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Scenario Descriptions
ADCP2-1 The Paladin's Plague Round 1 (lvl 1-4) (Living Forgotten Realms - D&D 4e)
By Various. 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. It is not required for any character to be a member of an Adventuring Company in order to participate, but tables where at least four characters are members of the same Adventuring Company will receive an additional benefit. A convention-only, two-round continuous-play LIVING FORGOTTEN REALMS BATTLE INTERACTIVE set in Elturel for characters levels 1-4. This adventure takes place after the events in SPEC2-1 and is recommended you play it first though it is not required.

ADCP2-1 The Paladin's Plague Round 1 (lvl 4-7) (Living Forgotten Realms - D&D 4e)
By Various. 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. It is not required for any character to be a member of an Adventuring Company in order to participate, but tables where at least four characters are members of the same Adventuring Company will receive an additional benefit. A convention-only, two-round continuous-play LIVING FORGOTTEN REALMS BATTLE INTERACTIVE set in Elturel for characters levels 4-7. This adventure takes place after the events in SPEC2-1 and is recommended you play it first though it is not required.

ADCP2-1 The Paladin's Plague Round 1 (lvl 7-10) (Living Forgotten Realms - D&D 4e)
By Various. 7-10. This adventure takes place after the events in SPEC2-1 and is recommended you play it first though it is not required.

ADCP2-1 The Paladin's Plague Round 1 (lvl 11-14) (Living Forgotten Realms - D&D 4e)
By Various. 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. It is not required for any character to be a member of an Adventuring Company in order to participate, but tables where at least four characters are members of the same Adventuring Company will receive an additional benefit. A convention-only, two-round continuous-play LIVING FORGOTTEN REALMS BATTLE INTERACTIVE set in Elturel for characters levels 11-14. This adventure takes place after the events in SPEC2-1 and is recommended you play it first though it is not required.

ADCP2-1 The Paladin's Plague Round 1 (lvl 14-17) (Living Forgotten Realms - D&D 4e)
By Various. 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. It is not required for any character to be a member of an Adventuring Company in order to participate, but tables where at least four characters are members of the same Adventuring Company will receive an additional benefit. A convention-only, two-round continuous-play LIVING FORGOTTEN REALMS BATTLE INTERACTIVE set in Elturel for characters levels 14-17. This adventure takes place after the events in SPEC2-1 and is recommended you play it first though it is not required.

ADCP2-1 The Paladin's Plague Round 2 (Lvl 1-4) (Living Forgotten Realms - D&D 4e)
By Various. 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. It is not required for any character to be a member of an Adventuring Company in order to participate, but tables where at least four characters are members of the same Adventuring Company will receive an additional benefit. A convention-only, two-round continuous-play LIVING FORGOTTEN REALMS BATTLE INTERACTIVE set in Elturel for characters levels 1-4. This adventure takes place after the events in SPEC2-1 and is recommended you play it first though it is not required.

ADCP2-1 The Paladin's Plague Round 2 (lvl 4-7) (Living Forgotten Realms - D&D 4e)
By Various. 4-7. This adventure at D&D Experience will contain unique certificates, unique magic items, and unique titles that will not be in the released version later in the year. This adventure takes place after the events in SPEC2-1 and is recommended you play it first though it is not required.

ADCP2-1 The Paladin's Plague Round 2 (lvl 7-10) (Living Forgotten Realms - D&D 4e)
By Various. 7-10. This adventure takes place after the events in SPEC2-1 and is recommended you play it first though it is not required.

ADCP2-1 The Paladin's Plague Round 2 (lvl 11-14) (Living Forgotten Realms - D&D 4e)
By Various. 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. It is not required for any character to be a member of an Adventuring Company in order to participate, but tables where at least four characters are members of the same Adventuring Company will receive an additional benefit. A convention-only, two-round continuous-play LIVING FORGOTTEN REALMS BATTLE INTERACTIVE set in Elturel for characters levels 11-14. This adventure takes place after the events in SPEC2-1 and is recommended you play it first though it is not required.

ADCP2-1 The Paladin's Plague Round 2 (lvl 14-17) (Living Forgotten Realms - D&D 4e)
By Various. 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. It is not required for any character to be a member of an Adventuring Company in order to participate, but tables where at least four characters are members of the same Adventuring Company will receive an additional benefit. A convention-only, two-round continuous-play LIVING FORGOTTEN REALMS BATTLE INTERACTIVE set in Elturel for characters levels 14-17. This adventure takes place after the events in SPEC2-1 and is recommended you play it first though it is not required.

Beginner's Guide to Learning 4th Edition D&D (D&D 4e)
Curious about Dungeons and Dragons, but intimidated by learning the rules? This four hour event is the perfect way to learn at a slow pace. You'll learn how combat works, how skill challenges work, details on all of the character classes, and get detailed help building a character that suits your personality and play style. Then you can put those skills to work in a short 90 minute adventure investigating a murder in the streets of Waterdeep. If you end up wanting more, you can then sign up for the RPGA and play in any of the many RPGA games at the con.

