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BWC-10 Pariah (Xen'drik Expeditions - D&D)
Following up upon the events of A Plague Upon Your Houses, this adventure finds the PCs at the Executive Council meeting on Sorrowdusk Isle. General Mach Ogdin has called for a vote of no confidence in Field Marshal Mackinnon Maceck and hopes to replace him as the Company’s leader. Furthermore General Ogdin has put forth a proposal to force the Company to declare independence from the Dragonmarked Houses for good. It’s up to the PCs to make sure that things go peacefully, particularly given the threat of violence if General Ogdin loses the vote. A Xend’rik Expeditions Blackwheel Company faction adventure optimized for 10th-level characters.
BWD-10 Blackwheel Company DM's Mark 10 (Xen'drik Expeditions - D&D)
DM's can create their own factional plot adventures with this adventure packet. This packet is optimized for 10th-level characters.
CCQ1-4 Liberation (DnD Open) (D&D)
By D&D Classic Championships. The empire has set up 'Re-Education' camps to allow the citizens of Aeris a chance to see that the Imperial morality is right and just. However while some people succumb to Imperial rule and try to make due, others fight. Often those that fight back are taken quietly in the night never to be seen again. The resistance needs them back if they are to retake what they have lost. This is a Classic-style event with characters provided and is a qualifier for the D&D Championship at Gen Con Indy 2008. The D&D Championship Series uses 5 player tables.
COR7-17: Rivalry and Treachery (Living Greyhawk - D&D)
By Rene Ayala. In the City of Greyhawk, the Royal Opera House and the Grand Theatre are well-known rivals and, on occasion, scathing accusations are followed by open-street brawls. In continued disrepair, the opera house anticipates a new production will keep its doors open permanently. That is, until the Royal begins to experience a series of unfortunate events. The cause is none other than its rival bent on treachery. As the curtain rises and Act One set in motion - insults, street fights and a dagger in the back is just the beginning. A one-round core adventure set in the Garden Quarter in the City of Greyhawk for characters level 1-11 (APLs 2-8).
COR7-19: Wrath of the Slavelord (Living Greyhawk - D&D)
By Tim Sech. Thanks to the quick thinking of many adventurers, Greyhawk was warned of the impending doom of Safeton months ago. The Greyhawk Militia sent some 500 hundred men to the walled city in hopes of stopping this supposed new slavelord and it looks like it may have. Nothing unusual has happened since the troops arrived. Could it be the slavelord decided it best not to contend with the might of Greyhawk or was he simply biding his time? A one-round core adventure set in Safeton for characters level 2-15 (APL 4 to 12). This is the final adventure in the Slaver series. It is recommended that you have played COR5-12 Calm Before the Storm and COR7-05 City of Malice before playing this adventure.
COR7-20 Murder in the River Quarter (Living Greyhawk - D&D)
By Mike McKeown and Steve Yee. Tragedy has struck again in the Free City. With Turrosh Mak on the march, half-orcs are distrusted. Unsolved murders abound in the River Quarter, where tensions are strong. Is there a reason to this madness? Is the Maimed God to blame? An investigative one-round Core adventure set in the Domain of Greyhawk for characters levels 1-11 (APLs 2-8). Half-orc PCs may encounter some difficulty in this adventure. This is a sequel to COR6-10 Murder in Elmshire.
COR8-01: Machinations (Living Greyhawk - D&D)
By Bradley Lester. The wealth and glamour of the Gem of the Flanaess mask a fierce power struggle among Greyhawk's ruthless elite. Factions plot against each other beneath a veneer of civility where even indirect details can trip up the most careful of schemers. Those who ask questions will learn too much, but in Greyhawk, innocence is not a defense and ignorance is never bliss. Parties skilled in stealth or guile will flourish. A one-round core adventure set in the Free City of Greyhawk for characters levels 1-15 (APLs 2-12) and the first intrigue of Honor Among Thieves.
COR8-02: Raiders of the Chaos Fields (Living Greyhawk - D&D)
By Creighton Broadhurst. Turrosh Mak, despot of the Orcish Empire of the Pomarj, wants peace. Is this some new stratagem on the wily half-orcs part or is his offer genuine? A period of relative peace along Greyhawks buffer zone has many worried. Have the orcs really stopped raiding or are they preparing a new, devastating invasion? A one-round core adventure set in the Domain of Greyhawk for characters levels 1-11 (APLs 2-8).
COR8-03: Aspirations (Living Greyhawk - D&D)
By Gregory Hanigan and Ron Lundeen. Powerful residents in the Gem of the Flanaess suspect that someone on the Directing Oligarchy may be working with Greyhawk's greatest enemy. As their hands are tied and their moves are watched, it falls to a group of heroes to uncover this plot and follow wherever it leads. Parties skilled in stealth, guile, or force welcome. A one-round core adventure set in the Domain of Greyhawk for characters levels 1-15 (APLs 2 to 12) and the second intrigue of Honor Among Thieves.
