Scenario Descriptions
2 Round Module Placeholder (Living Greyhawk - D&D)
By Various. This is a generic placeholder for a 2 round module. It will most likely be a Core module- when we find a group of 5 that needs a similar module, this tabl ewill be made available.

AAM: Axis & Allies Tournament
By Jeremy Jordan. WAR! on a miniature scale. Bring your 100 point armies for 3 rounds of combat with special prizes. Everyone who plays gets a mini. If you don't have an army we will provide one. If you are going to build your army, you can find Army building guidelines on our Yahoo! group. This event is limited to 16 players.

ADP6-02: Hellspike Prison (Living Greyhawk - D&D)
By Adapted by Chris Tulach and Tim Sech. The tyranny of the Iron Regent ended the night Castle Ferrule sank into the earth, but the regent's former minions continue to kidnap villagers from their homesteads, and an even greater threat stirs below the despot's crumbled fortress. In the magma-filled caverns beneath the ruins, a sinister obelisk called the Hellspike holds the secret to one fiend's power over the realm. Can you thwart the fiend's wicked plans in time? Hellspike Prison, an adventure for characters level 9 to 13 (APL 8 or 12). The Fantastic Locations: Hellspike Prison adventure by Matthew Sernett is required to run this adventure. You can purchase this product at your local game store. This is a retail and home event only, which takes about 2 rounds to play.

ADP6-04: Fields of Ruin (Living Greyhawk - D&D)
By Pieter Sleijpen, Richard Prett. The Kings Road cuts across fields where great battles once raged-fields littered with bones, shattered weapons, the wreckage of mighty siege engines. Follow the road to the sundered gates of the Keep of Fallen Kings, a great ruin wherein lies the fabled Earthcrown. But be warned! The Keep has attracted its share of monsters and treasure hunters over the years, and rumors of a fiendish dungeon beneath the keep have lured many adventures to their doom. A multi-round, core adventure set in the Northern Kingdom for characters level 7-9 (APL 8), based on the Fantastic Locations: Fields of Ruin adventurer by Richard Prett.

ADP7-01: Dragondown Grotto (Living Greyhawk - D&D)
By Tim Sech. This is a placeholder and Living Greyhawk adaptation kit for Fantastic Locations: Dragondown Grotto, an adventure for characters level 10 (APL 10). The Fantastic Locations: Dragondown Grotto adventure is required to run this adventure. You can purchase this product at your local game store. This is a retail and home event that will likely take many sessions to play.

ADP7-02: Scourge of the Howling Horde (Living Greyhawk - D&D)
By Gwendolyn F.M. Kestrel; adapted for LG play by Pieter Sleijpen. Take Your First Steps On the Road to Adventure Goblins set upon the quiet town of Barrows Edge, and the community cries out for heroes to save them. What has turned the secretive and reclusive goblins into bloodthirsty raiders? Who is the mysterious new leader of the tribe? The truth lies deep within the Howling Caves.... Scourge of the Howling Horde is a stand-alone adventure designed for a group of 1st-level characters. Perfect for new players or seasoned players, it features an easy-to-use encounter format and includes useful DM advice for beginning and experienced Dungeon Masters. Information Provided by the RPGA (the blurb): This is a placeholder and Living Greyhawk adaptation kit for Scourge of the Howling Horde, an adventure for characters level 1 (APL 2). The Scourge of the Howling Horde adventure is required to run this adventure. You can purchase this product at your local game store. This is a retail and home event that will likely take many sessions to play.

ADP7-02: Scourge of the Howling Horde (round 2) (Living Greyhawk - D&D)
See Part 1.

ADP7-02: Scourge of the Howling Horde (round 3) (Living Greyhawk - D&D)
See part 1.

