Stories by @dungeonsanddragons
17 stories

Vecna: Eve of Ruin
The evil lich-god Vecna has unearthed secrets he can use to unravel and remake the multiverse. Stopping Vecna will require working with three of the multiverse's most famous archmages, traveling to far-flung locales, and rebuilding the legendary Rod of Seven Parts. Vecna: Eve of Ruin is a high-stakes Dungeons & Dragons adventure in which the fate of the multiverse hangs in the balance. The heroes begin in the Forgotten Realms and travel to Planescape, Spelljammer, Eberron, Ravenloft, Dragonlance, and Greyhawk as they race to save existence from obliteration.

Phandelver and Below: The Shattered Obelisk
A beloved town is in unimaginable danger. Whether the heroes are newcomers to Phandalin or are returning after the acclaimed Dungeons & Dragons adventure Lost Mine of Phandelver, they discover hints of a threat lurking below the town. The heroes soon learn that the cult of a malevolent entity has set its sights on transforming Phandalin into the capital of its evil empire. To save the town from oblivion, the heroes must uncover a nefarious plot and confront the otherworldly cultists.

Dragonlance: Shadow of the Dragon Queen
Takhisis the Dragon Queen has returned to the world of Krynn. Across the land, her armies of fanatical draconians wage a brutal war of conquest. As the Dragon Armies march on the unprepared nation of Solamnia, only the defenders of the city of Kalaman stand in their way. But the Dragon Armies want more than just to crush their foes. An ancient evil in the Dragon Queen's service seeks a magical weapon that could dominate Krynn for all time. Dragonlance: Shadow of the Dragon Queen is a tale of conflict and defiance set during the legendary War of the Lance. Create characters from Krynn, the world of the Dragonlance setting, then march them to the front lines of battle against the terrifying Dragon Armies. Optionally, use the Dragonlance: Warriors of Krynn board game to bring this adventure's massive battles to your Dungeons & Dragons game.

Critical Role: Call of the Netherdeep
The greed of mortals has awakened a powerful entity long thought destroyed. For eons, this mighty champion of the gods has been imprisoned in the darkest depths of Exandria. His name has been forgotten, as have his heroic deeds. Languishing in despair, he calls out for new heroes to save him. Inspired by the campaigns of the hit series Critical Role, this adventure begins in the Wastes of Xhorhas and leads to the glimmering oasis-city of Ank'Harel on the continent of Marquet, and from there into a sunken realm of gloom, corruption, and sorrow known as the Netherdeep. Above it all, the red moon of Ruidus watches, twisting the fates of those who have the power to shape the course of history. 1 (19-35) 2 (37-47) 3 (49-75) 4 (77-119) 5 (121-137) 6 (139-171) 7 (173-186)

The Wild Beyond the Witchlight
Once every eight years, the fantastic Witchlight Cardinal touches down on your world, bringing joy to one settlement after the next. It’s owners, Mister Witch and Mister Light, know how to put on a good show. But there’s more to this magical extravaganza than meets the eye! The carnival is a gateway to a fantastic Feywild domain unlike anything found on the Material Plane. Time has not been kind to this realm, however, and dark days lie ahead unless someone can thwart the dastardly schemes of the Hourglass Coven.

Icewind Dale: Rime of the Frostmaiden
In Icewind Dale, adventure is a dish best served cold. Beneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it. The mad wizards of the Arcane Brotherhood long to possess that which the god of winter's wrath has so coldly preserved—as do you! What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden's everlasting night? Icewind Dale: Rime of the Frostmaiden is a tale of dark terror that revisits the forlorn, flickering candlelights of civilization known as Ten-Towns and sheds light on the many bone-chilling locations that surround these frontier settlements. 2: 106-171 3: 172-187 4: 188-197 5: 198-215 6: 216-231 7: 232-261 E: 262-263 106/263

Baldur's Gate: Descent Into Avernus
Welcome to Baldur's Gate, a city of ambition, corruption and murder. You've just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur's Gate to the front lines of the Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical legions? Can you find your way home safely when pitted against the infinite evils of the Nine Hells?

Ghosts of Saltmarsh
Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone fool enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the sea lanes safe for all.

Waterdeep: Dungeon of the Mad Mage
In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries. To what end? That question is a constant source of speculation and concern. This adventure picks up where Waterdeep: Dragon Heist leaves off.

Waterdeep: Dragon Heist
Famed explorer Volothamp Geddarm needs you to complete a simple quest. Thus begins a mad romp through the wards of Waterdeep as you uncover a villainous plot involving some of the city's most influential figures. A grand urban caper awaits you. Pit your skill and bravado against villains the likes of which you've never faced before, and let the dragon hunt begin!

Tomb of Annihilation
A death curse has befallen everyone who's been raised from the dead. Its victims are rotting away, and all efforts to reverse the decay have failed. The souls of the dead are being stolen one by one and trapped inside a necromantic artifact. Only its destruction will free the trapped spirits and allow the dead to be raised once more. All paths lead to Chult, a mysterious land of volcanoes, jungles, and the ruins of fallen kingdoms. Below them all awaits a deadly tomb. The trap is set. Will you take the bait? 5

Storm King's Thunder
Ages ago, giants and dragons waged war across the Savage Frontier. These battles are long forgotten by the human civilizations of today, but ancient relics remain. And now, the land shudders once more with the thunder of giant footsteps. Hill giants raid farms for food and livestock, as stone giants lay waste to settlements in their path. Frost giants plunder coastal towns, as fire giants gather slaves. Cloud giant castles drift across the sky, casting ominous shadows on the cities of the North. But no threat compares to the wrath of the storm giants, who stand betrayed. Puny adventurers must rise to the challenge, gather their strength, unlock the power of ancient runes, and take the fight to the giants' doorsteps. Only then can they discover a hidden evil fomenting a war between giants and small folk. Only then can they forge an alliance to end the war before it begins.

Curse of Strahd
Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind's howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came—all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.

Out of the Abyss
The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and he tears open portals to the demonic Abyss in the process. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you! 17 pg. 216/221

Princes of the Apocalypse
The first signs are always small: bandits on the roads, pirates on the Dessarin River, monster sightings throughout the Sumber Hills—all too close to the lands of civilized folk. To top things off, a delegation from the dwarven city of Mirabar has gone missing. Are these events all some bizarre coincidence, or is there a deeper reason behind them? Working through its prophets, the Elder Elemental Eye has emerged to spread chaos across the Forgotten Realms. How will the adventurers prevent absolute devastation?

The Rise of Tiamat
The Cult of the Dragon leads the charge in an unholy campaign to bring Tiamat back to the Forgotten Realms. With the race against evil moving from Waterdeep to the Sea of Moving Ice to Thay, the situation grows more perilous with each passing moment. The heroes must succeed, or Faerûn will succumb to draconic tyranny. In the end, the world will never be the same.

Hoard of the Dragon Queen
In an audacious bid for power, the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seeks to free Tiamat from her prison in the Nine Hells to bring her to the Forgotten Realms. The cult's forces are sweeping from town to town, laying waste to all who oppose them and gathering a hoard of riches for their dread queen. The threat is so dire, factions as disparate as the Harpers and the Zhentarim are banding together to battle the cult. Never before has the need for heroes been as desperate.