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COR7-05 - City of Malice (Living Greyhawk - D&D)
By Tim Sech. Slaves keep disappearing at an alarming rate and Highport begins to thrive once more. The Wild Coast has been engulfed by Mak’s forces and the last bastion of freedom is Safeton, but for how long? A one-round Core adventure set in the Wild Coast and Highport for characters levels 1-15 (APLs 2-12). This is a sequel to COR6-12 Calm before the Storm.
COR7-17 - Rivalry & 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 sets 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 levels 1-11 (APLs 2-8).
COR8-04 - Bridge of 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 (rd 1 of 2) (Living Greyhawk - D&D)
By David Christ. 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 (rd 2 of 2) (Living Greyhawk - D&D)
By David Christ. 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).
DAB Ep 1 + 30: ComeBack Inn & Blackmoor Wives' Club (Dave Arneson's Blackmoor - d20 System)
Episode 1: The ComeBack Inn.
For decades, the infamous ComeBack Inn has been a haven to adventurers. It is rumored that all true Blackmoorian adventurers discover themselves within its strange and mysterious walls. Though none speak of it openly, it is rumored that adventure is but a few steps away. What will you find within the ComeBack Inn? A Dave Arneson’s Blackmoor adventure for first and second level PCs.
Episode 30: The Blackmoor Wives' Club
Hell hath no fury like a woman scorned... Or even worse, a group of women who are all working together. Can testosterone filled heroes save themselves? A Dave Arneson’s Blackmoor episode for heroes levels 1 through 4.
DAb Ep 4 + 14 (Dave Arneson's Blackmoor - d20 System)
These two mods run long (about 1.5 slots per mod), so this is to fill the middle slot of the day, showing that you're ending Ep 4, and starting Ep 14.
DAB Ep 4: Blood Wind (Dave Arneson's Blackmoor - d20 System)
The High Hak is a deadly place for even its hardiest of residents. Peshwah nomads tred carefully for the land is riddled with treachery. Among these nomads, trust is not given lightly, but in this harsh environment, adventurers will quickly learn the true need for trust. A Dave Arneson’s Blackmoor adventure for PCs levels 1-6.
DAB Ep 8: The Unwanted (Dave Arneson's Blackmoor - d20 System)
A plea for help arrives from The Unwanted. The call requires journey to the devastated ruins of the former Duchy of Ten. No commoner would dare set foot on that cursed soil since the invasion of the Afridhi. Will you rise to the call? A Dave Arneson’s Blackmoor adventure for PCs levels 1-6. (Part One of the Fires of Discontent series.)
DAB Ep 12: The Oktagern Affair (Dave Arneson's Blackmoor - d20 System)
The seeds of rebellion in the Duchy of Ten are beginning to take shape against Zugzul’s fiery grip. Could a band of adventurers be the spark the resistance needs to truly fight fire with fire? A Dave Arneson’s Blackmoor adventure set in the Duchy of Ten for PCs levels for levels 2-8. (Part Two of the Fires of Discontent series.)
DAB Ep 14: Tower of Salt (Dave Arneson's Blackmoor - d20 System)
The Zah are mystics. The Peshwah say their vision pierces the veil of time and flesh and penetrates past, future and spririt. Is your old friend the Chosen of Hadeen? Is he the one destined to find the artifact that unites the Twelve Tribes and leads them to victory against the Afridhi? Only a trip to the Tower of Salt to consult with the wisest of the Zah will inidicate what is possible, what is true, and what your destiny might be. A Dave Arneson’s Blackmoor adventure for PCs levels 2-8.
Dark Providence 1-11: The Forgotten (Witch Hunter: Dark Providence - Witch Hunter: Invisible World)
By Matthew Domville. In the village of Beaujois, everyone is having a wonderful time at the fair. Everyone, that is, besides the Witch Hunters who have newly arrived. What sinister force lurks behind the joyful music and the colorful streamers?
Exodus Ops (FREE)
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 Furyondy Military, Church of Heironeous, Church of St. Cuthbert, and Order of the Hart 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 & Andrew Nuxoll. Is it better to kill the message, or just the messenger? In either case, hearts and loyalties can be divided. An 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. A one-round Furyondy Regional adventure for APLs 6-12.
FUR8-04 - Blood on the Trail (Living Greyhawk - D&D)
By Michelle and Lee Sharp. Heroes need many skills. Living by the sword doesn’t mean you shouldn’t use a shield now and again and sometimes skills beyond those of a sword are needed…like a silver tongue or eyes that can carefully follow a trail. While sometimes a sword is important, equally important is knowledge of when to use it and the ability to look past the surface. PCs with the Ire of the Old Faith from FUR7-02 Keep Your Friends Close must resolve that prior to playing this adventure. A one-round Furyondy Regional adventure in the Running Blood series, for APLs 6-14, recommended for members of the Church of Mayaheine, Old Faith and Green Jerkins.
