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COR 8-01 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.
COR 8-02 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-orc’s part or is his offer genuine? A period of
relative peace along Greyhawk’s 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).
COR8-04 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).
CORS8-01 Whispers of the Obsidian Citadel, Part A (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 Yatil’s west of the great city of Mitrik. Chaos seems to be unravelling
existence itself and it’s 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 it’s 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 B (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 Yatil’s west of the great city of Mitrik. Chaos seems to be unravelling
existence itself and it’s 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 it’s 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).
Midnight Madness (Living Greyhawk - D&D)
By Various.
Sign up for midnight madness if you want to play, and then arrange your own games.
SHE7-06: Topaz Is Forever (Round 1 of 2) (APL 6-12) (Living Greyhawk - D&D)
By Dave Kayserman. br>
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 role-playing intensive, Sheldomar Valley metaregional espionage adventure for APLs 6-12.
Part Four of the Shadows over the Sheldomar series, which includes SHE5-05 Eye of the Storm and SHE6-03 Things To Do in Bissel When You’re Dead.
Note: This adventure will be of particular interest to rogues, charismatic PCs, and members of the Dreadwalkers meta-org. Players with animal companions or exotic cohorts 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 2of 2) (APL 6-12) (Living Greyhawk - D&D)
By Dave Kayserman. br>
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 role-playing intensive, Sheldomar Valley metaregional espionage adventure for APLs 6-12.
Part Four of the Shadows over the Sheldomar series, which includes SHE5-05 Eye of the Storm and SHE6-03 Things To Do in Bissel When You’re Dead.
Note: This adventure will be of particular interest to rogues, charismatic PCs, and members of the Dreadwalkers meta-org. Players with animal companions or exotic cohorts 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.
SHE7-07 Prophecies
By Dennis Waltman.
A Prelate is worried about the priests he sent to investigate a sinkhole that disturbed a graveyard that no one knew was there. Those he sends find far more going on than he suspects. Prophecy is dangerous for all involved; trying to fulfill or decrypt one can have unfortunate consequences – to do so with dozens can be catastrophic.
A Sheldomar Valley metaregional adventure for APLs 8-16.
Note: This adventure is of particular interest to Squires and Knights of the Watch and Dispatch and those with the Enmity of the Knights of the Watch and Dispatch. This adventure can run long, especially at higher APLs.
SHE8-01: Severance (Round 1 of 2) (APL 10-16) (Living Greyhawk - D&D)
By Dave Kayserman. 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 Five (the Conclusion) to the Shadows over the Sheldomar series, which includes SHE5-05 Eye of the Storm, SHE6-03 Things To Do in Bissel When You're Dead, SHE7-06 A Topaz Is Forever, and SHE8-I1 Above and Below. 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.
SHE8-01: Severance (Round 2 of 2) (APL 10-16) (Living Greyhawk - D&D)
By Dave Kayserman. 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 Five (the Conclusion) to the Shadows over the Sheldomar series, which includes SHE5-05 Eye of the Storm, SHE6-03 Things To Do in Bissel When You're Dead, SHE7-06 A Topaz Is Forever, and SHE8-I1 Above and Below. 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.
YEO7-03: Another Bride. Another Groom? (APL 2-6) (Living Greyhawk - D&D)
By everly Eldred.
A wedding, an investigation, and a mysterious groom…what else do you need to know?
A Yeomanry regional adventure for APLs 2-6 and Part 2 of the Brides series.
Note: Having already played Part 1 YEO5-IS1 “Here Comes the Bride” is recommended but not required. However, you may not play YEO5-IS1 after playing this adventure.
Militia - No
YEO7-04 Dusty Tomes (Living Greyhawk - D&D)
By David Gloss,.
Reference materials have been stolen from the University at Loftwick. Can you help recover them without loosing your head? If the clash of steel on steel is your only love, you might choose another locale.
A Yeomanry regional adventure for APLs 2-6.
Note: This adventure will be of particular interest to members of the University at Loftwick.
Militia - Yes
YEO7-05: Honor Among Friends (APL 2-8) (Living Greyhawk - D&D)
By Jay H. Anderson.
