Scenario Descriptions
BDK7-01 The Halfling (APL 2-6) (Living Greyhawk - D&D)
By Keith Symcox. A notorious traitor thought dead has reappeared in a very dangerous place. Are you brave enough to go get him? Set in Johrase and the Rift Canyon.

BDK7-02 A Manor of Seeking (APL 6-10) (Living Greyhawk - D&D)
By Casey Brown & Susan Threadgill. Where have the residents of Groucester gone? Can “That Which Slept” be stopped? Since the day the negative energy burst that should have destroyed High Lady Xavendra’s city was blocked by the positive energy blast that saved it, these are the questions that need to be answered. Someone claims you are just the person to find out. Are they right? Bandit Kingdoms winter adventure set in Rookroost, the Fellreev Forest , the Deadlands, and Groucester. PCs from Fellreev-based meta-orgs, the Hallorn Fencing Academy , bards interested in the Old Lore, and druids of the Old Faith are encouraged to play this event together. PCs from Northern Alliance-based meta-orgs, Death Cultists and members of the Circle of Crimson Stone are encouraged to play this event together.

BDK7-03 Return to Steelbone Meadows (APL 8-12) (Living Greyhawk - D&D)
By Theo Judd. Steelbone Meadows lies a dark secret regarding the origin of That Which Slept. Are you strong enough to face the trials that lay therein to recover the forgotten lore? Members of the Northern Alliance, Army of the Warfields, and Death Cultists are encouraged to participate in this adventure. Part one of the Gathering of Fiends series. A Bandit Kingdoms adventure set in the Midlands.

BDK7-04 Proof of Loyalty (APLs 2-6) (Living Greyhawk - D&D)
By Patrick Walsh. An adventurer’s wealth and well-being often rely on tracking down rumors to their source. Following rumors of a person long thought dead has led you to the village of Salfrayfields and a potential source. Before you can confirm or put to rest the rumors, you will need to find something even rarer: proof of loyalty. Part two of the Missing Regent Series.

BDK7-05 Work of Thieves (APL 4-8) (Living Greyhawk - D&D)
By David Polansky. In the troubled city of Rookroost, one man seeks to set things right. Well, at least he wishes to return things to the way they were. Where will you stand in the coming conflict for Rookroost's fate? Members of the Rookroost Thieves' Guild, Drinkers of the Cup of Midnight, and all residents of Rookroost are encouraged to participate in this adventure. PCs Wanted by the Church of Iuz should have a good disguise before playing this adventure. Adventure set in Rookroost.

BDK7-06 Trouble at Harpy Hollow (APL 2-8) (Living Greyhawk - D&D)
By Keith Symcox. The little hamlet of Ankheg Springs has seen more than its fair share of excitement over the last few years. With the reappearance of the blackguard Arvad Michelson, one wonders if the Lammastide festival presided over by his sister Ilyena will go without a hitch. These could be interesting times in the barrens. Regional adventure set in the Rift Barrens for characters level 1-10 (APLs 2-8). A sequel to BDK2-2 Trouble at Ankheg Springs and BDK3-3 Trouble at Baco Canyon.

BDK7-07 The Mausoleum (APL 8-12) (Living Greyhawk - D&D)
By Bill Oppenlander. A troubled man wishes you to locate his leige lord. Are you willing to brave the sinister depths of a house of death to uncover the rotten truth? Members of the Army of the Warfields, Death Cultists, and Druids of the North are encouraged to participate in this adventure. Part two of the Gathering of Fiends series. Regional adventure set in Hallorn. Note: This is a combat-intensive module and the management of resources is vital.

BDK7-08 Little bit 'o Paypack (APL 6-12) (2RND) (Living Greyhawk - D&D)
By John Filipek. As the Johrase make their final preparations before attacking Boneheart Cranzer and Riftcrag, a bold group of adventueres has been called upon to find a why to secretly steal into Splinter Keep, rumored prison of the Johrase King's soul gem, at the edge of the Rift Canyon. Mission? Determine if the keep holds the gem by kidnapping a high-ranking iuzian officer. Sounds simple, right? It's not like there is a gate to the abyss there or anything. Oh wait, there is? You wouldn't let that stop you from getting a little bit of payback against the Iuzians, would you? TWO ROUND combat intensive regional adventure set in the Tangles Forest. Those who are squeamish at heart should stay home. You have been warned. Citizens of Johrase and followers of St. Cuthbert, members of Moskol's Legion and followers of Trithereon, Drinkers of the Cup of Midnight, Druids and followers of the Old Faith, and Dwarves of Morakduum, are especially encouraged to participate in this adventure.

BDK8-01 the Scourge (APL 2-8) (Living Greyhawk - D&D)
By Ken Jenks. A new temple. An old scourge. The fate of Redhand will be settled this day. Whose side are you really on? Citizens of Redhand and members of the Brotherhood of the Sundered Axe are encouraged to participate in this adventure. PCs that are "Banned from Redhand" may not play this adventure. Regional adventure set in the Principality of Redhand (Roleplay intensive module).

BDK8-02 Trouble Everywhere You Go (APL 6-12) (Living Greyhawk - D&D)
By Keith Symcox. Vast forces are on the move as word starts to leak out about a powerful artifact that is rumored to confer the rulership of the Combination of Free Lords to its wearer. Can you win the race for the Iron Crown? Regional adventure set in various locales. This is the third and final part of the Missing Regent Series. Members of the Army of the Warfields, Brotherhood of the Sundered Axe, Citizens of Redhand, Johrase mercenaries and Moskol's Legion and all those who wish to return Duke Gellor to power, are encouraged to play.

