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Living Forgotten Realms is broken into 12 regions for administrative purposes. Each of those regions releases a set number of scenarios per year. Additionally, scenarios are also populated into several categories outside of the regional system: Core Adventures, Adaptable Adventures, Special Adventures, and Quest Adventures.

A final category, Re-Imagined Scenarios, exists for fans suggesting changes to official LFR scenarios using the rules for DM empowerment. This is typically done for players who are replaying a scenario.

Living Forgotten Realms scenarios are authored by fans and bought by WotC for a fair market price, and are reviewed by Wizard employees. The scenarios are considered "official" and canon, and any new items, monsters, or powers are added to Wizard's D&D Insider Compendium.

Judges must order LFR scenarios through the RPGA/DCI's online ordering system. They are free to order.

Scenarios are discussed and rated on the Gleemax forums. Please be aware that spoilers may be present.

Scenarios are also rated on the Gamer's ClubHouse. Create an account and select whether you would like to see spoilers or just the ratings.

Regional Adventures Edit

Each of the twelve regions releases a set of scenarios every year. Currently this number is 4, with the possibility of a 5th one if all scenarios are submitted on time. Regional scenarios can be played in any real-life location. The wiki articles for each region list the scenarios released so far.

Regional scenarios follow a strict guideline for how much xp and rewards can be awarded and what type of encounters are encountered. Generally, authors must stick to the existing released list of items, powers, etc..., but they may introduce new monsters.

Regional adventures for:

Core Adventures Edit

Core adventures normally take place in areas outside the 12 LFR regions, though it's not uncommon to have some overlap. For the most part they follow the same guidelines as regional scenarios.

List of Core adventures:

When the Netherese conquered Sembia those who objected were either killed or forced to flee. Decades later, a young man inherits a key to the family vault abandoned seventy years earlier. Desperate for money, he hires you to retrieve its contents in a gamble that something worthwhile is still there. A Living Forgotten Realms adventure set in Sembia for characters levels 1-4.
Available now.
Rumors of a great item, touched by divinity, have traveled across Faerûn. Those with an interest in possessing the item and benefiting from its power have sent agents to find it, but no one seems to know what or where it is. A Living Forgotten Realms adventure set in Thesk for characters levels 1-4.
Available now.
You are summoned to help a cleric of Gond Wonderbringer, who seeks the location of a lost temple to the Lord of All Smiths. Think of all the marvelous inventions, lost since the Spellplague came crashing down on the nation of Lantan, that might lie waiting to be rediscovered and brought back to the lands of Faerûn! A Living Forgotten Realms adventure set in the Nelanther Isles for characters levels 1-4..
Available now.
The Low Market of Athkatla is no place for the more delicate flowers of civilization. For those of a less savory character, or whose reputations need not be protected quite so zealously, however, the Low Market is a bazaar like no other. Goods and services of all kinds can be had as long as the price is right... and the price is always right. But today, the coin of the realm seems to be something other than gold. A Living Forgotten Realms adventure set in Amn for characters levels 4-7.
Available now.
Young children do not look at the world the same way as adults. So what to do when a panicked girl tells them she is chased by monsters and needs their protection and those monsters say they are her teachers? A Living Forgotten Realms adventure set in Sembia for characters levels 4-7.
Available now.
Powerful forces work, for both weal and woe, in the lands surrounding the decimated nation of Thay. Where the forces of good and evil clash great power can be unleashed, drawing those who seek destruction, and those who strive to prevent destruction: A Living Forgotten Realms adventure set on the border between Rashemen and Thay for characters levels 7-10.
Available Jan 28, 2009.
Someone is interfering with valuable shipments from the mining community of Ioma Town. Production is way down, and the rulers of Amn aren’t pleased. The evidence indicates that it's an inside job... deep inside. Adventurers are needed to go into the mines and find out who (or what) is trying to sabotage the Iomic Crystals. A Living Forgotten Realms adventure for characters levels 7-10 set in the Nelanther Isles.
Available Feb 11, 2009.
The Night Knives have been punished for the kidnapping of many children in the city of Saerloon and with it the authorities say the crime has been solved and the abductions stopped. But is it ever that simple? What if some say that there are still children missing that need rescuing from a dark fate indeed? A Living Forgotten Realms adventure set in Sembia for characters levels 7-10. Sequel to CORE1-5 Touched by Darkness.
Available Mar 25, 2009.
Someone with a long memory has found that others have uncovered something he hoped everyone else had forgotten. Can you journey to a twisted land and aid in the re-emergence of something that some feel is best left missing? A Living Forgotten Realms adventure set in Thay for characters levels 7-10.
Available Apr 29, 2009.
On most occasions, the trip from the ruins of Spellgard back to civilization is reasonably safe. But what happens when the road is more dangerous than expected - especially when shadows bite? First part of the Bane of Shadows trilogy. A Living Forgotten Realms adventure set in the Fallen Lands for characters levels 4-7.
Available Jun 10, 2009.
The city of Westgate is the focus of many rumors and plots. Recent stories tell of faceless skulkers who wander the city’s streets at night and then vanish into thin air when confronted. Who or what could be causing this phenomenon? A Living Forgotten Realms adventure set in Westgate for characters levels 11-14.
Available Sept 16, 2009.
A tale of two adventurers leads you to the fabled city of Evereska. Non-natives are not always allowed to enter so this is a one-time opportunity. It starts with the simple task of locating a missing person but obviously more is afoot. Can you keep cool and find out what is going wrong before the poet recites his last poem? A Living Forgotten Realms adventure set in the Fallen Lands for characters levels 7-10. Second part of the "Bane of Shadows" trilogy, which began in CORE1-10 Dancing Shadows.
Available August 5, 2009.
Your travels have brought you to the pearl-trading city of Ankhapur, near the Lake of Steam. You have been asked to visit a nearby outpost and pick up a shipment of pearls. It seems like easy money. Unfortunately, something has killed off most of the divers and nearly shut down the operation. Now you must discover the source of this camp's troubles before you share its fate. A Living Forgotten Realms adventure for characters levels 1-4.
Available August 12, 2009.
Darkness and light struggle and heroes are once again drawn to unravel the secret of the radiant vessel. Can the truth be determined and the machinations of Szass Tam put to an end? This adventure is the conclusion of the "Radiance Against Thay" major quest and sequel to CORE1-2 Radiant Vessel of Thesk and CORE1-6 Incident at the Gorge of Gauros. A Living Forgotten Realms adventure for levels 11-14.
Available August 19, 2009.
Netheril’s influence is expanding alarmingly and the Silverstars of Selûne are becoming desperate. The task of finding a weapon suitable for battling this expansion has fallen to you and your only clues take you to a place where mortals dare not tread. A Living Forgotten Realms adventure set near Netheril for characters levels 11-14. The third part of the Bane of Shadows trilogy.
October 28, 2009.
In the human bastion of Almraiven, a gifted magical scholar has gone missing. The academy insists she’s taken a sabbatical; her friends say that she was on the verge of a major discovery and would never have abandoned her research at such a critical juncture. Can you get to the bottom of this mathematical mystery? A double-length Living Forgotten Realms adventure set in Calimshan for characters levels 11-14.
November 4, 2009.
A prophet and his followers are leaving Thesk and looking to start a new life. Heroes are needed to protect them on their travels and aid them in finding a new home? A Living Forgotten Realms adventure set in the Hordelands for characters levels 4-7.
December 9, 2009.
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.
Available at D&DXP, January 2010, then made available for everyone later in the year.
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.
Available at D&DXP, January 2010, then made available for everyone later in the year.

Adaptable Adventures Edit

Official D&D adventures released by Wizards are often adapted for use in the Living Forgotten Realms campaign. Usually only slight modifications are done to the scenario itself. However, the adaptable scenario lists the xp, bundles, and rewards to use for the LFR setting.