ADP7-03: The Frostfell Rift Part 1 (Living Greyhawk - D&D)
By Ari Marmell. The depths of the Corusk Mountains can be an unforgiving land where cold and terrain can kill as swiftly as the predators that stalk in the desolation. Few sane people would ever dare enter the place. But hidden within the ice and snow are mysteries and challenges that draw the adventurous nonetheless. A two-part adapted adventure for APL 6 (Part 1) and APL 14 (Part 2), based on Fantastic Locations: The Frostfell Rift by Ari Marmell. Each part is played separately, in any order, and you do not have to play Part 1 to play Part 2. You can purchase this product at your local game store. This is a retail and home event that will likely take many sessions to play. This adventure costs 4 Time Units (TUs).

ADP7-04: The Frostfell Rift Part 2 (Living Greyhawk - D&D)
By Ari Marmell. The depths of the Corusk Mountains can be an unforgiving land where cold and terrain can kill as swiftly as the predators that stalk in the desolation. Few sane people would ever dare enter the place. But hidden within the ice and snow are mysteries and challenges that draw the adventurous nonetheless. A two-part adapted adventure for APL 6 (Part 1) and APL 14 (Part 2), based on Fantastic Locations: The Frostfell Rift by Ari Marmell. Each part is played separately, in any order, and you do not have to play Part 1 to play Part 2. You can purchase this product at your local game store. This is a retail and home event that will likely take many sessions to play. This adventure costs 4 Time Units (TUs).

ADP7-05: Barrow of the Forgotten King (Living Greyhawk - D&D)
By Ed Stark. In a rich and sleepy town set against the Good Hills lays Kingsholm. This little town is just like every other except for one thing - its graveyard. Relatives have gone missing since beginning to make preparations for a funeral and the two local guardsmen that were sent to investigate have not returned. What could have befallen them? Kingsholm no longer seems to be so sleepy. A multi-round Core Adapted adventure set in the Good Hills for characters levels 2-5 (APLs 4 and 5; two ARs). This adventure costs 11 time units (TUs) to play.

ADP7-05: Barrow of the Forgotten King (Round 2) (Living Greyhawk - D&D)
See Part 1

ADP7-05: Barrow of the Forgotten King (Round 3) (Living Greyhawk - D&D)
See Part 1

ADP8-01: The Sinister Spire (Living Greyhawk - D&D)
By Bruce R. Cordell and Ari Marmell. In The Sinister Spire, the heroes chase the tomb-robbers into the Underdark and stumble upon a desolated subterranean city with a dark secret. An advnture for characters of Average Party Level 6. This scenario costs 14 TUs to play.

ADP8-01: The Sinister Spire (Round 2) (Living Greyhawk - D&D)
See Part 1

ADP8-01: The Sinister Spire (Round 3) (Living Greyhawk - D&D)
See Part 1

ADP8-03: Expedition to ... Castle Greyhawk (Entire Weekend) (Living Greyhawk - D&D)
By Jason Bulmahn, James Jacobs, Erik Mona. Expedition to the Ruins of Greyhawk is a 224-page D&D super-adventure that revisits Castle Greyhawk and the classic dungeon beneath. This adventure is usable as a mini-campaign on its own, a story arc in a Dungeon Master's regular campaign, or as a series of small side adventures with a big payoff. This module is meant to be played by a single group over the course of the weekend, raising the character from APL 6 on Friday to APL 14 by Sunday. Waitlist talbes will be removed unless we have 10-12 players, in which case a second table will be set aside for the weekend. Seating for this module is on a first-registered-first-played basis.

CGR8-01 Crypts of the Forgotten (Living Greyhawk - D&D)
By Broadhurst, Christopher Lindsay, Stephen Radney-MacFarland and Colleen Simpson. Deep below the ruins of the War Tower, strange and terrifying creatures lurk in the lightless tunnels of a forgotten temple. Meanwhile, cultists dedicated to the Old One stalk the streets of the Free City intent on their master’s diabolical schemes. A Greyhawk Ruins adventure for characters level 1-9 (APLs 2-6) set in the Domain of Greyhawk.

