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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.
FUR7-01: Tune of Transmutation (Living Greyhawk - D&D)
By Shelley R. Stephen. Ghosts have unfinished business everyone knows that. Sometimes that business is even more important to the living. A ghost, a songbook, a bard, a wizard, a spell, a Chamber position are these related? And what do they have to do with you? An adventure for character levels 1-10 (APL 2-8). This adventure is Part 3 of the Eight of Wands series, recommended for arcane spellcasters, particularly members of the Furyondy Mage Council as well as members of the Furyondy Players.
FUR7-02: Keep Your Friends Close (Living Greyhawk - D&D)
By Michelle Sharp and Lee Sharp. Sir Lanistor has sent word from the War College of his need for a few friends on an upcoming trip. Word has it Sir Lanistor is in trouble, but no one is coming out to arrest him this time, so that doesnt seem accurate. It is not the first time youve been called upon to straighten out someone elses mess. Do you want to get involved? A Furyondy regional adventure for PCs level 5 to 13 (APL 6 to 12). This adventure is sixth in the Running Blood series.
FUR7-03: Illusions and Dreams (Living Greyhawk - D&D)
By Andrew Nuxoll. The Mage Council is sending you to the war weary County of Crystalreach where more than one candidate may be worthy of the Chamber of Four. Part of 4 of the Eight of Wands story arc. An adventure for PCs of level 2 to 12 (APLs 4-10). This mission is particularly harrowing and fully successful outcomes may not be the norm. Chaotic aligned PCs are encouraged to be on their best behavior. Arcane spellcasters and members of the Mage Council, Furyondy Military, Twilight Hunters and church related meta-organizations are encouraged to play this scenario.
FUR7-04: Gullkeep Ruins (Living Greyhawk - D&D)
By John du Bois. For mercenary, noble, and/or inquisitive reasons, influential groups are seeking dungeon-crawling fools to travel to the tax-free Barony of Kalinstren and discover why the ruins of Gullkeep collapsed. This one-round Furyondy regional adventure is recommended for characters of 3rd to 11th level (APLs 4-10), particularly those affiliated with the Church of Pelor, Thunderheart Mercenary Company, Barony of Kalinstren, or Barony of Willip.
FUR7-05: Cry in the Dark (Living Greyhawk - D&D)
By Steve Yee. Good Sirs, Im from the hamlet of Orlans Tower in the Gold County and my fellow peasants and I are in need of your assistance. On a dusty, deserted road a desperate peasant begs for the aid of adventurers. A pack of hungry wolves has been preying upon the livestock in the farms about his hamlet and the peasants are defenseless against them. Do you have the decency and courage to help him? A heroic one-round Furyondy Regional adventure designed for Living Greyhawk characters of 1st to 12th level (APLs 2-10). This adventure is a loosely-related sequel to FUR6-05 Darkest Night.
FUR7-06: Where Angels Fear to Tread (Living Greyhawk - D&D)
By Andrew Lloyd. For years since Greyhawk Wars, the Razing Line has lain fallow; a dark shadow on the land near the great forest. But forests have shadows, too, and the land has an anger all its own; when both begin to spread, to whom does it fall to stop them? A loose sequel to FUR5-08 Be Still My Beating Heart, recommended for players with the Curse of Iniquity, as well as members of the Green Jerkins and the Order of the Hart. A one-round Furyondy Regional adventure for APLs 4-10.
FUR7-07: Of Noble Spirit (Living Greyhawk - D&D)
By Andrew Nuxoll and Brian Gray. The Mage Council is sending you to the home of the eminent Thimme de Levine to interview him just a few days before his gala Needfest party. Nobles, military officers and diplomats from around the country will be attending. You are not invited. Part of Five of the Eight of Wands story arc. A one-round Furyondy Regional adventure set in the Barony of Kalinstren for APLs 4-10. This mission is recommended for stealthy and/or skilled PCs, particularly those who are members of the Twilight Hunters. Arcane spellcasters and members of the Furyondy Mage Council or one of the church related meta-organizations are encouraged to play this scenario. PCs with loyalties to the Gold County or Litlleberg may also gain from playing this adventure.
FUR7-08: Stake Survey (Living Greyhawk - D&D)
By Greg Walters. In the tortured lands between Old Wicked and Furyondy a seemingly defiled stretch of land might just be inhabitable again and ready to divulge its secrets for those who seek them, but has someone already discovered them? A one-round Furyondy Regional adventure for APLs 2-8. This adventure is recommended for PCs who are members of the Furyondy Players, FAST-C, Church of Trithereon, or Monastery of the Way.
FUR7-09: Deep Ambitions (Living Greyhawk - D&D)
By Peter J. Cooney. The deeps of the world are dark and coldfor the most part. Some things always burn hot, even in the cold-blooded. An adventurer must be careful when playing with fire, mustnt they? A roleplaying-intensive one-round Furyondy Regional dungeon crawl for character levels 8-15 (APLs 10-16).