For many years, goblins have laired in a nearby dungeon hidden in the boughs of the Southwood. This dungeon is known to some as the Barrow of the Ogre King. Recently, the goblins have become bold enough to leave their dungeon home to raid the nearby town of Loudwater. It is up to your newly-formed band of adventurers to deal with the threat the goblins pose and discover why they’ve attacked the town. An adventure set in Loudwater for characters levels 1-2. This adventure is found in the Forgotten Realms Campaign Guide.
Available now.
A mysterious presence has taken up residence in one of the towers of Spellgard, and now its dark minions plague the Gray Vale! Scepter Tower of Spellgard is the first full-length Forgotten Realms adventure published for 4th Edition D&D. When paired with the adventure that appears in the Forgotten Realms Campaign Guide, this adventure provides the Dungeon Master with all he needs to get his campaign started. This stand-alone adventure is designed to take characters from 2nd level to 5th level.
Available now.
Winter has come far too early to the Gray Vale, and the harvest is threatened. Some thirty years ago, the warlock who lived in Draigdurroch Tower disappeared under mysterious circumstances, and the tower was sealed inside a magical cocoon of ice by forces unknown. Can these events be related? For characters of levels 1 to 4.
Available now.

Adventuring Company Adventures Edit

These adventures require that at least 4 PCs in the party must be from the same Adventuring Company, and all of the characters at the table must be within a single level band. Additional rules are expected to be announced.

A great hunt has been called in the jungles of Chult. The Amnian trading costers of Port Nyranzaru are competing to see which one can bring in the biggest, rarest beasts as trophies, and they're looking for adventuring companies to do the hunting. A LFR adventure for levels 1-14. At least 4 in the party must be from the same Adventuring Company, and all of the characters at the table must be within a single level band (1-4, 4-7, 7-10, or 11-14).
Available at Gen Con, August 2009 and then at Wizard Play Network Public events on September 12, 2009.
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 Faerûn -- 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 1-17. This adventure at D&D Experience 2010 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.
Available at D&DXP, January 2010, then made available for public WPN play later in the year.

Special Adventures Edit

Special adventures break the rules. They are effectively "Core" in that they are allowed to occur anywhere on Faerûn, including outside of the 12 regions. Special adventures normally award extra xp, may have new items, might span than 1 time slot (4 hours), and usually include challenges that are tougher than normal regional or core scenarios.

Special scenarios are normally only available at Conventions for a while, before being released to everyone afterward. However, the Special scenario released at the Weekend in the Realms event is only available during that event.

Special scenarios:

Zhentil Keep is a city with a storied history, even if most of the tale is not fit for innocent ears. A mission to find the wayward son of a wealthy merchant leads deep into the secrets, deceptions, and brutal power on which the dreaded Zhentarim built their ominous keep. A Living Forgotten Realms two-round special adventure set in the north section of Zhentil Keep for characters levels 1-4.
Available now to everyone.
Rumors of an ancient artifact, sacred to Shar, have proven all too true. The church of Amaunator has assembled an expedition to return to Zhentil Keep, enter the dangerous twilight-shrouded southern ruins, and destroy the artifact before it can return to its dark mistress. Will you join the followers of the Light on their quest to purge the Shadow? A two-round continuous-play Living Forgotten Realms Special adventure set in Zhentil Keep for characters levels 7-10.
Available at Conventions starting Mar 4th, 2009, and released to everyone after July 2, 2009.
Every year coronal Ilsevele Miritar, ruler of Myth Drannor, hires a group of adventurers to cleanup one of the many dangerous ruins within her forest kingdom. This year she is looking for several groups.A Living Forgotten Realms adventure set in Myth Drannor for characters levels 1-14. There are four versions of this adventure, one for each level band. Characters at the same table must be within a single level band (1-4, 4-7, 7-10, or 11-14).
Available at Gen Con, Agust 2009, and released to Wizard Play Network Public events from Sept 1st 2009 to Jan 1st 2010.
Available at D&DXP, January 2010, and released at a later date in 2010.
SPEC2-1 H1 The Scourge of Scornubel - by Alana Abbott - 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.
SPEC2-1 H2 Dogs of War - by Claire and Keith Hoffman - 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 H3 The Morninglord’s Laughter - by Shawn Merwin - 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 P1 Blinking Eye of Fire - by Verne Woolf - 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 P2 Scout’s Honor - by Teos Abadia - 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.
An unofficial handout is available from the author, containing images depicting the encounters.