COR6-16: Dominion Over Bright Sands (Living Greyhawk - D&D)
By Creighton Broadhurst and Greg Marks. For two years, the paladin Karistyne has sought to stymie the Archmage Rarys seemingly insatiable lust for power. Now, at the threshold of a darkness beyond even the reason of light, the fate of the Bright Lands must be decided. You must make the choice. A two-round core adventure set in the Empire of the Bright Lands for characters level 6-15 (APLs 6-16). Part 11 and the conclusion of the Blight on Bright Sands series

COR6-16: Dominion Over Bright Sands (Round 2) (Living Greyhawk - D&D)
See Part 1.

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 level 1 to 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 (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 (Round 2) (Living Greyhawk - D&D)
See Round 1.

H1 Keep on the Shadowfell (D&D)
By Bruce Cordell and Mike Mearls. The town of Winterhaven stands watch over a ruined keep that was once a bastion of good in the realm. This keep overlooks the Shadow Rift, a dark scar in the world that was once a gateway to the Shadowfell but has been dormant for many years. Now, an evil cleric of Orcus, Demon Lord of the Undead, seeks to re-open the gate, and the only thing standing in his way is a small yet determined band of heroes. An adventure for 1st level 4th edition characters, which will be provided.

H1 Keep on the Shadowfell (Round 2) (D&D)
This is a placeholder for round 2. See Keep on the Shadowfell for more information.

INT7-01: Ambition’s Folly (Living Greyhawk - D&D)
By Tim Sech. A new dawn has arrived in the early morning on Oerth. What adventures await the unsuspecting? New adventurers arrive every day to the Gem of the Flanaess seeking riches or to just take in the wonder that is Greyhawk City. Will this day be no different or will adventure find you? A one -round Core Introduction adventure set in Greyhawk City for characters level 1-4 (APL 2 only). This is the first adventure in the series of Living Greyhawk Core Introduction Adventures.

INT7-02: Trial by Fire (Living Greyhawk - D&D)
By Tim Sech. While some of the landscape of the Domain of Greyhawk has changed, the squabbling and power struggle of nobles has not. Ancient papers have been found and translated, papers that many would kill to have in their possession. With the knowledge now within their grasp two men rise above others to retrieve what they believe is rightfully theirs. Today is the day where a choice must be made that will change the fate of many. A one -round Core Introduction adventure set in Greyhawk City for characters level 1-4 (APL 2 only). This is the second adventure in the series of Living Greyhawk Core Introduction Adventures. It is not necessary to play the first Core Introduction Adventure, Ambition’s Folly.

INT7-03: A Dead Man’s Job (Living Greyhawk - D&D)
By Tim Sech. Recovering the red pearl has stirred many factions into action. Unfortunately with the instability of the region as it is the Greyhawk militia does not have time to hear such fanciful tales as ‘lost rituals’ and the like. Aramis has been betrayed by his own men and they now have the rest of the ritual items. Will you stick your neck on the line again and be able to break through their defenses? Only one way to find out. A one-round Core Introduction adventure set in Greyhawk City for characters level 1-4 (APL 2 only). This is the third adventure in the series of Living Greyhawk Core Introduction Adventures. It is not necessary to play the first two Core Introduction Adventures, Ambition’s Folly or Trial by Fire.

INT7-04: Ritual of the Damned (Living Greyhawk - D&D)
By Tim Sech. The pieces are back in Aramis’s hands and the only thing left to do is set them in play. Aramis is ready for his dreams to come true and relies on friends to help him see it through. The ritual is about to happen, will it be for the good of Greyhawk or be yet another disaster in the Domain of Greyhawk’s long storied history? A one-round Core Introduction adventure set in Greyhawk City for characters level 1-4 (APL 2 only). This is the fourth adventure in the series of Living Greyhawk Core Introduction Adventures. It is not necessary to play the first three Core Introduction Adventures, Ambition’s Folly, Trial by Fire, or A Dead Man's Job.

