Wizards of the Coast Special

D&D Secret Special: Caves of Chaos Playtest
Join the first public playtest of the next iteration of the Dungeons & Dragons roleplaying game. The playtest offers players the chance to run pre-generated 1st-level characters through the Caves of Chaos, a four-hour D&D adventure. Wizards of the Coast staff will be running several tables each day. As part of the playtest, participants must sign a special non-dislcosure agreement for playtesters.

Adventure Description: For years, Castellan Keep has stood on civilization’s frontier, commanding a grand view of that dismal realm known as the Borderlands. A forlorn place, rife with monsters and terrors beyond imagining, adventurers have used this fort to seek glory and plunder in this dangerous realm, to unearth fabulous treasures and destroy foul monsters. Of all the haunts found here, none equal the Caves of Chaos in both danger and the promise of reward. Rumors abound of the wicked humanoids, the sinister monsters, and the dark priests that run amok in this dungeon. Only the most cunning and bold adventurers dare to face the dreaded caverns. Do you have what it takes to survive the Caves of Chaos? Slots (2,3,4,5,6,7,8,9,10,11)

 

Living Forgotten Realms

NETH4-1 Containing Shadow: 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 for levels 11-20 set in Sembia. NETH4-1 and NETH4-2, playable in either order, are part of the Foresight major quest which concludes in NETH4-3. Slots (1,2,3,4,5,6,7,8,9,10)

NETH4-2 The Tripartite Tower: The Harpers need a powerful expert on arcane magic, with decades of experience. All you have to do is travel to a famous but reclusive wizard, get him to agree to help, and return. Unfortunately, the Netherese aren't going to make it easy. A Living Forgotten Realms adventure set in Cormyr for characters level 11-20. NETH4-1 and NETH4-2, playable in either order, are part of the Foresight major quest which concludes in NETH4-3. Slots (2,3,4,5,6,7,8,9,10,11)

NETH4-3 Purifying the Prophet: The Netherese sought to control the oracle of Spellgard Keep, and only by binding her spirit inside a sentient golem was she kept safe. But for her to be useful to the Harpers, adventurers are needed to keep her safe from her former masters. A Living Forgotten Realms adventure set in Luruar for characters level 11-20. The final part of the Foresight trilogy, which begins in NETH4-1 and NETH4-2. Slots (3,4,5,6,7,8,9,10,11,12)

SPEC4-1 Cerulean Dreams: 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, but considering the lump on the back of my skull, it must have involved blunt-force trauma.  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? Their shuffling gait and jerky movements make them look like marionettes being controlled by some unseen puppeteer. I rub my eyes and that's when I notice that there's webbed flesh growing between my fingers. I look down and see ... OH GODS WHAT HAPPENED TO MY LEGS?!?  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, so a character that plays SPEC4-1 may not subsequently play SPEC4-2. Slots (1,2,3,4,5,8,11,12)

SPEC4-2 The Writhing Obelisk: 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 and vanishing as quickly as it appeared. The luckier captives are simply killed outright, devoured by sahuagin and kuo-toa. 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. In wiping out an entire pilgrimage, including holy servants of Amaunator, Selune, and Torm, they have committed a crime that cannot go unpunished. Perhaps they have even taken someone who you know and care about.  It's time to bring the fight to Xxiphu. It's time to crack open the writhing obelisk. But are you truly prepared for what you might find inside?  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 CORE1-11 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, so a character that previously played SPEC4-1 may not play this adventure. Slots (1,2,3,4,5,8,11,12)

EPIC4-1 Shooting the Moon: A sorceress’ devious plots have greatly weakened the Seldarine and nearly destroyed Arvandor and the Demonweb. Can you intervene before her machinations plunge Faerun into havoc, ruin, desolation, and devastation? A three-round Living Forgotten Realms Epic campaign adventure for 24thlevel characters. This adventure is a direct sequel to EPIC3-3 The Tangled Skein of Destiny and the opening of the second season of the Epic Campaign. Slots (2-4, 5-7, 8-10)

ADCP4-1 City of Destinies: 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 for characters of the Heroic and Paragon tiers (levels 1-20). This adventure lasts for 10 hours of real time, including breaks, from start to finish.  Please make sure you schedule enough time to stay for the entire event.  It is recommended (but not required) that you play SPEC4-1 or SPEC4-2, as appropriate for your character level, before playing this adventure. This adventure is combat-intensive and the battles are designed to be more difficult than those in a standard LFR adventure. You will need good resource management, strong teamwork, and a bit of luck to succeed. Slots (6&7, 9&10)

 