FUR8-01: Alliances and Abjuration (Living Greyhawk - D&D)
By John du Bois. You were working for somebody and then there was well, something and now youre here Hey, where the heck is here, anyway? A one-round Furyondy Regional adventure set in uh here? for APLs 6-14. This adventure is 6th in the Eight of Wands series, and is recommended for PCs with the best interests of the kingdom in mind. Arcane spellcasters and PCs affiliated with the Church of Rao, War College, Sharpshooters, and/or Viscounty of the March may find this adventuring opportunity beneficial.
FUR8-02 Caravan Guards (Living Greyhawk - D&D)
By J.R. Sullivan. Escort a military supply caravan from Fendrelan to Fort Belvor for the occupation of Molag. No problem, right? A loose sequel to the Molag series for lawful-aligned characters. Members of the Church of Heironeous, Church of St. Cuthbert, Order of the Hart, and in particular the Furyondy Military will benefit from playing this adventure. A one-round Furyondy Regional adventure for APLs 2-10.
FUR8-03 Duplicity Divined (Living Greyhawk - D&D)
By Pete Cooney and Andrew Nuxoll. Is it better to kill the message, or just the messenger? In either case, hearts and loyalties can be divided. A one-round exercise in running the gauntlet for PCs level 4 to 14 (APL 6-12). Part seven of the Eight of Wands story arc. Recommended for members of the Furyondy Mage Council, Twilight Hunters and church-related metaorganizations.
FURi7-01: Girding or Bronzeblood - HIGH (Living Greyhawk - D&D)
By By Andrew Nuxoll, Rick Rutherford, John Dubois, Chris Hoffman. Bronzeblood Haunt has been a blight on the face of Furyondy. Recently, the Master has shown his hand and his desire to destroy King Belvor and his kingdom. Because of this you have been tasked with moving to Bronzeblood and ensuring that nothing leaves. A one round combat intesive Furyondy interactive for characters level 10 to 16 (APL 10 to 16)
FURi8-02 Old Foes and Errant Sons (Living Greyhawk - D&D)
By Nick Cochran, Matt Haddix, and Erin Wilson. The call to arms has risen once more, and Furyondy’s heroes march to war against their eternal foe. But amidst the chaos of war, what sacrifices will a beleaguered nation make for peace? A one-round Furyondy Regional adventure for characters APLs 2-14. This challenging battle interactive is especially suited for members of the Church of Pelor, Church of St. Cuthbert, Church of Heironeous, Furyondy Military, Knights of the Hart, and Thunderheart Mercenary Company. Gnomes, bards, and other endangered species need not apply.
IUZ7-01: The Seven Tests of Irinna Qu'lla (Living Greyhawk - D&D)
By Patrick Williamson. In 596 adventurers discovered what is best described as a living Ur-Flan culture, the Hursik within 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. A one-round Iuzs Border States Metaregional adventure set in the Burneal Forest for APLs 8-14.
IUZ7-02: Discord & Affinity (Living Greyhawk - D&D)
By Chris Hoffman. Being tipped off by Gildor about several draconic hives within Chendl, the capital of Furyondy, youve 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? A one-round Iuzs Border States Metaregional adventure set in Furyondy for APLs 8-14.
IUZ7-03: Horde and Hoard (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! A one-round Iuzs Border States Metaregional adventure set in Howling Hills for APLs 6-14
IUZ7-04: Blue with Envy (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 Iuzs 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 (Living Greyhawk - D&D)
By Joe Cirillo and Todd Ammerman. 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. A one-round Iuz's Border States Metaregional adventure set in the occupied Shield Lands for APLs 6-12.
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. Availability to be advised. Retires after 31st December 2008.
IUZ7-06: Northern Lassitude (Living Greyhawk - D&D)
By Joseph Fitzgerald, Scott McManus and Patrick Williamson. A free holiday north of Lake Quag, sailing, good food, entertainment, relaxation, foot massages all courtesy of Gildor Arcanix in appreciation of your previous support. By now you know Gildor all too well, so what task does he have for planned you to pay for this luxury spa retreat? This adventure continues the Dragon Scales adventure path (IUZ6-01, IUZ6-02, IUZ6-04, IUZ6-06, IUZ6-07, IUZ6-08 and IUZ7-01) and for best enjoyment these adventures should have been played in order before this adventure is played. A one-round Iuzs Border States Metaregional adventure set in Ungra Balan for APLs 6-14. Availability to be advised. Retires after 31st December 2008.
IUZ7-07: Any Means (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 Iuzs 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).
Midnight Madness (Living Greyhawk - D&D)
Midnight Madness selections are based on the availability of judges and players.
Wild Card (Living Greyhawk - D&D)
Wild Card modules will be based on the availability of judges and players.
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