KEO8-01 Forest of the Outlands (Living Greyhawk - D&D)
By Phineas Walsh and Judy “JR” Rudolph. Four Keys. Four Tribes. Four Seasons. Four Turns. Time has run out for Reynard Yargrove. Not even the wishes of an archmage are enough to remove the taint of the Far Realms from the archdruidess, and no creature outside of Nature can close the portals. A trip to Obad-Hai's realm might be just the remedy. A Keoland Regional planar-hopping Dreadwood adventure for APLS 6-12 in the Forests series and a sequel to KEOIS6-01 Forest of Iron, KEO6-02 Forest of Ribbons, KEO6-07 Forest of Scales, and KEO7-08 Forest of Caverns. Note: This module counts as Reporting for Duty for Dreadwalkers, Dreadwalker Reservists, and Nature's Sentinels, and should be of interest to members of the Old Faith.

KEO8-02 The Daunting Spire (Living Greyhawk - D&D)
By Dave Guerrieri. Baron Malweig of Dilwych requests your assistance, asking you to venture forth to an ancient dangerous site, breech its defenses, and find weapons for use in the coming battles. A Keoland Regional adventure for APLs 4-12.

KEO8-03 Forest of Two Kingdoms (Living Greyhawk - D&D)
By Phineas Walsh and Judy “JR” Rudolph. A thousand years ago, fleeing the destruction of the Twin Cataclysms, twelve Suel tribes migrated east through what became known as Slerotin's Pass. Three remained in the Sheldomar Valley: the Rhola and their Lizhal allies, the Neheli and their Linth allies, the Lerara.... and their Malhel masters. A thousand years in the Far Realms may have altered the physical form of the Malhel, but their motive remains the same; it's time to Rejoin the Empire. The finale of the Forest series [KEOIS5-04 Forest of Iron, KEO6-02 Forest of Ribbons, KEO6-07 Forest of Scales, KEO7-08 Forest of Caverns, KEO8-01 Forest of The Outlands] for APLs 8-16.

LFR1 - Scalegloom Hall (D&D)
By Chris Tulach. 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.

LFR2 - Escape from Sembia (D&D)
By Chris Tulach. 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.

Open Gaming (D&D)
By Various. This could be 3rd edition Living Greyhawk (including all year 6,7 or 8 Cores, Keos or Shes) and/or any of the new 4th edition modules (Living Forgotten Realms Previews and/or Keep on the Shadowfell). Just choose this, and as a group forms, we'll find you a table. Or, use this to indicate you are going to work hard at the delve, and/or minis.

SHE7-06: Topaz Is Forever (Living Greyhawk - D&D)
By Dave Kayserman. A powerful force is on the verge of being released into the Sheldomar, and you have been called upon to prevent it. The mission seems simple enough: infiltrate an impregnable fortress and rub elbows with some of the most powerful villains in the Sheldomar. Will you have the jewels to handle it? A two-round, role-playing intensive, Sheldomar Valley meta-regional espionage adventure for APLs 6-12. Note: This adventure will be of particular interest to rogues, charismatic PCs, and members of the Dreadwalkers meta-org. Player Note: Players with exotic cohorts or animal companions may not be able to bring them along for the majority of the adventure. Players of Centaur or other non-humanoid PCs may find themselves at a disadvantage in this adventure.

SHE7-06: Topaz Is Forever (Round 2) (Living Greyhawk - D&D)
See Part 1

SHE8-01 Severance (Living Greyhawk - D&D)
By Dave Kayseman. Special thanks to Ben McFarland & Andrew Zorowitz. A shadow of dread has fallen over the Sheldomar Valley. The fates of nations balance precariously on one man’s secrets. Will you do what is necessary to protect the Sheldomar from its greatest foes? Will you risk all that you hold dear to bring it all to an end? A challenging Sheldomar Valley metaregional adventure for APLs 10-16, sequel to SHE7-06 A Topaz is Forever and the part 5 conclusion to the “Shadows over the Sheldomar” series. This adventure features an optional additional combat encounter at APLs 12-16. WARNING: This adventure features dangerous challenges, untiered encounters and extreme situations; parties should be well-prepared before embarking on this adventure. Unbalanced parties or parties without arcane spell-casting may find this adventure to be too difficult to complete successfully. Characters should be created by Living Greyhawk rules. Players should be experienced.

