Synopsis

(Josiah) Season 6: The Yawning Portal is set.

TftYP-1 The Sunless Citadel (Tier 1): The goblin tribe infesting the nearby ruins, called the Sunless Citadel, though no one knows why) sells a single piece of magical fruit to the highest bidder in Oakhurst once every midsummer. They've been doing this for the last twelve years. Usually, the fruit sells for around 50 gp, which is all the townsfolk can bring themselves to pay a goblin. The fruit, apparently an apple of perfect hue, heals those who suffer from any disease or other ailment. They sometimes plant the seeds at the center of each fruit, hoping to engender an enchanted apple tree. When the seeds germinate in their proper season, they produce a twiggy mass of twisted sapling stems. Not too long after the saplings reach 2 feet in height, they are stolen- every time. The townsfolk assume the goblins send out thieves to ensure their monopoly of enchanted fruit. You are interested in piercing the mystery associated with how wretched goblins could ever possess such a wonder, and how they steal every sprouting sapling grown from the enchanted fruit's seed. Moreover, you wish to find this rumored tree of healing, hoping to heal an ailing friend or relative.

DDAL6-1 A Thousand Tiny Deaths (Tier 1): The promises of glory and the chance of riches draw you to Blasingdell, a small village near the infamous Stone Tooth. Within the rocky mountain lay the dwarven stronghold Khundrukar and the fabled Forge of Fury, to which a chance encounter provides you with the location of a hitherto unknown entrance. Are you brave enough to explore this mystery? Will it lead to wealth or doom?

TftYP-2 The Forge of Fury (Tier 1): In the mining town of Blasingdell, the characters learn that ore raiders have been pillaging isolated farmsteads and camps in the hills north of the town. The local militia

captured an ore warrior left for dead by its comrades and brought it back for questioning. Under the influence of a charm person spell, the ore divulged the location of the monsters' lair, a lonely hill called the Stone Tooth. The mayor offers a bounty of 25 gp per ore, dead or alive, and the gratitude of the townsfolk to any who can permanently end the threat.

DDEP6-1 Relics of Khundrukar (Tier 1-2): This adventure takes deep beneath the Stone Tooth — a craggy mountain 30 miles northwest of Mirabar that houses the dwarven stronghold of Khundrukar. Two hundred years ago, the dwarven master smith Durgeddin the Black fled with an orc horde hot on his heels to the Stone Tooth, a forested hill in the Spine of the World, northwest of Mirabar. Underneath the mountain, Durgeddin founded Khundrukar. The century that followed was prosperous, but eventually Durgeddin’s enemies learned the secret location of his stronghold. Soon, a great army of orcs and trolls from Many-Arrows marched on Khundrukar and after brutal fighting, overran it. The creatures looted the stronghold and then abandoned it. Within the last several years, a force of duergar from Clan Xornbane established an outpost several hours’ trek in the Underdark from Stone Tooth. Xornbane’s agents were recently found occupying the foundry of Khundrukar by explorers. All evidence points to their having taken ancient weapons from Khundrukar and secret recipes from the master smith’s forge. The Council of Sparkling Stones, lords of Mirabar, would dearly love to retrieve these lost treasures.

TftYP-3 The Hidden Shrine of Tamoachan (Tier 2): The ancient ruined city of Tamoachan is familiar to a select few scholars and fortune seekers, who know of it but not always exactly where it is. Even more secluded, lying somewhere within or beneath the ruins, is a hidden shrine said to be dedicated to Zotzilaha, the vampire god of the underworld. Adventurers who catch wind of the place are likely to find its lure irresistible.

TftYP-5 Dead in Thay (Tier 2): Near the village of Daggerford on the Sword Coast, the Red Wizards of Thay plotted to extend the evil reach of their land and its master, the lich lord Szass Tam. At a site called Bloodgate Keep they built a powerful portal, fueled by elemental nodes, that could allow Thayans to instantly transport whole armies into the very heart of the Sword Coast. With this power, the Red Wizards would surely overthrow and take control of the North. However, groups of heroes recently assaulted Bloodgate Keep and its master, the lich Tarul Var. With the help of a renegade Red Wizard named Mennek Ariz, this assault was successful. Bloodgate Keep fell, and Szass Tam's plans of invasion were crushed. What no one expected, though , was that despite the fall of the keep itself, parts of the Bloodgate Nexus (an interconnected series of teleportation circles) survived, and a Thayan Resurrection cell leader named Syranna devised a way to use it against Szass Tam. Syranna had been part of the team that originally assembled the Bloodgate Nexus, and knew that remaining nodes allowed direct access to a secret Thayan training ground known as the Doomvault. Kazit Gul, a Thayan archmage, built the Doomvault to siphon the souls of those who perished within it for use in his dark experiments. One of these was the creation of an extradimensional vault in which he stored his phylactery. Eventually, Szass Tam and his followers defeated and enslaved Gul. They changed the Doomvault into a monstrous menagerie and arcane laboratory. Although the space is still called the Phylactery Vault of Kazit Gul, it now also holds the phylacteries of Szass Tam and all his elite lich servants. If heroes can make their way through the Doomvault and find the entrance to the phylactery vault, they could strike a deathblow to Szass Tam's hold on power.