COR8-04: Bridge over Svartjet (Living Greyhawk - D&D)
By Jeff A. Dobberpuhl. Deep below the western mountains ancient evils once defeated stir from the pyre of their defeat. A one-round core adventure set in the Kingdom of Sterich for characters level 7-15 (APLs 8-14).
COR8-05: Pyre of the Righteous (Living Greyhawk - D&D)
By Theron Martin. Adventurers have thwarted Rary on most fronts in his quest to unmake the Scorpion Crown, but that has only irritated the former Circle member and forced him into more direct action. Some may soon learn that continuing to defy one of the most powerful wizards on Oerth comes at a hefty price. A one-round core adventure set in Hardby and the Abbor-Alz Hills for characters level 4-15 (APLs 6-14) who know where their Rary/Karistyne loyalties lie. Part one of Rise of the Ancients and a sequel to Blight on Bright Sands.
CORS8-01: Whispers of the Obsidian Citadel - Part 1 (Living Greyhawk - D&D)
By Dave Christ and Tim Sech. People, objects, and even places seem to be shifting in and out of existence in the Yatils west of the great city of Mitrik. Chaos seems to be unravelling existence itself and its spreading. Seers speak of the Door to Perdition but even the gods themselves seem to be silent on exactly what is happening. Great things are afoot and while nations focus their attention on each other it is up to heroes to find out what is going on before its too late and all of Oerth burns in the fires perdition forever. This adventure is the first part of the Ascension plot arc and also concludes the For the Greater Good series. This adventure is EXTREMELY dangerous and should not be undertaken lightly. True heroes are forged in the glowing hot coals of struggle and true heroes it will take to win through this day. A two-round core special adventure set in Veluna and the Yatil Mountains for characters levels 5-15 (APLs 6-14).
CORS8-01: Whispers of the Obsidian Citadel - Part 2 (Living Greyhawk - D&D)
By Dave Christ and Tim Sech. People, objects, and even places seem to be shifting in and out of existence in the Yatils west of the great city of Mitrik. Chaos seems to be unravelling existence itself and its spreading. Seers speak of the Door to Perdition but even the gods themselves seem to be silent on exactly what is happening. Great things are afoot and while nations focus their attention on each other it is up to heroes to find out what is going on before its too late and all of Oerth burns in the fires perdition forever. This adventure is the first part of the Ascension plot arc and also concludes the For the Greater Good series. This adventure is EXTREMELY dangerous and should not be undertaken lightly. True heroes are forged in the glowing hot coals of struggle and true heroes it will take to win through this day. A two-round core special adventure set in Veluna and the Yatil Mountains for characters levels 5-15 (APLs 6-14).
LKFX-1 Evidence & LKHP-61 The Black Night (Living Kingdoms of Kalamar - d20 System)
By Various Authors. We will try to offer two Kalamar scenarios in this slot, LKFX-1 Evidence and LKHP-61 The Black Knight, one following the other, as they tend to run short:
LKFX-1 Evidence, by Tom and Alana Abbott:
The heroes of Pekal have long been hoping for one thing--a call to return home. But on a visit to the border of their homeland, a murder occurs, one for which they have been set up to take the fall. In order to clear their good names, they must solve the murder, before anyone else is killed! An adventure for characters levels 1-13 (ATLs 1-13).
LKHP-61 The Black Knight, by Tom Abbott and Andre Green:
The Port of Loona seethes with more danger than usual. In the dark of the night, when the moon is shrouded, someone is leaving object lessons behind, and no one knows why. Can the PCs find the perpertrator? An adventure for characters levels 1-13 (ATLs 1-13).
LKHP-64 "E" is for Everything (Living Kingdoms of Kalamar - d20 System)
By Daniel S. Donnelly. Diplomatic missions unlike any others. Recommended for characters that have the ability to adapt to unusual situations. Not really recommended for dwarven characters but it won’t kill you outright. Part V of the series although the earlier modules are not needed it helps if each character has played one or two
parts of the series prior to playing.
Midnight Madness
Anything goes during midnight madness! Name the game!
NMR7-04: Signs and Portents (Living Greyhawk - D&D)
By Glyn Dewey. An ominous letter from the high priestess of Lydia draws you to Seltaren. The movements of the stars align in the manner foretold in the prophecy. Murder, and perhaps something even more foul, are at hand. A one-round Nyrond and her Environs metaregional adventure for characters level 3-15 (APLs 4-14) set in the Duchy of Urnst city of Seltaren.
