Festival of Peace

On the one-year anniversary of the Battle of Grand, a portal opened, and a horde of Augments poured out.

Featured In Modules

This lore entry is featured in the following adventure modules:

  • A Horse With No NameGuildmaster Thalin hand-picks a party and sends them west from Kingdom Grand to New Arcanum to investigate the caravan of strangely well-guarded stolen keepsakes tied to Cassius and, he suspects, to Biscuit's fate. Given a wagon, supplies, and an unnamed horse they are urged to name, the heroes must survive a week-long trek across the Western Wastes—rationing food and water, weathering a blinding sandstorm that forces desperate choices about what to save, and threading between unstable arcane crystals whose shattering warps magic and flesh. At a rare oasis they drive off a nest of burrowing Giant Scorpions besieging a merchant caravan, earning the gratitude of its leader Elanor Westwind, who escorts them the rest of the way in comfort. They arrive to be welcomed by Guildmaster Alyndor "Aly" Marvale, their business in the desert city still to come.
  • A Wolf in Adventurer's ClothingGuildmaster Thalin Fernstride sends adventurers to meet Holt and Sage Elbera at a newly discovered dungeon just outside Kingdom Grand and assist in its exploration. The dungeon seems strangely empty—no traps trigger, no monsters attack. At its heart lies a crumbled statue and a vast mosaic showing an inverted pyramid cradling an egg, with the phrase "He who sleeps will rise" carved across the wall. Holt betrays the party: he beheads Sage Elbera, unleashes Jeffery—a burning paper dragon monstrosity—to block their escape, and vanishes. After defeating Jeffery, Sage Elbera's body is burned beyond recognition. Returning to the guild, Guildmaster Thalin Fernstride demands vengeance on Holt.
  • Aggressive BorrowingThe City Watch of Grand requests aid from the Adventurers Guild to stop a thief from raiding their supply warehouses. The party, working with Lieutenant Darnik De Roche, discovers the culprits are Burrowlings, a race of small humanoids, being forced to steal by an Aurumvorax Den Leader that had taken his mate and pups hostage.
  • Ancient SecretsMaster Thalin Fernstride sends adventurers to investigate newly discovered ancient tunnels beneath Kingdom Grand that predate mortal civilization. The tunnels are infested with ankhegs, whose acid burns through the old stone. After fighting through the ankheg colony, they discover a sealed stone door marked with indecipherable primoridal runes, surrounded by the remains of a failed cult expedition. They recover an ancient shield similar to ones Holt discovered weeks earlier, and scattered journals which speak of "the one that came first" and "the one that slumbers."
  • Ash House GoblinsThe Council of Grand hires the Adventurer's Guild to clear the infamous and supposedly cursed Ash House of its traps for demolition. Inside, the party discovers a tribe of Ash House Goblins who have made the house their home.
  • Dungeons and BiomancyMaster Thalin Fernstride sends adventurers with Sage Elbera to investigate a newly opened dungeon beneath the royal castle in Kingdom Grand. The dungeon contains strange stone containers filled with viscous liquid, moss-covered floors that induce madness, and shadows that move in the corners. They discover a laboratory with notes on biomancy experiments involving yetis, owlbears, and other monstrosities, as well as maps pointing to the door found in the Ancient Secrets adventure. In the central chamber, they find stone slabs depicting The Evil One creating an egg meant to destroy the world. They are ambushed by Hall Creepers that mimic their allies before escaping with evidence of recent cult activity.
  • Evil from the PastThe four guildmasters of Kingdom Grand, Evenfell, Kdor, and New Arcanum send adventurers to Holt's abandoned laboratory beneath the temple of Vitalia, discovered through Sage Elbera's final intelligence. A magic mouth delivers Holt's farewell before vents release shimmering Lullwater that floods the chambers. Navigating rising water and failing magic, they recover Holt's journal revealing his childhood among the Molokite, his manipulation of their ancient desires, and his belief that their "god" was one of The Evil One's experiments—a creature grown from a tarrasque corpse through biomancy, controllable by the Lullwater. They escape the drowning ruin as the guildmasters prepare a full strike on Holt's camp at the dungeon gate.