BDKA Intro (Living Greyhawk - D&D)


IUZ7-01 The Seven Tests of Irinna Qu'lla (APL 8-14) (Living Greyhawk - D&D)
By Patrick Williamson. In 596 adventurers discovered what is best described as a living Ur-Flan culture, the Hursik within the Burneal forest. Now interested parties are funding a new expedition to better explore these archaic folk. This adventure continues the "Dragon Scales" adventure path (IUZ6-01, IUZ6-02, IUZ6-04, IUZ6-06, IUZ6-07 and IUZ6-08) and for best enjoyment these adventures should have been played in order before this adventure is played. This adventure is the second installment of the Great Northern Expedition IUZ6-01. Iuz's Border States Metaregional adventure set in the Burneal Forest.

IUZ7-02 Affinity & Discord (APL 8-14) (Living Greyhawk - D&D)
By Chris Hoffman. Being tipped off by Gildor about several 'draconic' hives within Chendl, the capital of Furyondy, you've been tasked with removal of one such location. What will you find within the depths of Chendl, and what is up with all the recent draconic activity? Perhaps cleaning house in Chendl might answer that and more. Afterwards what rewards would King Belvor have for one such as you? Iuz's Border States Metaregional adventure set in Furyondy. PCs that detect as evil or have equipment that detect as evil are STRONGLY encouraged to not play this scenario.

IUZ7-03 Horde and Hoard (APL 6-14) (Living Greyhawk - D&D)
By Paul Kulbitski. You have received a vision requesting your aid. Gildor Arcanix has asked that you go and defend a dreaming oracle in her lair. Let nothing awake her from her dreams, because her dreams are our only hope. She must be defended at all cost! Iuz's Border States Metaregional adventure set in Howling Hills.

IUZ7-04 Blue with Envy (APL 4-10) (Living Greyhawk - D&D)
By Casey Brown. Draconic cults stir in the north, their reach and power becoming more powerful by the day. A concerned Gildor Arcanix, confused by recent divination answers, has once more called upon you to help find out just what these chromatic cults are up to. This time, the signs point to the dead Tangles Forest. At the same time, the Old Faith needs to learn more about how Boneheart Cranzer killed the forest. Perhaps you can kill two birds with one stone. A one-round Iuz’s Border States Metaregional adventure set in the decimated Tangles Forest in the Combination of Free Lords for APLs 4-10. This is Part Two of the Seeker of the Flesh Series and is a loose sequel to BDK4-06 Scales and Secrets, Iuz6-02 Blue Scales, Red Secrets, and BDK6-07 Love Letter. PCs that have earned the favor of Gildor Arcanix, the Old Faith Druids, the Kingdom of Johrase or the clergy of St. Cuthbert are encouraged to play this adventure. Having at least one wilderness-oriented PC at the table will prove beneficial.

IUZ7-05 Know Thy Enemy (APL 6-12) (Living Greyhawk - D&D)
By Todd Ammerman and Joe Cirillo. The Drinkers of the Cup of Midnight, in an attempt to prevent history from repeating itself, have decided that turnabout is definitely fair play. To that end, the Shade wants to learn of the Old One's darkest secrets behind his recent machinations - she asks you to infiltrate a religious center of the Old One himself. Iuz's Border States Metaregional adventure set in Shield Lands.

Warning: This adventure is role-playing intensive and is set in locations and presents situations that may be extremely dangerous for paladins, clerics of good-aligned deities, and any good (particularly devout) PCs in general. There are definite repercussions for these types of PCs. In addition, this adventure contains many situations that may be gruesome or inappropriate for less-mature audiences.

IUZ7-07 Any Means (APL 8-14) (Living Greyhawk - D&D)
By Gary Affeldt. Contacted by the Shade, the mysterious and beautiful leader of the Drinkers of the Cup of Midnight, you agree to undertake a mission to retrieve the Draco Mystere, a legendary book of lore regarding dragonkind. The book is located in the Howling Hills, deep inside Iuz’s evil lands. Discover the secrets it reveals. A one-round Iuz's Border States Metaregional adventure set in the Howling Hills and the Crystalmist Mountains for APL 8-14 (character levels 5-15).

IUZ7-99 - Pickup (Living Greyhawk - D&D)


Judge Sign Ups (Living Greyhawk - D&D)
This is only if you're planning to judge 4 or more slots. It entitles you to a Gaming badge to A-Kon

PREV-1 Scalegloom Hall (Living Forgotten Realms - D&D 4e)
The vicious kobolds are at it again, raiding caravans, plundering outlying farms, and raising havoc across the land. All signs point to the influence of a charismatic leader, a malevolent fiend that has stepped up the kobolds' aggression and turned them into a menace. Your task is simple: enter the trap-filled tunnels of Scalegloom Hall, find their leader, and defeat him. 1st-level characters are provided. A D&D 4th Edition and Living Forgotten Realms preview adventure.

PREV-2 Escape from Sembia (Living Forgotten Realms - D&D 4e)
You weren’t looking for trouble in civilized lands… just some good adventuring leads. Before you knew what was really happening, you wound up in the middle of an information exchange, and now you have to escape from the lands of Sembia to preserve your very lives! Off the beaten path to shake any pursuers, you take to the wilds in the hope that you’ll reach a safe haven before you’re captured. 1st-level characters are provided. A D&D 4th Edition and Living Forgotten Realms preview adventure.


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