Roots of Corruption: Dark Seeds by Pieter Sleijpen, Renout van Rijn, and Krishna Simonse Paragon Tier
The Coronal of Myth Drannor is deeply concerned by the spread of a toxic fungus in the wilds of Cormanthor. She has asked for volunteers to enter the Citadel of Fungi, a place so toxic none have even approached it in living memory. Can you eliminate the source of this unnatural corruption before it is too late? A Living Forgotten Realms adventure set in Myth Drannor for characters of the Paragon tier (levels 11-20). This adventure occurs at roughly the same time as SPEC3-1 Roots of Corruption: Infestation and is related to the events chronicled in SPEC1-3 Ghosts of the Past: Hive of Corruption.
 
TYMA2-3 Tying Up Loose Ends by Mark Pekel P2 (Levels 14-17)
Evil cults have menaced the residents of Tymanther on several past occasions, with threats ranging from Ruinspoke to Djerad Thymar to the Black Ash Plains. New information suggests that now is the time to strike at one particular cult's leadership and put an end to its activities in the region once and for all. But those who supply such valuable secrets often have their own agendas... A Living Forgotten Realms adventure set in Tymanther for characters levels 14-17 (P2 level band). This adventure is a loose sequel to TYMA1-3 Tools of the Trade, and a direct sequel to TYMA1-6 Troubled Roads; it wraps up storylines from both of those adventures and thus will be of interest to characters who participated in TYMA1-3 and/or TYMA1-6. (TYMA2-3 offers a Major Quest XP award, but only to PCs who have the appropriate Story Award from TYMA1-3 that began the Major Quest.) Play of either or both of the previous adventures is neither required nor assumed.
 
TYMA2-4 Stand Against the Darkness by Mike McTee H3 (Levels 7-10)
Kobolds have been raiding the village of Ruinspoke and its outlying farms for months now. Lord Tuanek has decided that the time has come to teach the kobolds a lesson they will not soon forget. And if the enigmatic Queen Sisay deigns to make an appearance at the head of her so-called army, Tuanek has a rather pointed message he'd like you to deliver to her in person. Will you assist Ruinspoke's defenders as they make their stand against the rising darkness? A Living Forgotten Realms adventure set in Tymanther for characters levels 7-10 (H3 level band). This adventure is the conclusion of the Rise of Darkness Major Quest, which began in TYMA2-1 and continued in TYMA2-2. Play of the previous adventures is recommended, but not required.
 
WATE2-3 Noble Dangers by Claire and Keith Hoffman Levels 11-14 (P1)
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In the finale to the Restoring Splendor major quest, you are asked to investigate an earthmote hanging over the Sword Mountains. Although the mote itself poses no apparent risk, it might harbor dangers to Waterdeep. Great heroism will be needed to face and defeat your adversaries in the skies. An ancient threat has returned, and the fates of House Moonstar and all Waterdeep may lie in the balance. A Living Forgotten Realms adventure set in Waterdeep for characters levels 11-14. The previous adventures in this Major Quest are WATE2-1 Gilding a Noble and WATE2-2 Closing a Deal. This adventure can run long; we recommend that you allow 5-6 hours of play time, if possible. Warning! This adventure is the culmination of a Major Quest and contains more difficult combat encounters than a standard P1 adventure. Level 11-12 tables probably should not play the high-tier version unless the players are both experienced and confident.
 
WATE2-4 Stage Misdirection by Brad Gardner H1 (Levels 1-4)
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The performing arts have always been popular in Waterdeep, but the competition for best actor has become cutthroat. Can you make sense of all the drama and find the true plot? A Living Forgotten Realms adventure set in Waterdeep for characters levels 1-4 (H1 level band).
 


My Realms Adventure Packets

Please use MYRE3-1 for all Heroic tier My Realms adventures, and MYRE3-2 for all Paragon tier My Realms adventures. If you created a My Realms adventure using one of the MYRE1-X or MYRE2-X packets, those are now retired. However, you may update your adventure to the new XP and treasure guidelines (converting from the old level bands to the new Adventure Levels). MYRE3-1 and MYRE3-2 include expanded Treasure options (compared to MYRE1-X and MYRE2-X). You may NOT retroactively award additional XP or gold for previously-played My Realms adventures, nor may players who previously spent found-item slots on the older, more restrictive treasure bundles go back and choose new items. The new guidelines apply only for My Realms adventures that are played on or after 20 April 2011. If you have any questions, please post in the LFR Community Forum.

MYRE3-1 My Realms (Heroic) [Replaces MYRE1-1, MYRE1-2, and MYRE1-3] Heroic Tier
MYRE3-2 My Realms (Paragon) [Replaces MYRE1-4, MYRE2-1, and MYRE2-2] Paragon Tier


Pre-Generated Characters

D&D Essentials: Heroes of the Fallen Lands
Dunstan Ironforge, Dwarf Knight Level 1 Level 5 Level 8 Level 11 All Versions
Juno Thornbriar, Halfling Thief Level 1 Level 5 Level 8 Level 11 All Versions
Liana Sunstar, Eladrin Mage Level 1 Level 5 Level 8 Level 11 All Versions
Owen Redgate, Human Warpriest Level 1 Level 5 Level 8 Level 11 All Versions
Level 1 Set Level 5 Set Level 8 Set Level 11 Set Complete Set


Website Activity

This section includes notes about recent adventure releases, other file uploads, adventure corrections/errata, and so forth. Checking here will give you a quick way to tell whether we've added or changed anything since your last visit to the site. This information is provided merely as a brief reference and is not a substitute for following the LFR Community blog and forums. Items are deleted after about 3-4 months so that the list doesn't get too long (this site went live in late December 2010). The listed dates may not match your local dates exactly (the site is hosted in the US Eastern time zone).