CORE2-1 Killing the Messenger (Lvl 11-14) (Living Forgotten Realms - D&D 4e)
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.

CORE2-2 Rising of the Dark (lvl11-14) (Living Forgotten Realms - D&D 4e)
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 levels 11-14.

CORM2-1 For Crown and Kingdom (lvl 1-4) (Living Forgotten Realms - D&D 4e)
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

DALE1-6 The Vesperin Initiative (lvl 11-14) (Living Forgotten Realms - D&D 4e)
By Mickey Tan. A trade consortium is being formed. All the players have been selected. Now if they could just agree to meet and finalize the trade pact. Why can’t they all just get along? A Living Forgotten Realms adventure set in the Dalelands for characters levels 11-14. Final part of the ‘Conspiracy of Ravens’ quest, originally started in DALE1-1 The Prospect and DALE1-3 Master and Servant.

DALE1-7 Arts (lvl 1-4) (Living Forgotten Realms - D&D 4e)
By Oliver Kemmet. Isolation can be a boon—but when strange events leave the members of an airborne boarding school for young nobles in High Dale ill, only aid from outside can offer a solution. Can the PCs solve this discretely and in time? A Living Forgotten Realms adventure set in the Dalelands for characters levels 1-4. A part of the ‘Arts & Crafts’ major quest. The other part is DRAG1-7 Crafts. Successfully completing both adventures in any order completes the major quest. This major quest is a prequel to the paragon level ‘Pain and Suffering’ arc, which starts in DRAG2-1 Discomfort.

DALE2-1 Forever (Lvl 4-7) (Living Forgotten Realms - D&D 4e)
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.

Dark Sun: Death in the Arena (D&D 4e)
By Chris Tulach. A templar holds a relic believed to be the key to unlocking a site of ancient power. Can you convince an agent of the sorcerer-king to relinquish the Seal of the Seven Winds without paying the ultimate price? A DARK SUN preview adventure set in the city-state of Tyr with 1st-level characters provided.

DRAG1-7 Crafts (lvl 1-4) (Living Forgotten Realms - D&D 4e)
By Andrew Cowan. Westgate, the City of Coin is a haven for all races and creeds. But now the Docks and Moonside districts hide something more sinister, an affliction that threatens to spread to all corners of the city if it is not dealt with in its infancy. With madness and agony the result, it is up to the PCs to discover and eradicate the cause. A Living Forgotten Realms adventure set in the Dragon Coast for character levels 1-4. A part of the ‘Arts & Crafts’ major quest. The other part is DALE1-7 Arts. Successfully completing both adventures in any order completes the major quest. This major quest is a prequel to the paragon level ‘Pain and Suffering’ arc, which starts in DRAG2-1 Discomfort.

IMPI2-1 Goblins From Below (lvl 7-10) (Living Forgotten Realms - D&D 4e)
Strange goblins wielding weird arcane powers have been spotted in the Earthspur Mountains. Arcane fire flares at the goblins' command and the authorities of Impiltur want to know the goblins' plans and where they came from. A Living Forgotten Realms adventure set in Impiltur for characters levels 7 - 10.

MOON1-7 Treasure Hunt (lvl 7-10) (Living Forgotten Realms - D&D 4e)
By Timmy Creese. An old bard’s tale, a sunken ship, and a foreign captain: Secrets lost for decades may come to light if you embark on this treasure hunt. You may find riches or be the main course on some beast’s table. Living Forgotten Realms adventure set in the Moonshae Isles for characters levels 7-10.

MOON2-1 Darkness Falls Over Moray (lvl 4-7) (Living Forgotten Realms - D&D 4e)
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.

PSS #3: Murder on the Silken Caravan (lvl 1-5) (Pathfinder Society - Pathfinder RPG)
By Greg A. Vaughan. Volunteers are needed to escort the body of a deceased venture-captain across the parched Qadiran desert to Katheer. The Silken Caravan offers passage, hauling exotic treasures across the perilous sea of sands. You'll brave bandits, spies, and unwelcome mourners hell-bent on paying respects to your dead companion. Worse still, the caravan's mistress, a satin-swathed Qadiran princess, has designs of her own on you and your cargo.

PSS #18: The Trouble with Secrets (lvl 5-9) (Pathfinder Society - Pathfinder RPG)
By Craig Campbell. Decades ago, an Osiriani Pathfinder named Bossell locked his transformed lover in the vaults beneath the Sothis Pathfinder Lodge. He then vowed that no one would ever discover his secret shame. The old and senile Bossell now relies on his assistant Fendel for everything, and the hapless assistant has disapeared into the vaults after reading his master's journal. You've been sent beneath the Lodge to destroy whatever it is that Bossell's lover has become—will you survive his secret or find yourself transformed as well?