FUR8-05 - Mazed and Confused (Living Greyhawk - D&D)
By John du Bois, Brian Gray, and Andrew Nuxoll. King Belvor, frustrated with the complete lack of choices for a new member of the Chamber of Four, opens up the field to any powerful arcane caster who is a citizen of Furyondy. A competition will be held wherein each candidate must demonstrate skill with the art of magic, honor on the field of battle, strength of will and dedication to their King. PCs who play this adventure should be prepared to face a mix of puzzles and combat with little equipment or spells. Part Eight of the Eight of Wands story arc. Recommended for members of the Furyondy Mage Council, Twilight Hunters, and players who seek outside-the-box solutions. A one -round Furyondy Regional adventure for APLs 6-14.
FURi8-03 - Selection and Sedition (Living Greyhawk - D&D)
By John du Bois, Pete Cooney, & Andrew Nuxoll. At last the decision is at hand. By week’s end, King Belvor will select the newest member of the Chamber of Four. If you have a PC who is a candidate for this position, you must play that PC in this interactive. Recommended for PCs with influence in the Kingdom of Furyondy. A one-round Furyondy Regional adventure for APLs 2-14.
FWS B101: Greased Lightning (Fellowship of the White Star - d20 System)
By Victor Long. The Fellowship has summoned you to Detroit , Michigan to recover the worldly possessions of some murder victims. Can this task be as straightforward as it seems?
A D20 event designed for any level characters set in the Fellowship of the White Star campaign of Earth, 1905.
LA-SP3-11- Between the Candle & the Light (Rd 1 of 2) (Living Arcanis - d20 System)
By Jack Cooper. In a small Milandisian town near the Canceri border, Good and Evil do battle within the hearts of men. A tale of murder, betrayal, avarice, and redemption forty years in the making is to conclude in one fateful night as all involved find themselves shrouded in the gray uncertainty between the candle and the light.
This TWO-ROUND STANDARD adventure is designed for 1st to 15th level characters (APLs 2 to 14).
Characters of 16th level and above may not be played in this scenario.
LA-SP3-11- Between the Candle & the Light (Rd 2 of 2) (Living Arcanis - d20 System)
LA-SP4-10 - Heart of the Matter (Living Arcanis - d20 System)
By Matt Blanc. Over the last few months, a number of Laerestri have failed to report back to Ethelios. This would not normally be cause for alarm; Those Who Roam often fail to make contact with the Vastwood for months or even years at a time. However, the last known locations of all the missing Elorii are surprisingly close together. Is this just a coincidence, or are the disappearances connected in some fashion?
Players of Elorii PCs are encouraged, but not required, to play those PCs in this scenario.
This STANDARD adventure is designed for characters of 1st to 14th level (APLs 2 through 13).
LA-SP4-18 - A Parting of Mists (Rd 1 of 2) (Living Arcanis - d20 System)
By Joe Cirillo (of Metra IK fame) and Scott Charlton (aka Tiny Poisonous Fish). A rash of mysterious disappearances in the Undir Ghetto of Plexus has its citizens on edge. All leads point towards the Western Lands where an ancient enemy lurks in the mists. Can you discover the truth and put a stop to these evil machinations before more innocent lives are lost?
This adventure might be of interest to Kio, Undir, and other characters with ties to the Western Lands. This adventure is a prequel of sorts to one of the plotlines for the Invisible Kings Domain of Metra. As such, player characters who intend to make their homes or spend a significant amount of time in Metra might wish to participate in this adventure. Characters who are residents of Plexus might also find this adventure interesting as it begins in that city. However, there is no requirement for any such characters to be at the table for the adventure to succeed.
Note: This adventure is billed as a two-round event because it contains a great deal of roleplaying and investigation. You should allow at least six hours of play time to fully experience the adventure. However, it contains the same amount of combat as a typical one-round LIVING ARCANIS adventure and so the TU cost and rewards are the standard values for a one-round module.
This TWO-ROUND STANDARD adventure is designed for characters of 1st to 14th level (APLs 2 through 13).
LA-SP4-18 - A Parting of Mists (Rd 2 of 2) (Living Arcanis - d20 System)
LA 4 (Living Arcanis - d20 System)
PICKUP - FUR 7-01 - Tune of Transformation (Living Greyhawk - D&D)
By Shelley 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.
PICKUP - FUR 7-05 - Cry in the Dark (Living Greyhawk - D&D)
By Steve Yee. "Good Sirs, I am from the hamlet of Orlan's Tower, in the Gold County; 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 of about his hamlet and the peasants are defenseless against them. Do you have the decenty and courage to help him? A heroic Furyondy Regional adventure for APL's 2-10. This adventure is a loosely-related sequal to FUR6-05 Darkest Night.
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