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4e LFR Character Creation Session (Living Forgotten Realms - D&D 4e)
Need help building your first 4e LFR character? Come to this session and we'll spend approximately an hour building your character. Then we'll go through one quick skill challenge and one combat.
Two sessions in this one slot: starting on the hour and the second one, two hours later.
BALD-1 Flames of Initiation (Living Forgotten Realms - D&D 4e)
You have come to the city of Baldur's Gate in search of adventure and quickly discover the Flaming Fist, one of the largest and most powerful mercenary companies in all Faerun. To survive in this teeming metropolis, you must prove both your physical and political prowess, and the challenges you will face might turn out to be far more complicated than you imagined. A Living Forgotten Realms adventure set in Baldur's Gate for characters levels 1-4.
Barrow of the Forgotten King LFR Adaptable (Living Forgotten Realms - D&D 4e)
This is the adaptable Barrow of the Ogre King.
Level 1-2.
The game should take 5-6 hours.
COR8-07 Celebrations (Living Greyhawk - D&D)
By Kevin Lawson, Shawn Merwin. The centennial of Greyhawk City's independence from the Great Kingdom is here. For most, the weeklong festivities are a celebration of the Gem of the Flanaess, featuring the best Greyhawk has to offer. For a few, exhaltation quickly turns to terror as the gala cloaks deadly intentions. A one-round Core adventure set in the Domain of Greyhawk for characters levels 1-15 (APLs 2-12) and the third intrigue of "Honor Among Thieves."
COR8-09 Ruins of Slumber (Living Greyhawk - D&D)
By Colleen Simpson. The Tower of Sleep, home to Shemaya, the last human survivor of ancient Sulm has reappeared in the Bright Desert. But something is not right. The tower is changing and decaying. Sounds of great conflict and screams of terror have been heard from inside. Could it be that time's tide has finally run its course? A one-round Core adventure set in the Empire of the Bright Lands for characters levels 5-15 (APLs 6-14).
COR8-11 Restoration and Empire (Living Greyhawk - D&D)
By Creighton Broadhurst. The forces of light have fallen and darkness seems poised to swallow the Bright Lands once again. Karistyne lies dead and the Tower of Sleep has fallen; its lady driven mad and its protective wards sundered. Much that was won by the heroic sacrifice of so many has been lost. A dark light grows in the northeast and rumors of terrible and unimaginably powerful dweomers woken from the deranged dreams of He Who Must Not Awaken spew from the Bright Lands like s poison to weaken the greatest warrior. The machinations of Rary are finally laid clear and at this final time the brave and the true must step forth. A one-round Core adventure set in the Empire of the Bright Lands for characters levels 9-15 (APLs 10-14). The concluding part of “Rise of the Ancients” and sequel to both “Blight on Bright Sands” and “Sins of Ages Past.”
CORE-1 Inheritance (Living Forgotten Realms - D&D 4e)
When the Netherese conquered Sembia those who objected were either killed or forced to flee. Decades later a young man inherits a key to the family vault abandoned seventy years earlier. Desperate for money he hires you to retrieve it contents in a gamble that something worthwhile is still there. A Living Forgotten Realms adventure set in Sembia for characters levels 1-4.
CORE-2 The Radiant Vessel of Thesk (Living Forgotten Realms - D&D 4e)
Rumors of a great item, touched by divinity, have traveled across Faerűn. Those with an interest in possessing the item and benefiting from its power have sent agents to find it, but no one seems to know what or where it is. A Living Forgotten Realms adventure set in Thesk for characters levels 1-4.
CORE-3 Sense of Wonder (Living Forgotten Realms - D&D 4e)
You are summoned to help a cleric of Gond Wonderbringer, who seeks the location of a lost temple to the Lord of All Smiths. Think of all the marvelous inventions, lost since the Spellplague came crashing down on the nation of Lantan, that might lie waiting to be rediscovered and brought back to the lands of Faerun! A Living Forgotten Realms adventure for characters level 1-4.
Dr. Death's Den of Iniquity (Living Forgotten Realms - D&D 4e)
EAST-1 These Hallowed Halls (Living Forgotten Realms - D&D 4e)
The Crafty Kobold Salvage Company has fearlessly plumbed forgotten treasures from the depths of the earth for many years. Now the owner's son has gone missing and he needs adventurers of uncommon mettle to brave the dangers of the Underdark, find the lost explorers, and perhaps even unlock the ancient secrets of Lodestone Deep. A Living Forgotten Realms adventure set in the East Rift for characters levels 1-4.
IMPI1-1 Alone (Living Forgotten Realms - D&D 4e)
Impiltur is not a safe country for those who are alone. When a young woman’s father dies, can you resist her cry for help? A Living Forgotten Realms adventure set in Impiltur for characters levels 1-4.
LURU-1 Slivers of Eaerlann (Living Forgotten Realms - D&D 4e)
Luruar is a haven of peace and culture surrounded by howling wilderness studded with lost ruins, hidden temples, and the lairs of foul, vicious creatures. Things that are lost, however, do not always stay so and some things hidden refuse to remain in darkness. A Living Forgotten Realms adventure set in Luruar for characters levels 1-4.