Weekend in the Realm scenarios:

An attack on a diplomatic mission results in the kidnapping of the eladrin princess Eldara, and it happens on the adventurers' watch! Now they need to find both her and a stolen magic relic before war breaks out in Cormyr. The trail of the villain has more twists than a snake’s shadow, and it leads farther than anyone would expect. For characters of levels 1 to 4.
Available at Weekend in the Realms 2008.

Quest Adventures Edit

One Quest adventure has been released thus far. An additional Quest adventure is being written. In addition, CORE2-1 Killing the Messenger is a sequel to QUES1-1 and will appear at D&D XP 2010.

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 is 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. You must have the Zhentarim Infiltration Quest Card completed and in your character's stack to participate in this adventure. A Living Forgotten Realms adventure set in the Western Heartlands for characters levels 7-10.
Available July 1st, 2009

Mini-Campaign Adventures Edit

Mini-Campaign adventures premiered at Gen Con 2009 and rules specific to this type of adventure were announced in May, 2009.

All is not well in the Great Port of Tarmalune and no one speaks of it. People are disappearing toward some fell purpose, and you are next. A two-round Living Forgotten Realms adventure that is Part 1 of the Embers of Dawn mini-campaign, set in Tarmalune for characters levels 1-4. It is recommended that you play the Embers of Dawn mini-campaign adventures in sequential order with one character for the best enjoyment and play possibilities within the mini-campaign, but it is not required.
Available August 19, 2009.
Investigations bring you to the perfumed back alleys of Sambral where it becomes clear that you are not the first to look into the activities of the fire cult. All those who have come before you have disappeared or been left a ruin of their former selves; leaving you to wonder, “Will you share their fate?” A two-round Living Forgotten Realms adventure that is Part 2 of the Embers of Dawn mini-campaign, set in Sambral for characters levels 1-4. It is recommended that you play the Embers of Dawn mini-campaign adventures in sequential order with one character for the best enjoyment and play possibilities within the minicampaign, but it is not required.
Available September 23rd, 2009.

My Realms Adventures Edit

My Realms adventures are an exciting new opportunity for DMs to customize their group's play experiences. Every quarter or so, we'll release a new My Realms adventure, which is essentially a template that you can use to create your own Living Forgotten Realms adventure. Inside each adventure packet, we'll have story hooks for your use, sample monsters to fight, and rewards to hand out when your adventure's done. As long as you follow a few basic rules, you can use or discard material presented when creating your adventure. Best of all, the characters that participate earn XP, gold, and magic items just like they would in other Living Forgotten Realms games! This is your opportunity to share your creativity with your home group or create a tailor-made experience for your PCs.

Available Late May 2009.


Re-Imagined Scenarios Edit

A community effort has result in "re-imagined" scenarios, which are unofficial changes to existing LFR adventures. This is normally done to either offer a new experience for those players who are re-playing a scenario, or as a way to increase the enjoyment of a scenario.

There are different opinions within the LFR community as to whether re-imagined scenarios are within the scope of the what is intended within the campaign. Proponents argue that re-imagined scenarios are possible due to the LFR directive, printed on page 2 of every LFR scenario, that judges are empowered to make changes to the scenario as long as it benefits the fun and enjoyment of the scenario. Those who are of the opinion that the effort is outside of the scope of what is intended by the directive object on the argument that there is a limit to how much change can be made before the adventure is effectively a different and unsanctioned adventure.

A rating system has evolved that is used to denote the amount of change to the original LFR scenario. It is been announced that guidelines as to what the DM Empowerment directive are in the process of being developed, and will likely prohibit complete adventure rewriting.[1] Complete rewrites are rated as extreme. While rewrites on their own may have merit as playable adventures, the practice undermines the brand review and protection process inherent to LFR adventure writing and, if unchecked may threaten the continuation of the campaign and/or the RPGA. [2]


Re-Imagined scenarios:

References Edit

  1. Shawn Merwin. Banning Things. Wizards of the Coast. Retrieved on 2009-01-21.
  2. Shawn Merwin. Reskin of CORM1-1 is now available. Wizards of the Coast. Retrieved on 2009-01-26.

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