History of Toril

  • 1098

    1098


    Lost Laboratory of Kwalish

    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

    1462


    Tyranny of Dragons

    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.

  • 1462

    1464


    Baldur's Gate: Descent Into Avernus

    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.

  • 1483

    1483


    Hunt for Thessalhydra

    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


    Prisoner's Routine

    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.

  • 1490

    1491


    Not Another D&D Campaign

    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.

  • 1491

    1492


    Curse of Strahd

    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

    1492


    Storm King's Thunder

    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.

  • 1492

    1492


    Waterdeep Dragon Heist

    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

    1493


    Waterdeep Dungeon of the Mad Mage

    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

    1496


    Strixhaven: A Curriculum of Chaos

    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.

  • 1497

    1497


    A Murder Most Fowl

    It begins when everyone receives a letter from Deputy Mayour, Duckbill Gates, from Raven Haven, a town almost entirely Aarakocra, explaining that a beloved philanthropist has been murdered and has befuddled the local Case Quackers. Everyone is offered 300gp per person by the office of the mayor to aid in solving her murder.

  • 1516


    Keepers of the Feather

    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.

    Additional timelines