NMR8-03 - Round 1 (Living Greyhawk - D&D)
Players must sign up in both slots of this scenario (rounds 1 and 2).
NMR8-03 - Round 2 (Living Greyhawk - D&D)
Players must sign up for both slots of this scenario (Rounds 1 and 2).
PAL7-01 Orderly Encounters (Living Greyhawk - D&D)
By Ron Levy. A two-pathway adventure catering to those for and against the Pale. Recommended for those who enjoy the dangers of either the high road or the low road. An adventure for characters of Average Party Levels 4 through 12. (This scenario is part of a series — PAL6-02 Tiger, Tiger and PAL7-01 Orderly Encounters.)
PAL7-02 Reed Carefully (Living Greyhawk - D&D)
By Mark Quinto. Trolls? Of course. Hydras? Fairly common. Even the occasional giant crocodile is nothing to panic about in the Fens. However, when a pack of grimlocks, a pair of walking mushrooms and a blind lizard like beast are spotted this far away from their subterranean homes, it's time to find out what's going on. An adventure for characters of Average Party Levels 2 through 8. (This scenario is part of the Truth or Derro series — PAL7-02 Reed Carefully, PAL7-06 Undermining Authority, Basilica of the Holy Star (interactive at TbtB), and PAL8-02 As Knight Turns Into Day.)
PAL7-03 Wyrm Sign - Round 1 (Living Greyhawk - D&D)
By Matthew Thompson. Players must sign up for both slots in this series (rounds 1 and 2)
Sassy, the great Green of the Gamboge, has been quiet for some time now. However, something has been stirring recently. Something big, something mean, and something hungry has started attacking small farms outside of Woodsedge, near the Gamboge Forest. An adventure for fearless hunters ready to look into the face of death and its many sharp, pointy teeth. This adventure also shares some elements from the Heritage Series. An adventure for characters of Average Party Levels 6 through 12.
PAL7-03 Wyrm Sign - Round 2 (Living Greyhawk - D&D)
By Matthew Thompson. Players must play both events in this series (rounds 1 and 2)
PAL7-04 The Spirit of the Law (Living Greyhawk - D&D)
By Tom Maguire. A group of diplomatic emissaries from Veluna have gone missing while exiting the Pale. Fearing that the foreigners may have caused trouble (or be in trouble), the Pale Diplomatic Corp has decided to retain some adventurers to find them. A role-playing and investigative adventure for characters that know how to deal with Palish Law of Average Party Levels 2 through 12. (This scenario is part of the Palish Law series — PAL7-04 Spirit of the Law, PAL7-07 Letter of the Law, and PAL8-01 Law and Disorder.)
PAL7-05 Frozen Frontier (Living Greyhawk - D&D)
By Glyn Dewey.. The beauty of the Rakers can be deceptive. Trappers and tribesmen eke out a simple existence on their snow-covered slopes while dwarves, orcs, and goblins mine and battle beneath their rocky roots. But, from time to time, events beneath the mountain spill out onto its surface. A band of orcs have been driven from their caverns; does the steady beat of their wardrums spell doom for your band of adventurers at the Stauber trading post? An adventure for battle-ready and wilderness savvy adventurers who know how to weigh their options of Average Party Levels 2 through 8.
PAL7-06 Undermining Authority (Living Greyhawk - D&D)
By Mark Quinto. With the Demonic invasion turned aside, the now empty structures of Bitterhollow seems to have attracted a few squatters. Several small squads have been tasked to investigate, and with armed forces still running thin . an old acquaintance request for your expertise in some underground matters. A subterranean epic for PCs who aren't afraid of the dark. An adventure for characters of Average Party Levels 2 through 10. (This scenario is part of the Truth or Derro series — PAL7-02 Reed Carefully, PAL7-06 Undermining Authority, Basilica of the Holy Star (interactive at TbtB), and PAL8-02 As Knight Turns Into Day.)
PAL7-07 Letter of the Law (Living Greyhawk - D&D)
By Tom Maguire. Several adventurers suspected of worshipping illegal deities are suspected to have gone into hiding. The Church of the One True Path needs your assistance in tracking down these miscreants before they can proselytize their heretical ways to the faithful. A role-playing and diplomatic adventure for characters of Average Party Levels 2 through 12. (This scenario is part of the Palish Law series — PAL7-04 Spirit of the Law, PAL7-07 Letter of the Law, and PAL8-01 Law and Disorder.)
PAL8-01 Law and Disorder (Living Greyhawk - D&D)
By Tom Maguire. Outside the city of Landrigard, several church militant officials have been attacked by powerful creatures of chaos. In addition, investigations into the mysterious villain trying to corrupt Palish laws have also begun to point to the Rakers. The time has come to take the fight to the forces of chaos. An adventure for characters of Average Party Levels 4 through 12. (This scenario is part of the Palish Law series — PAL7-04 Spirit of the Law, PAL7-07 Letter of the Law, and PAL8-01 Law and Disorder.)