SHE8-01 Severance (Round 2) (Living Greyhawk - D&D)
See Round 1.

SHE8-02: A Sight for Sore Eyes (Living Greyhawk - D&D)
By TBD. Playtest - 1 Group!

SHE8-02: TBD (Round 2) (Living Greyhawk - D&D)
See Round 1.

Star Wars Dawn of Defiance 1: The Traitor's Gambit (Star Wars d20)
By Rodney Thompson. It is a dark time in the galaxy. The evil Galactic Empire has spread from the Deep Core to the Outer Rim, and everywhere the Empire’s tyranny can be felt. Fleeing from the oppression of the Emperor’s minions, agents of Senator Bail Organa have run to a remote space station above Brentaal. Known to be a vocal opponent of the Empire, Organa may be the last hope of freedom in the galaxy. In the hopes of stopping these dissidents before they can reach the Senator, the Empire has alerted its forces on Sel Zonn Station, where the struggle for liberty rages on, and the first sparks of rebellion have begun to burn. . . . This event will consist of Star Wars RPG modules from the Dawn of Defiance campaign. It is intended for new players, and characters will be provided if you do not know how to create one. This is an ongoing adventure; it does not follow the slot schedule as it will run at the pace of its players.

Star Wars Dawn of Defiance 2: A Wretched Hive (Star Wars d20)
By Rodney Thompson. It is a dark time in the galaxy. The evil Galactic Empire has spread from the Deep Core to the Outer Rim, and everywhere the Empire’s tyranny can be felt. Fleeing from the oppression of the Emperor’s minions, agents of Senator Bail Organa have run to a remote space station above Brentaal. Known to be a vocal opponent of the Empire, Organa may be the last hope of freedom in the galaxy. In the hopes of stopping these dissidents before they can reach the Senator, the Empire has alerted its forces on Sel Zonn Station, where the struggle for liberty rages on, and the first sparks of rebellion have begun to burn. . . . This event will consist of Star Wars RPG modules from the Dawn of Defiance campaign. It is intended for new players, and characters will be provided if you do not know how to create one. This is an ongoing adventure; it does not follow the slot schedule as it will run at the pace of its players.

Star Wars Dawn of Defiance 3: Queen Air/Darkness (Star Wars d20)
By Rodney Thompson. It is a dark time in the galaxy. The evil Galactic Empire has spread from the Deep Core to the Outer Rim, and everywhere the Empire’s tyranny can be felt. Fleeing from the oppression of the Emperor’s minions, agents of Senator Bail Organa have run to a remote space station above Brentaal. Known to be a vocal opponent of the Empire, Organa may be the last hope of freedom in the galaxy. In the hopes of stopping these dissidents before they can reach the Senator, the Empire has alerted its forces on Sel Zonn Station, where the struggle for liberty rages on, and the first sparks of rebellion have begun to burn. . . . This event will consist of Star Wars RPG modules from the Dawn of Defiance campaign. It is intended for new players, and characters will be provided if you do not know how to create one. This is an ongoing adventure; it does not follow the slot schedule as it will run at the pace of its players.

SWM: Star Wars Minis Tournament
By Jeremy Jordan. A long time ago in a HouseCon far far away... hold on, it's on Sunday! Bring your 100 point armies for 3 rounds of combat with special prizes. Everyone who plays gets a mini. If you don't have an army we will provide one. If you are going to build your army, you can find Army building guidelines on our Yahoo! group.


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