DDAL6-2 The Redemption of  Kelvan (Tier 2): You have heard from a cleric of Selûne named Hildehrune that she is putting together a band of adventurers to travel to an abandoned vault of ancient Netheril to capture a relic of that lost empire, the Gloomblade, before agents of the Shades can recover it.

TftYP-4 White Plume Mountain (Tier 2): White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons and devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief. Thirteen hundred years ago, the wizard Keraptis was searching for a suitable haven where he could indulge his eccentricities without fear of interference. He visited White Plume Mountain, going closer than most dared to and then vanished from the knowledge of the surface world. Today, the once-feared name of Keraptis is not widely known even among learned scholars. Or it was not widely known, that is, until several weeks ago, when three highly valued magic weapons named Wave, Whelm, and Blackrazor disappeared from the vaults of their owners. Rewards were posted, servants hanged, even the sanctuary of the thieves' guild was violated in the frantic search for the priceless arms, but not even a single clue was turned up until the weapons' former owners each received a copy of a note. All the notes were signed with the symbol of Keraptis. White Plume Mountain has tentatively been identified as the "feathered mound" of the poem. The former owners of Wave, Whelm, and Blackrazor are outfitting a group of intrepid heroes to take up the challenge. If the adventurers can rescue the weapons from this false Keraptis (for who can believe it is really the magician of legend, after thirteen hundred years?), the wealthy collectors have promised to grant them whatever they desire, if it is within their power to do so.

DDEP6-2 Return to White Plume Mountain (Tier 2-3): New information has tarnished the reputation of the wizard Kelvan. Can he really be complicit in the kidnapping of a high priestess and the disappearance of others in the area around White Plume Mountain? Or is he simply the pawn of a much greater power?

TftYP-7 Tomb of Horrors (Tier 3): Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demilich who still wards his final haunt. Be warned that tales have it that this being, called Acererak, possesses powers that make him nearly undefeatable! All accounts conclude that it is quite unlikely any explorers will ever find the chamber where the demilich lingers, for the passages and rooms of the tomb are fraught with traps, poison gases, and magical protections. Furthermore, the demilich has so well hidden his lair that even those who avoid the pitfalls will not be likely to locate their true goal. Only large and well-prepared parties of the bravest and strongest should even consider the attempt, and if such a group does locate the tomb, they must be prepared to fail. Any expedition must have magical protections and weapons, and must be equipped with every sort of device possible to ensure survival.

TftYP-6 Against the Giants (Tier 3): Giants have been raiding civilized lands in bands, with giants of different sorts in these marauding group . Death and destruction have been laid heavily upon every place these monster have visited. This has caused great anger in high places, for life and property loss means failure of the vows of noble rulers to protect the life and goods of each and every subject and possible lean times for the rulers as well as the ruled. Therefore, a party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. Characters whose homes lay in the devastated land probably need little more motivation to face their oppressors. The first stage of the characters' mission is an infiltration and assault of the Steading of the Hill Giant Chief. From there, if they succeed, the adventurers can advance to test their mettle against the even more formidable giants of frost and fire, but that is of no concern right now. The steading awaits, and its perils are plentiful.

DDEP6-3 Hectacomb (Tier 3-4): Far below the reach of the sun, dark forces seek to bring a terrible darkness into Faerun. A great and awful host of drow, giants, and worse await your arrival. When even the dead tremble, what hope can you find?

DDAL6-3 Crypt of the Death Giants (Tier 4): A magical storm builds over the Anauroch desert bringing portents of death and destruction to Faerûn. Giants imbued with power of death itself threaten to permanently destroy the giant Ordning and small folk in their wake. Can you stop these unnatural giants and those that seek to control them?