Posted here are the jobs available for members of the Guild.
All members of your party must agree on which quest you are taking. Note the length of the quest. All party members must commit to that length of time and be present for all sessions that quest will run.
Recommended party size is just a suggestion. If you wish to tackle the job by yourself, you may. There just has to be a DM to run your quest with you.
If you wish to run a quest, you may submit a quest request. After you successfully DM an adventure, you will receive perks for your own character.
These missions can be tackled within one session. There isn't an overall story to these. Just get in and get out. Get XP and Gold.
A trio of dragonborn went on a quest to find a lost civilization of gnomes in the south. They left a two tenday ago and were scheduled to return three days ago. We need adventurers to travel along their route and see if you can find them. If they are in trouble, help them out and escort them back to safety. If they met an ill end, bring proof back of their demise.
Party 3-6 Level 3 recommended
An army of dwarves discovered a priceless artifact but cannot reach it due to the monsters in the way. Find the dwarven excavation and clear out the monsters. Speak to Dazlyn Grayshard and Norbus Ironrune when you get there for more details.
Party 3-6 Level 1
A dragon is terrorizing a fortress of dwarves far to the west. Travel to the fortress atop Icespire Peak and chase the dragon off.
Party 4-6 Level 5
A troupe of wanderers was murdered on the road to the northeast. Go to the crime scene and see if you can discover who the killers are. Find the ones responsible and bring them to justice.
Party 2 - 6 Level 1 recommended
These encounters are a bit longer than the single missions. They may require a couple of sessions to complete. Browse through these books in our library and choose an adventure you wish to run.
Candlekeep Mysteries - Candlekeep attracts scholars like a flame attracts moths. Historians, sages, and others who crave knowledge flock to this library fortress to peruse its vast collection of books, scribbled into which are the answers to the mysteries that bedevil them. Many of these books contain their own mysteries—each one a doorway to adventure. Dare you cross that threshold?
Level 1 - 16
Tales from the Yawning Portal - When the shadows grow long in Waterdeep and the fireplace in the taproom of the Yawning Portal dims to a deep crimson glow, adventurers from across the Forgotten Realms, and even from other worlds, spin tales and spread rumors of dark dungeons and lost treasures. Some of the yarns overheard by Durnan, the barkeep of the Yawning Portal, are inspired by places and events in far-flung lands from across the D&D multiverse, and these tales have been collected into a single volume.
Level 1 - 11+
Ghosts of the 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 foolhardy 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 waves safe!
Level 1 - 12
Journeys through the Radiant Citadel - Through the mists of the Ethereal Plane shines the Radiant Citadel. Travelers from across the multiverse flock to this mysterious bastion to share their traditions, stories, and calls for heroes. A crossroads of wonders and adventures, the Radiant Citadel is the first step on the path to legend. Where will your journeys take you?
Level 1 - 14
Campaigns are a series of encounters that make up a longer story line. Campaigns may take months to complete. Make sure before you begin a campaign that all members of your party can commit to playing the entire campaign. Many of the campaigns are designed to take a character from level 1 all the way up to 20. Read over the overview in our hardcover copies in the Guild Library before deciding to commit to a campaign.
The Lost Mine of Phandelver - Boundless riches and ancient treasure troves. Promises of piles of gold. What could stand in the way?
Party 4 - 6
Level 1 - 5
Dragon of Icespire Peak - A white dragon descends from the neighboring mountains to threaten the town of Phandalin. How will you help? The town needs supplies. It needs to warn its citizens. It needs a safe place in case the dragon attacks. So many things to get straightened out before the dragon comes to town looking for its next meal!
Party 1 - 5
Level 1 - 6
Baldur's Gate: Descent to Avernus - Welcome to Baldur's Gate, a city of ambition and corruption. 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 planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?
Party 4 - 6
Level 1 - 13
Curse of Strahd - Under raging storm clouds, a lone figure stands silhouetted against the ancient walls of Castle Ravenloft. The vampire Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness.
Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power—and of madness. His once handsome face is contorted by a tragedy darker than the night itself.
Rumbling thunder pounds the castle spires. The wind’s howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his ken, a party of adventurers has just entered his domain. Strahd’s face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they have come—all according to his plan. He, the master of Ravenloft, will attend to them.
Another lightning flash rips through the darkness, its thunder echoing through the castle’s towers. But Strahd is gone. Only the howling of the wind—or perhaps a lone wolf—fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited.
Party 4 - 6
Level 1 - 10
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 tears open portals to the demonic Abyss. 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!
Party 4 - 6
Level 1 - 15
Princes of the Apocalypse - Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.
Party 4 - 6
Level 1 - 13
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?
Party 4 - 6
Level 1 - 10
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, seek to bring Tiamat from her prison in the Nine Hells to Faerûn. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. The threat of annihilation has become so dire that groups as disparate as the Harpers and Zhentarim are banding together in the fight against the cult. Never before has the need for heroes been so desperate.
Party 4 - 6
Level 1 - 8
The Rise of Tiamat - The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves. From Waterdeep to the Sea of Moving Ice to Thay, it is a race against Evil. Succeed or succumb to the oppression of draconic tyranny. Win or lose, things will never be the same again. (Follows up Hoard of the Dragon Queen)
Party 4 - 6
Level 8 - 15
Storm King's Thunder - Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can, while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the small folk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants?
The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot by the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemies, the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.
Party 4 - 6
Level 1 - 11
Tomb of Annihilation - The talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied.
When they finally succumb, they can’t be raised—and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.
The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rainforests.
Party 4 - 6
Level 1 - 11
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!
Party 4 - 6
Level 1 - 5
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 is a constant source of speculation and concern. (Follows up on Waterdeep: Dragon Heist)
Party 4 - 6
Level 5 - 20
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?
Party 4 - 6
Level 5 - 10
The Wild Beyond Witchlight - Once every eight years, the fantastic Witchlight Carnival touches down on your world, bringing joy to one settlement after the next. Its 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.
Party 4 - 6
Level 1 - 8
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.
Party 4 - 6
Level 3 - 12