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Your Adventure Awaits!

Rain · 1 · 378


Choose Your Adventure

Auntie Rain's Wild Ride (Homebrew) (Level 1-18)
Storm King's Thunder (Level 1-11)
Princes of the Apocalypse (Level 1-15)
Waterdeep: Dragon Heist (and possibly afterwards, Dungeon of the Mad Mage?) (Levels 1-5 for Dragon Heist, 5-20 for Mad Mage)
Curse of Strahd (1-10)
Tyranny of Dragons (Hoard of the Dragon Queen & Rise of Tiamat) (Level 1-5 for Hoard, 5-20 for Tiamat)
Miscellaneous Adventures (Other) (Levels 1-?)

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Offline Rain

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Hello everyone! It's time to get ready for some D&D!

Here are a few of the options I currently have available! Down below I'll post some of the blurbs of the adventure modules, as well as the loose plot for my homebrewed one. (For those unaware, homebrew just means it's a plot I've made up myself as opposed to a pre-written adventure!)

Auntie Rain's Wild Ride

Love of Gods, Love of King, Love of Country. These are the three things that keep most societies afloat, encouraging camaraderie and inspiring unity. However, it is said that decades ago, a bitter and sinister blue dragon by the name of Bavesda had almost stripped the land of all of these things. No one knows for certain, but it is said that the dragon had three cursed weapons forged and sent out into the world by its henchmen: separately, they drove even the noblest of warriors to acts of depravity. Together, they crumbled civilizations.

It was only at the hands of the strong-willed few that had refused to bow under the weight of heresy, corruption, and cruel chaos that Bavesda had fallen. And for many years after their defeat, the kingdoms of the land were able to rebuild, temples were able to flourish once more, and civilizations were restored to prosperity. These good years have stretched on... perhaps, a bit too long. You see, there have been strange occurrences starting to trickle out into the light. Foreboding tales of a fire giant sweeping up entire desert communities into shackles, yet mysteriously no sparks of rebellion; whispers of a cult that promises you any mortal desire, at the mere price of a noble's life; mutterings that more and more towns have been forced to hold multiple elections, as someone - or something - keeps poisoning the newly elected mayors. The local scholars seem to worry Bavesda's influence is creeping over the lands lands again... but the will of a dead dragon can't come back to haunt you, can it?

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.

Princes of the Apocalypse

Four apocalyptic cults of Elemental Evil are building secret sanctuaries and outposts throughout the North, bringing terror and destruction to the Forgotten Realms. Each cult is devoted to one of the Princes of Elemental Evil (godlike entities embodying air, earth, fire, and water) and is led by a nihilistic prophet, corrupted by power. The cruel elf princess Aerisi Kalinoth speaks for the air Cult of the Howling Hatred, while Marlos Urnrayle, a fierce male medusa, leads the Cult of the Black Earth. The Cult of the Eternal Flame scars its followers at the behest of the beautiful and deadly tiefling Vanifer, and the mutilated sailor Gar Shatterkeel plots to drown the world with his Cult of the Crushing Wave.

The cults use devastation orbs, forged of raw elemental power, to ravage Faerûn with horrifying earthquakes, typhoons, tornados, and other disasters. Independently, the cults are terrible adversaries, but now they have secretly begun transforming a long-lost dungeon into a huge subterranean temple dedicated to an alien entity known as the Elder Elemental Eye. To prevent this union of the Elemental Evils into one catastrophic force, heroes must expose the prophets’ true agenda. The cults’ agents are everywhere and their power is immense.

When you don’t know whom to trust, knowledge is your only weapon. Unearth the Deception.

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!

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 winds 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 is 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.

Tyranny of Dragons

For years, the evil Cult of the Dragon has devoted itself to creating undead dragons in a vain attempt to fulfill an ancient prophecy. However, the cultists were misguided. They misunderstood. But now, under new leadership, the cult believes that the prophecy does not speak of undead dragons, but of a dragon empire that’s been extinct for 25,000 years. Tiamat, the queen of evil dragons, has languished in the Nine Hells for millennia. The cult believes that the time of her return is at hand.

The cult has a new face and a new mission. It seeks to free Tiamat from the Nine Hells and bring her into the Forgotten Realms. To accomplish its goal, the cult needs five ancient dragon masks and the support of evil dragons everywhere. The cult leaders—each one a "dragon whisperer"—have reached out to the evil dragons of the Sword Coast and earned their allegiance.

Meanwhile, evil dragons in partnership with the cult seek to amass a treasure hoard worthy of their dark queen, not by plundering their own hoards (of course) but by stealing money from cities, caravans, good-aligned dragons, merchant ships, and other sources. Their ravenous hunt for treasure throws the Sword Coast into upheaval. Neverwinter, Waterdeep, Baldur’s Gate—no city is safe from their depredations.

The situation is dire. However, the Sword Coast is far from defenseless. Powerful factions are ready to rise up and put an end to the tyranny of dragons. Adventurers throughout the Realms must join forces to face Tiamat, destroy the Cult of the Dragon, and prevent the rise of a new dragon empire. The Harpers have since shared their intelligence with the remaining factions. To combat the Cult of the Dragon, Lord Dagult Neverember of Neverwinter proposes that adventurers representing each of the five factions be sent north to investigate—and to report back with haste.

In their hands, the future lies.
« Last Edit: May 01, 2019, 12:37:49 PM by Rain »