Ashes of Athas

AoA3-1 The Remains of the Living God: The Dragons dwell among us living Gods but one of their number has fallen if the rumors are true. Journey beneath the Zigguart in Kalak for answers to the rumors as well as why your enemies are taking such great interest in getting there first. An Ashes of Athas Living Campaign adventure set in the World of Dark Sun – Chapter Three – Part One for characters 4th-5th level. Slots (1,2,3,4,5,6,7,8,9,10)

AoA3-2 The Veil Parted: Questions you have plenty of but answers have been few and far between to this point. A lead and a clue have fallen into your lap and it’s time to get those answers and make those responsible pay. An Ashes of Athas Living Campaign adventure set in the World of Dark Sun – Chapter Three – Part Two for characters 4th-5th level. Slots (2,3,4,5,6,7,8,9,10,11)

AoA3-3 The Source of Strife: Many you called friend have fallen since that ill-fated day of betrayal. Your long journey has led to this place of ancient power. The choices you make this day could spread like ripples in a pool if you are not careful. An Ashes of Athas Living Campaign adventure set in the World of Dark Sun – Chapter Three – Part Three for characters 4th-5th level. Slots (3,4,5,6,7,8,9,10,11,12)

AoA 4-1 Tyrian Gambit: A caravan carrying a mysterious shipment travels from Tyr to Balic, stopping in Altaruk along the way. The Veiled Alliance wants answers, but the search may raise some ghosts from your past - and lead you to a revelation that hits close to home. An Ashes of Athas Living Campaign adventure set in the World of Dark Sun – Chapter Four – Part One for characters 5th-6th level. Slots (1,2,3,4,5,6,7,8,9,10)

AoA 4-2 The Dragon's Altar: You've heard the stories of how thousands of people disappear every year, their caravans lost in the wastes without a trace. Now, to avoid a similar fate for yourself and those you hold dear, you must travel to the mysterious Dragon's Altar and find out the truth of what may behind it. We recommend you play 4-1 before this adventure. An Ashes of Athas Living Campaign adventure set in the World of Dark Sun – Chapter Four – Part Two for characters 5th-6th level. Slots (2,3,4,5,6,7,8,9,10,11)

AoA 4-3 The Lion's Den: The city-state of Urik is as brutal as the open desert and as cunning as the lion that graces its emblem. Hamanuâ’s city holds the secrets you need, but Urik and its people will not give up their mysteries easily. Amidst the threat of war can you navigate the Urikite streets and Hamanuâ’s Code or will the fortress city-state devour you? We recommend you play 4-1 and 4-2 in order before playing this adventure. An Ashes of Athas Living Campaign adventure set in the World of Dark Sun – Chapter Four – Part Three for characters 5th-6th level. Slots (3,4,5,6,7,8,9,10,11,12)

 

Living Divine

INTRO1-4 Outside Looking In: You've left the rural farms and villages behind, and made your way to Northvale, the jewel of the Agris Valley. The Church of Light doesn't want anything to do with you, so they send you off on a fool's errand. But is it really just the tip of an iceberg? A Campaign Introductory Adventure for character levels 1-3. Slots (1,2,3,4,5,6)

INTRO1-5 Knee Deep: An unruly neighbor is causing trouble for the village of Deep Marsh. The Church of Light would like you to investigate and sort out the problem. No one expects you to return, but that's only half of it. Can you get to the bottom of things, before it spills out into the world? A Campaign Introductory Adventure for character levels 1-3. Slots (2,3,4,5,6,7)

INTRO1-6 Every Day Above Ground: A tattered old scroll goes missing, and everyone is too busy to track it down. When you do, it’s clear that not the scroll, but rather the ancient ruins it described, is the real goal. Can you reach the heart of the matter, before the enemy does? A Campaign Introductory Adventure for character levels 1-3. Slots (3,4,5,6,7,8)

INTRO1-7 Another Rainy Day in Wood's Edge: The crack of thunder, the flash of lightning, the rush of wind through the trees. An immortal tempest has beset the village of Wood's End. Can you survive her wrath, or will you fall victim to the eye of the storm? A Campaign Introductory Adventure for character levels 1-3. Slots (1,2,3,4,5,6)

INTRO1-8 No Stone Unsung: Deep in the wilds of the valley lies a circle of stone monoliths. The wind between the ancient stones sometimes becomes whispers of prophecy and fortune. Visiting the oracle has become a rite of passage for immortals in the Agris Valley. Will you hear words of wisdom, or return home empty-handed? A Campaign Introductory Adventure for character levels 1-3. Slots (2,3,4,5,6,7)