PSS #28: Lyrics of Extinction (lvl 7-11) (Pathfinder Society - Pathfinder RPG)
By Elizabeth Leib. The fabled ruined city of Dokeran, deep inside the heart of the Mwangi Expanse, has been found and it's your job as a Pathfinder to explore it and discover how it fell. After fighting through fiends, enslaved warriors, and the damned spirits of Dokeran's dead, you find that the ruined city has a dark secret—one you might not survive.

PSS#33: Assault on the Kingdom of the Impossible (lvl 1-5) (Pathfinder Society - Pathfinder RPG)
By Craig Shackleton. The Pathfinder Society sends you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an Aspis Consortium black market relics dealer who is organizing the local bandits and violently robbing Jalmeray and Pathfinder Society caravans laden with relics, artifacts, and magical mysteries. When a venture-captain is murdered by the Aspis Consortium agent, it's up to the PCs to find him and do whatever it takes to stop him.

PSS #35: Voice in the Void (lvl 1-7) (Pathfinder Society - Pathfinder RPG)
By Rob McCreary. Mystery strikes again at the problem-plagued Blackros Museum in Absalom and its curator, Nigel Aldain, needs your help. When a famed Osirian tomb raider returns to Absalom and disappears in the museum's basement, Aldain fears the worst. When strange sounds echo from below and several of the curator's night watchmen go missing, he panics and begs the Society to investigate the mystery and save his museum from the darkness that infests it. Voice in the Void is a follow-up scenario to Pathfinder Society Scenario #5: Mists of Mwangi. When played together, the scenarios create a mini story arc in the famed Blackros Museum.

PSS #37: The Beggar's Pearl (lvl 1-7) (Pathfinder Society - Pathfinder RPG)
By James F. Mackenzie. When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself. Once there you find a tangled web of darklands creatures in the thrall of a charismatic cult leader with ties to the darkest shadows of the First Realm.

PSS #38: No Plunder, No Pay (lvl 7-11) (Pathfinder Society - Pathfinder RPG)
By Larry Wilhelm. The famed Chelish pirate, Captain Caradoc Alazario, infamous nephew of the mayor of Egorian and the brazen enemy of Her Majestrix's Navy, has finally been caught. Unfortunately for you, he was caught after stealing a fiendish artifact of twisted origins bound for the Grand Lodge in Absalom and is the only one who knows where that artifact came to rest off the coast of the forever rain-drenched Sodden Lands. You are charged by the Pathfinder Society to break Captain Alazario out of prison and use him to guide you to the lost artifact. Prison, pirates, and horrors of the deep await you in a land where an honest day's wage never comes honestly.

PSS#41: The Devil We Know—Part III: Crypt of Fools (lvl 1-7) (Pathfinder Society - Pathfinder RPG)
By Larry Wilhelm.

QUES1-1 Black Cloaks and Bitter Rivalries (lvl 7-10) (Living Forgotten Realms - D&D 4e)
By Eric Menge. You have haggled with the potter, you have given the coin to the stranger, and you have spared the life of an agent. Now, the Zhentarim are offering you a chance to join their ranks. Darkhold and the secrets of the Black Network await for those clever and ruthless enough to infiltrate the Zhentarim.

SPEC2-1 Blinking Eye of Fire (lvl 11-14) (Living Forgotten Realms - D&D 4e)
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.

SPEC2-1 Dogs of War (lvl 4-7) (Living Forgotten Realms - D&D 4e)
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.

SPEC2-1 Scout's Honor (lvl 14-17) (Living Forgotten Realms - D&D 4e)
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.

SPEC2-1 The Morninglord’s Laughter (lvl 7-10) (Living Forgotten Realms - D&D 4e)
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 Realms adventure set in Elturgard for characters levels 7-10.

SPEC2-1 The Scourge of Scornubel (Lvl 1-4) (Living Forgotten Realms - D&D 4e)
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 while doing it. A Living Forgotten Realms adventure set in Elturgard for characters levels 1-4.

WATE1-7 The Missing and the Missed (lvl 4-7) (Living Forgotten Realms - D&D 4e)
By Jeanette D. Martin and Sara D. Green. In a city built on closely guarded secrets, nothing goes unnoticed—including the strange disappearance of some of the town’s poorest residents. While some remain indifferent to the plight of the missing, a City Watchman is determined to give justice to those who have nothing else. A Living Forgotten Realms adventure set in Waterdeep for characters levels 4-7.

WATE2-1 Gilding a Noble (lvl 7-10) (Living Forgotten Realms - D&D 4e)
Stedd Moonstar is planning the first, and hopefully the 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.


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