  • Finding the MolokiteWith Holt missing and Sage Elbera dead, Guildmaster Thalin Fernstride sends adventurers to the dwarven mountains to learn what Holt's notes mean by "Molokite." They travel by carriage—teleportation circles remain unreliable—and meet Durven MeadAnvil, who knows of no such ore but points them to an ancient sealed forge deep below the mountain, guarded by a demonic Armanite. After slaying the beast, they find no Molokite metal, only records of elves who sought ever-greater power, were corrupted, and were driven underground by the dwarves and other mortal races.
  • Looking for New RecruitsAfter the earthquakes from the battle beneath the Elderdungeon crack the streets of Kingdom Grand, Master Thalin Fernstride opens the Adventurers Guild to new recruits. A magical Storm Orb, damaged in the tremors, scattered dangerous items across the city, and the new adventurers are sent to recover a gust-of-wind orb from a collapsing building, a Decanter of Endless Water from the flooded Central Library, an Immovable Rod stolen mid-chase by a Roads Thief, and a Portable Hole jammed through a mill wall.
  • Mad MechsThe Adventurer's Guild is hired to escort travelers through the Mountain Pass between Kingdom Grand and Kdor while investigating rumors of bandits. The culprits are revealed to be Industrialist kobold raiders who have constructed a powerful, unstable Kobold Mech.
  • Scoops and SpectersThe Adventurer's Guild is hired by the new Church of Elina to cleanse the haunted Tyre Castle of spirits. Guided by Cleric Ellowen Thorn and after researching the specters with the grumpy expert Holt, the party chooses a wing of the castle to purge.
  • Scribes and SwordsThe Adventurer's Guild tasks a party with investigating strange elemental signs in the Farmlands surrounding Kingdom Grand. Livestock and trees have been burned, and strange laughter is heard on the wind. The adventurers are paired with Sage Elbera, a researcher from the Arcane Conservatory, to investigate the matter.
  • Sound the Horns of WarThe four great guilds unite to stop Holt and the Molokite from awakening He Who Slumbers. Their combined forces march on the ancient gate beneath Kingdom Grand, where the final dungeon has opened and Holt's army has already entered. Adventurers join the vanguard, clearing Molokite cultists, mind-controlled adventurers from Evenfell, and remaining defenders to establish a forward operating base before the assault on the dungeon proper.
  • Stoned in the DungeonAt the request of Sage Elbera, the Adventurer's Guild dispatches a party to a newly discovered Ancient Dungeon in the Mountain Pass. This dungeon is believed to predate Dead Wars I. The party finds the ruin is already being looted by the newly founded Road Thieves Guild.
  • Street RatsThe Adventurer's Guild is tasked by the City Watch of Grand to investigate a band of young, elusive pickpockets in the city markets. The investigation reveals the children are part of the Road Thieves Guild and are using Hidden Tunnels from the old faction war to escape capture.
  • Supper and SurpriseLady Mardell, a noblewoman, discreetly hires the Adventurer's Guild to act as security at a dinner party, fearing a theft. The target is The Grand Grimoire of Grotesqueries, a book on monster anatomy she recently acquired.
  • The DungeonThe tremors beneath Kingdom Grand intensify again. Guildmaster Thalin Fernstride orders adventurers back into the caverns to find the source, survive collapsing passages and Slumber Cultist patrols, and report on cultist numbers and whether the ancient door has been opened. From a cliff overlooking the monumental gate—now larger and pulsing with light—they spy Holt among pale-skinned elves marked with glowing green veins, kneeling with hundreds of cultists as he forces them to drink from water skins.
  • Welcome to the Adventurers GuildAn introductory trial for new members of the global Adventurer's Guild. Adventurers are tasked with hunting one of five magical creatures and returning with a trophy to earn their starting rank of Tin, Copper, or Brass. The hunts take place across three regions: the Whispergrove Forest (for Cockatrice), the Old Sewers of Kingdom Grand (for Gazers and Gibbering Mouthers), and the Fangridge Peaks (for Rust Monsters). Harpys are also hunted in the forests or mountains.
  • World TremorsSudden tremors shake Kingdom Grand and are felt across every nation, yet divination reveals no source. As panic spreads, three legendary monsters attack the city: an Underworld Cerberus in the main square, a Medusa at Nature's Pathway medica turning healers to stone, and a Deep Crow hunting from the warehouses. Guildmaster Thalin Fernstride mobilizes every team he has and sends the adventurers to choose which beast to face first. Defeating their chosen threat eases the quakes, though the tremors do not end entirely.