NMR7-05: Raking Leaves (Living Greyhawk - D&D)
By Matt Thompson. With primeval darkness gaining power, a set of ancient heretical tomes, long since forgotten, may bring salvation. One set is believed to exist somewhere in the Rakers. It is up to the heroes of the area to find them, retrieve them, and make sure they are not used for evil ends. A one-round Nyrond and Her Environs Meta-regional adventure set in The Rakers for characters level 2-14 (APLs 4-12).
NMR7-06: Eye of the Tempest - Part 1 (Living Greyhawk - D&D)
By Mark Somers and Renout van Rijn. For months rumors have said that an evil fleet sails the Solnor Ocean, preying on ships of all nations and leaving few survivors. The rumors have now been confirmed, and a storm gathers in the form of an armada of the undead. Can a band of brave adventurers sail to a mysterious location and recover a hidden treasure that might avert the coming tempest?
A two-round Nyrond and her Environs meta-region adventure set on the Solnor Ocean for characters level 4-16 (APLs 6-14). Part 3 of Terrors of the Deep [Not for those with a dislike for the ocean.]
NMR7-06: Eye of the Tempest - Part 2 (Living Greyhawk - D&D)
By Mark Somers and Renout van Rijn. For months rumors have said that an evil fleet sails the Solnor Ocean, preying on ships of all nations and leaving few survivors. The rumors have now been confirmed, and a storm gathers in the form of an armada of the undead. Can a band of brave adventurers sail to a mysterious location and recover a hidden treasure that might avert the coming tempest?
A two-round Nyrond and her Environs meta-region adventure set on the Solnor Ocean for characters level 4-16 (APLs 6-14). Part 3 of Terrors of the Deep [Not for those with a dislike for the ocean.]
NMR8-01: Draconic Schemes (Living Greyhawk - D&D)
By JP Chapleau. Special thanks for this adventure to Derek Schubert and Matt Thompson
Four years ago, a woodsman of the Gamboge told the tale of how he escaped a green dragon to anyone who would listen. Now, folks from a number of regions are interested in the fate of that dragon. Why are Urnstians so interested in the beast and Nyrondese interested in giving it to them? Schemes are afoot. A one-round meta-regional adventure set in the Northern Gamboge forest for characters level 2-15 (APLs 4-14). This adventure has a particular interest for members of House Duncombe, the Pale Diplomatic corps and anyone with an interest in the Gamboge Forest.
NMR8-02: (Living Greyhawk - D&D)
NYR7-06: Forgotten Temple of Shumhanrhu (Living Greyhawk - D&D)
By Bryan Bagnas. n the wild marshland of the Gnatmarsh, dark places become lost, decayed, and forgotten. For resolute treasure hunters and mystery seekers, its a nagging call and a ripe lure. One such seeker, Kelwyn, now has mysterious keys that fit a lost door as well as a map to that door. The route leads to a long forgotten temple ruin in the depths of the Gnatmarsh. Legends say only a fool would use the keys to open that dark door. Kelwyn is looking for such fools. Part Three of the Kelwyn Series (Part One is NYR6-04 Kelwyn's Keys and Part Two is NYR7-03 Requiem to Maglubiyet). A one-round Regional adventure set in the Kingdom of Nyrond for characters level 1-10 (APLs 2-8).
NYR7-M01: The Chains That Bind Us (Living Greyhawk - D&D)
By Gordon Smith. Reports of caravan raids threaten to destabilize trade in Almor. Isolated incidents or something more? Luckily, there are safe towns along the trade routes where you can ponder these and other questions. A one-round Nyrond regional adventure set in Almor for characters level 1-12 (APLs 2-10).
NYR7-M02: Entrell: The Sign of the Jackal (Living Greyhawk - D&D)
By Rene Ayala. Diac kept his weather-worn face covered deep behind scarred, trembling hands long after the screams died out. "Gray Son guide me, Gray Son guide me", Diac repeated through concealed sobs as he unconsciously rocked himself like a child being comforted. He impulsively stood when the door to the interviewing room opened. Director Heth emerged from within wiping his hands off on a dirty rag with wrenching indifference. "The spoils from Entrell. Are they ready?" Heth questioned with impious fervor. "Yes", he stuttered in reply. "Bring them, the elf is first". Diac retreated in predictable submission. "Three days. No more", Diac thought to himself. "Gray Son, guide me". A one-round regional mini-adventure scenario set in Entrell Estates and Mithat for character levels 1-11 (APL 2-8). Recommended for elf-friendly characters. Previous scenarios in the series: NYR6-M01 A Lament in Entrell and NYR6-09 The House of Entrell.
NYR7-M03: Davben's Book (Living Greyhawk - D&D)
By Don Kenneth Brown. Foreign marauders threaten a gnomish enclave in Nyrond's Flinty Hill border region. A gnome courier needs the assistance of adventurers to deliver an item the gnomes believe can help them defend their burrows. A Living Greyhawk Mini-Mission set in the Kingdom of Nyrond for characters level 1 to 10 (APLs 2-8).
