
FantasyFeaturedOpen World
Sword Coast Chronicles
Carve your legend across the lawless Sword Coast, where ancient ruins hide terrible secrets, feuding factions vie for dominance, and every tavern rumour could lead to fortune or an unmarked grave. No prophecy guides you—only your blade, your wits, and the choices you make.
Adventure briefing
0 heroes have answered the call.
Introduction
The Sword Coast stretches from the gleaming towers of Waterdeep to the scarred docks of Luskan, a jagged ribbon of civilisation clinging to the edge of a continent that would happily swallow it whole. Between the walled cities lie hundreds of miles of dense forest, crumbling ruins, and roads patrolled more by bandits than by guards. It is a land of opportunity for those brave or desperate enough to seize it—and a graveyard for those who overestimate their luck.
You arrive in Neverwinter with nothing of particular note: a worn pack, a weapon you know how to use, and a name that means nothing to anyone here. The city is rebuilding after decades of catastrophe—the Chasm that split its south quarter has been sealed, but entire districts remain hollow shells prowled by gangs, cultists, and things that crawl up from the Underdark when no one is watching. Work is plentiful for anyone willing to risk their neck. The Adventurers' Guild posts bounties on a board that never stays empty. The Harpers whisper of conspiracies threading through the nobility. The Zhentarim offer coin for services best left undiscussed.
Beyond the walls, the wider Coast calls. Waterdeep, the City of Splendours, where a sharp tongue earns more than a sharp sword. Baldur's Gate, where commerce and corruption share the same ledger. The High Forest, where elven enclaves guard secrets older than human memory. The Crags, where orc warbands mass in numbers that make seasoned commanders lose sleep. And beneath it all, the Underdark—a lightless empire of drow, mind flayers, and worse, accessible through a hundred forgotten tunnels that dot the surface like open wounds.
There is no chosen-one prophecy here, no divine mandate. The Sword Coast does not care if you become a celebrated hero, a feared mercenary captain, a shadow-broker who controls half the information trade north of Amn, or simply another skeleton in a dungeon that adventurers will pick clean a century from now. Your story is yours to write—in blood, in gold, or in the quiet satisfaction of a life lived on your own terms. Difficulty begins gently, clearing rats from a cellar and escorting a merchant wagon, but the Coast does not stay gentle. As your reputation grows, so do the enemies who notice you. Dragon cultists test your resolve. Zhentarim fixers try to own you. Ancient liches weigh you as a pawn or an obstacle. And always the dungeons wait, filled with traps that were old when the elves were young and treasures that killed every previous owner.
Technical dossier
Rule systemClassic d20 System
DurationOpen-ended
DifficultyEasy to Challenging
Character sheet tabs
statsjournalinventoryhistoryenemiesParty & CompanionsFaction StandingSpellbook & AbilitiesRumours & LeadsHealth & WoundsExperience & LevelAdventurer's GearFactionsQuest Tracker
Content warnings
fantasy violencedeathdark magicmoral ambiguity
Tags
#fantasy#open-world#dungeon-crawl#sandbox#D&D#adventure
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Created by Davide Longo