PAL8-02 As Knight Turns Into Day (Living Greyhawk - D&D)
By Mark Quinto. In the days after the Second Battle for Bitterhollow, great blanket of clouds gathered above the city of Ogburg, blocking the sun and casting the city in a grey haze. A renegade knight has rallied a veritable army to his side hunting the final vestiges of Derro with wanton disregard for those caught in the crossfire. Finally divinations on either subject seem to show the same thing... a solid black line being traced on a map to the city of Ogburg followed by the disappearance of Ogburg itself. An adventure for characters of Average Party Levels 6 through 12. (This scenario is part of the Truth or Derro series — PAL7-02 Reed Carefully, PAL7-06 Undermining Authority, Basilica of the Holy Star (interactive at TbtB), and PAL8-02 As Knight Turns Into Day.)
PAL8-03 A Flan for All Treasons (Living Greyhawk - D&D)
By Tom Maguire. The Faithful Flan and their beneficiaries have asked for your help. The situation in Atherstone is deteriorating as more and more refugees begin piling into the city hoping to find new and old lands in the recently liberated Duchy of Tenh. A Voice speaks out to the masses, demanding action. Will you help or will you silence the rabble? A Pale Civil Unrest scenario for all PCs who wish to change the direction of the Pale. An adventure for characters of Average Party Level 4 through 12.
PAL8-04 ...As We Know It (Living Greyhawk - D&D)
By Cedric Atizado. The scars of war mar the landscape of the Pale, but the shattered faith of the populace is harder to heal.
Cities once thought safe have been ravaged by undead hordes.
Heroes fought against other Heroes, each defending what they thought was right and just.
The unquestioned faith in the office of the Theocrat has been torn asunder.
A voice from the past has returned bearing ominous news that raises doubt in Theoman's Basslet's divine mandate to rule.
What is to become of the Pale?
A one-round regional adventure set in the Theocracy of the Pale for characters level 6-15 (APLs 8-12).
Place holder (Living Forgotten Realms - D&D 4e)
By TBA. This will be replaced by a game TBA.
PREV-3 Death in the Skyfire Wastes (Living Forgotten Realms - D&D 4e)
This is a preview scenario and is not part of the regular Living Forgotten Realms campaign.
A race to discover the secrets of an ancient ruin in the Calim Desert turns into a fight for survival. Can you recover a lost relic before it falls into the wrong hands? A 4th Edition adventure and a preview for the Living Forgotten Realms campaign. 3rd-level characters will be provided.
Return to the Moathouse (Living Forgotten Realms - D&D 4e)
By Mike Mearls. This is a preview adventure and is not part of the regular living campaign.
For years, the forces of Elemental Evil remained quiet. Adventurers picked through the remains of the moathouse again and again, each time finding little more than dust and the remains of epic battles of days long gone. Thus, you aren't surprised that your quarry, a murderous orc cleric of Iuz named Tahrg Soulhammer, fled there when you nearly caught him. Tahrg is intent on making a last stand, and you are more than happy to provide him with one. Yet, you can't help but wonder if there's more here than meets the eye. Tahrg is too clever to trap himself in a decrepit old ruin. Does the moathouse still harbor some dark evil? A 4th Edition adventure for 5th-level characters. Create your own character by downloading character creation rules after June 6 on www.wizards.com/rpga or play a pregenerated character provided.
Sacramento Slot 0s
Slot 0s in Sacramento. Email Cedric.
SPEC-1 Shades of the Zhentarim Slot 1 (Living Forgotten Realms - D&D 4e)
By Shawn Merwin, M. Sean Molley. Players must be signed up for both slots.
Zhentil Keep is a city with a storied history, even if most of the tale is not fit for innocent ears. A mission to find the wayward son of a wealthy merchant leads deep into the secrets, deceptions, and brutal power on which the dreaded Zhentarim built their ominous keep. A Living Forgotten Realms two-round special adventure set in the north section of Zhentil Keep for characters levels 1-4.
Players must be signed up for both slots.
SPEC-1 Shades of the Zhentarim Slot 2 (Living Forgotten Realms - D&D 4e)
By Shawn Merwin and M. Sean Molley. Players must be signed up for both slots.
Zhentil Keep is a city with a storied history, even if most of the tale is not fit for innocent ears. A mission to find the wayward son of a wealthy merchant leads deep into the secrets, deceptions, and brutal power on which the dreaded Zhentarim built their ominous keep. A Living Forgotten Realms two-round special adventure set in the north section of Zhentil Keep for characters levels 1-4.
Players must be signed up for both slots
WATE-1 Heirloom (Living Forgotten Realms - D&D 4e)
An old tutor asks the adventurers to recover a stolen family heirloom for a "down-on-their-luck" Waterdhavian noble family. A Living Forgotten Realms adventure set in Waterdeep for characters levels 1-4.
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