INTRO1-9 A Day in the Life of a Deity: An entire city of the valley has gone silent, and something is obviously amiss. An entire city of the valley has gone silent, and something is obviously amiss. An entire city of the valley has gone silent, and something is obviously amiss. A Campaign Introductory Adventure for character levels 1-3. Slots (3,4,5,6,7,8)

INTRO1-10S As He Lay Dying: A mysterious invader has stormed his way into the Agris Valley. The Guardian has rallied you and the other immortals of the valley to the field of battle, to protect your homeland. In the end, nothing will be the same. A two-round Special Campaign Introductory Adventure for character levels 1-3, and the finale of the Introductory series. Slots (9&10, 11&12)

 

Independant Events

AD&D C1- Hidden Shrine of Tamoachan: Deep in tropical jungle, southeast of the Holds of the Sea Princes, an expedition of adventurers stumble into the ancient and overgrown Olman ruin of Tamoachan- and find themselves in the basement of an ancient temple dedicated to the mysterious and forgotten gods of the Olman.  Together the heroes must work to find their way out of the lower levels of a forgotten temple that has become a deathtrap over time. Treasure, mystery, and exploration await!  This adventure is using the original AD&D 1st Edition Tournament rules! No experience necessary.. Pregens are provided, or you can generate a level 5 AD&D character on the spot (and take a free roll on our magic equipment table!). Slight changes and additions have been made to key areas to throw off spoilers and to allow for up to 6 player rather than the original trio. You may use this character in the linked adventure, I1 Dwellers of the Forbidden City run immediately afterwards. They can be played together or separately. Treasure, XP and Clues gained from this adventure may be kept and used in the linked adventure.  Slots (6, 9)

AD&D I1 Dwellers of the Forbidden City: After escaping from the Hidden Shrine of Tamoachan (or not..) the remnants of a jungle expedition into the tropical jungles southeast of the Holds of the Sea Princes finds its way to the outskirts of a ruined Forbidden City. The city- now inhabited by the Yuan-ti and their degenerate servants- the Mongrelmen and theTasloi--  is rumored to hold riches of Olman gold and the fabled artifact of a long forgotten Serpent Goddess. The adventurers must make their way into the city and confront the strange "goddess" of the Yuan-ti, said to rule the tunnel "in the flesh". This adventure is using the original AD&D 1st Edition Tournament rules! No experience necessary.. Pregens are provided, or you can generate a level 5 character on the spot (and take a free roll on our magic equipment table!). Slight changes and additions have been made to key areas to throw off spoilers. You may use the same character from AD&D C1, run immediately preceding. They can be played together or separately.  Slots (7, 10)

D&D4E -  Shipwrecked on the Isle of Dread: After a storm of cosmic proportions wracks the vessel SPARROWHAWK, your group of survivors finds itself stranded on a mysterious and uncharted island-- in a place where even the stars show unfamiliar constellations. The heroes must do their best to salvage whatever supplies they can from the wreckage of the Sparrowhawk, explore the mystery of the strange island, and figure out a way to return to their homelands.  Meanwhile, the strange, wild denizens of the island have become curious about its latest visitors. This is an original adventure for up to 6 level 5 characters using Dungeons and Dragons 4th Edition rules. No experience necessary. Slot 11

D&D4E - Escape from Stygia: Heroes have been mysteriously disappearing for the past several months, and any investigation has lead to even more disappearances.  Whispers of Levistus amassing a Stygian army to challenge Baator have reached even the most remote villages of the mortal realm.  When you suddenly find yourself transported to an icy prison on Stygia, with nothing but your clothes on, will you have what it takes to find your way back to your villiage or will you become just another pawn in Levistus's army?  Adventure level 11, Characters provided. Slot 2 & 4

D&D4E - Strangers in the Night: Strange dreams have brought you into the faerie realm of the Feywild. What magic is at work, and for what purpose? Who or what can help return you to the mortal world, and at what cost? A 4th edition adventure for 7th level characters. Pre-generated characters will be provided if necessary. Slot 1, 3, 4, 8, 9, 10 & 12.

D&D4e - I Have No Opinion on the Monkey: The land of Tyran had known nothing but peace for as long as anyone could remember.  The artificers that one built great war machines to defend the borders against all enemies now build fanciful creations that entertain the masses.  Your work tending one city, Yllandra, that housed many of these artifices.  They delight children and adults alike.  Citizens pour into the city at all times to enjoy the massive toys, but now something has gone wrong.  You must find what has turned these peacetime creations back to purposes of battle and simply survive.  It is an adventure for 8th level characters and pregens are provided if needed. Slot 4 & 8.