Men and women of the Yeomanry are known for always answering the call of duty. What happens when one’s personal honor to one’s fellow man is threatened before the completion of that duty? Can you help someone satisfy his personal honor and complete his Yeomanry duty? Or must one be sacrificed for the other?
A Yeomanry regional adventure for APLs 2-8.
Note: This adventure will be of particular interest to anyone with aspirations of joining or membership in the Brotherhood of Duelists, members of the military, and Rascals.
Militia: Yes
YEO7-06: A Betrayal Most Foul (APL 2-8) (Living Greyhawk - D&D)
By homas and Jessica Robichaux.
The city of Loftwick goes on its day-to-day workings. Markets thrive, citizens hustle about, and children play; however, in the Tower of High Sorcery, things are missing. A master has been betrayed and the call has gone out to loyal Yeoman and any others who fight on the side of justice. Heroes should be prepared to root out an ungrateful thief and return what is not rightfully his.
A Yeomanry regional adventure for APLs 2-8.
Note: This adventure will be of particular interest to Members of the University at Loftwick.
Militia: No
YEO7-07: Dark Gate Stalkers (Round 1 of 2) (APL 2-12) (Living Greyhawk - D&D)
By Ron Lundeen.
Brave Heroes: Our town of Dark Gate is being terrorized by forces unknown. Someone or something is kidnapping residents who step outdoors after dark. Some say the ghostly Lerara Suel are to blame, ranging out at night from Slerotin’s Passage. The Border Guard here in Dark Gate are brave, but are stymied by these attacks. If you can help us, please hurry to Dark Gate. –Spokesman Olmir.
A two-round Yeomanry regional adventure for APLs 2-12.
Militia: No
YEO7-07: Dark Gate Stalkers (Round 2 of 2) (APL 2-12) (Living Greyhawk - D&D)
By Ron Lundeen.
Brave Heroes: Our town of Dark Gate is being terrorized by forces unknown. Someone or something is kidnapping residents who step outdoors after dark. Some say the ghostly Lerara Suel are to blame, ranging out at night from Slerotin’s Passage. The Border Guard here in Dark Gate are brave, but are stymied by these attacks. If you can help us, please hurry to Dark Gate. –Spokesman Olmir.
A two-round Yeomanry regional adventure for APLs 2-12.
Militia: No
YEO8-01: A Widow's Tears (APL 2-10) (Living Greyhawk - D&D)
By Havard Albright.
What solace can any adventurer give an aging crone, alone in the woods, her missing husband unreturned for a fortnight now? What solace indeed can slack the flow of a widowʼs tears?
A Yeomanry regional adventure for APLs 2-10, and Part Two (and the Conclusion) of the Sins of Our Fathers series, which includes YEO6-06 Howl at the Moon.
Note: This adventure will be of particular interest to outdoorsy types and members of the military.
Militia: Yes
YEO8-02: Opposing Forces (APL 6-14) (Living Greyhawk - D&D)
By Philip Loyer. A wealthy merchant in the city of Loftwick has issued a call for adventurers; riches, fame, and glory have been promised. What a scavenger hunt! Recommended for multi-talented parties of adventurers. A Yeomanry regional adventure for APLs 6-14.
YEO8-03: Wanted: Citizen - Dead or Alive (APL 6-14) (Living Greyhawk - D&D)
By Matthew Crook and Rick Middlebrooks. A young militiaman has gone missing and is feared captured or killed by forces bent on destruction. The hero’s family is in dire need of his rescue. Do you have the courage and strength to make the attempt? A one-round Yeomanry regional adventure for APLs 6 to 14.
Note: This adventure will be of particular interest to PCs belonging to the Yeomanry Military and Citizen PCs.
Militia: Yes
YEO8-IN1: There Will Be Blood (APL 2-14) (Living Greyhawk - D&D)
By Philip Loyer, David Gloss, Brad Ellis.
The hamlet of Bogspur has been overrun by the denizens of the Hool swamp. The bullywugs are on the march! Strike teams are forming and will be sent on exceedingly dangerous combat missions where members of the regular army are very likely to fail. Only expert adventurers of all levels need to apply.
A Yeomanry interactive adventure for APLs 2-14.
Note: This adventure will be of particular interest to members of the Yeoman military.
Militia: Yes
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