NYR7-M04: Crossroads (Living Greyhawk - D&D)
By Torry Steed. Travel in Womtham has gotten so dangerous that people are afraid to venture out and the god of travel is not pleased. His priests are determined to discover the cause before it disrupts the upcoming Horizon Festival. Hopefully this ancient crypt holds the clues you need to unravel the mystery A one-round Regional adventure set in Kingdom of Nyrond for characters level 1-10 (APLs 2-8).
NYR7-S01: A Mole in the Organization (Living Greyhawk - D&D)
By Josh Flint. The industrious small folk of the Quadruple A are holding a master craftsman competition. Alchemists, clockwork mechanics, and magical crafters alike are indisposed for five whole days. With all the best and brightest either competing in or judging this oft-calamitous event, the lay folk seek outside help to investigate an odd occurrence. A one-round introductory adventure set in the Kingdom of Nyrond for characters level 1 only (APL 2).
NYR7-S02: A Haunting on Kingg's Hill (Living Greyhawk - D&D)
By Joshua Freeman. A bloody murder in Kingg's Hill, a small village in the Duchy of Korenflass, has caught the attention of both the church of Merikka and the church of Wee Jas. The church of Merikka seeks to purify the house of that which haunts its halls. The church of Wee Jas seeks an item lost within its walls. Can you survive the evils that lurk within? A one-round introductory adventure set in the Kingdom of Nyrond for characters level 1 only (APL 2).
NYR7-S03: Heroic Blues (Living Greyhawk - D&D)
By Josh Kaufman. A priest of Pelor is missing, foul creatures are roaming the Flinty Hills, and there are no adventurers around except for you. Nobody said adventuring would be easy. Players who are not into character development should not play this adventure. A one-round character-developing Introductory adventure set in the Kingdom of Nyrond for 1st level characters only (APL 2).
NYR7-S04: Fueling the Fires (Living Greyhawk - D&D)
By Gordon Smith. "Anger is red, she got that right. But despair is green? Why did that mystic keep saying green? Oh well, off to Mistwatch we go. We have a letter to deliver." A one-round Introductory adventure set in the Kingdom of Nyrond for 1st level characters only (APL 2).
NYR8-01: Beneath Abyssal Seas (Living Greyhawk - D&D)
By Art Severance. Once more, the Rel Mord Wizards Guild and the Abbey of the Ice seek the assistance of heroic adventurers. Will you plunge into the icy depths of the Abyss to save a soul? A one-round Regional adventure set in the Kingdom of Nyrond for characters level 1-14 (APLs 2-12). This adventure is a sequel to NYR6-02 A Trip to the Glacier, NYR7-02 The Abbey of the Ice, and NYR7-I03 Trumpeter.
NYR8-03: Children of Malice (Living Greyhawk - D&D)
By Bryan Bagnas. A host of strange goblins is terrorizing the local villages in what is now called Maglubiyet's Triangle. The villagers moons-lit nights are filled with bloodshed and misery. Those able to flee the destruction report that the very minions of evil are upon them. The enemy is stronger, faster, and more resilient than before. Where are they coming from? Who will finally put an end to this horrible nightmare? (Combined Finale to the Kelwyn Series: NYR6-04 Kelwyns Keys, NYR7-03 Requiem to Maglubiyet, and NYR7-06 Forgotten Temple of Shumhanrhu, and the Swan Bore Series: NYR5-S03 Swans of the Duntide, NYR5-M02 Releash the Dogs of War, and NYR7-01 Faith and Conviction). A one-round Regional adventure set in Kingdom of Nyrond for characters level 1-14 (APLs 2-12).
NYR8-M01: The Last Traitor (Living Greyhawk - D&D)
By Don Kenneth Brown. Desperate commoners reveal that something wicked still lingers inside of Castle von Flessern. Whatever it is, and nobody in the vicinity seems to know, it has remained hidden for nearly three years. Now is the time for brave souls to at long last reclaim a vital keep on the Kingdoms eastern border. A one-round Regional Mini-Mission set in the Kingdom of Nyrond for characters level 1-14 (APLs 2-12).
NYR8-M02 The Heart of Almor (Living Greyhawk - D&D)
By Gordon Smith. Crisis has come to Almor and if left unchecked could threaten the entire realm and beyond. The call has gone out for teams of heroes to come to Nyrond¹s aide. Do you have what it takes to help heal Almor via travel to the outer planes and forge a lasting security for all? A very loose sequel to NYR7-M01 The Chains That Bind Us and a last chance to visit many of the sites of Almor. A one-round Regional adventure set in Kingdom of Nyrond for characters level 1-15 (APLs 2-16).
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