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BDK4-01 Let Loose the Hounds (APL 4-10) (Two Round event) (Living Greyhawk - D&D 3.5)
By Rob Little. A man, a dog, and a broken down wagon lead the adventurers on a path towards retribution and redemption. 2 round event.
BDK4-02 Trouble at Centaur Mesa (ALP 2-8) (Living Greyhawk - D&D 3.5)
By Keith Symcox. A clan of the Rift Barren’s Nomads has awakened something that should stay sleeping. Can you determine what it is and keep the disaster from spreading? An Adventure for characters level 1-8 who are not outlawed by the Rift Barren’s Nomads, with special significance to members of the Initiates of the Tangles meta organization. Part Three of the "Trouble" Series.
BDK4-03 A Hin of Trouble (APL 2-8) (Living Greyhawk - D&D 3.5)
By Jeff Moore. A chance meeting with an aged halfling leads you to travel to Mercy's Bluff and search a long abandoned battlegrounds.
BDK4-04 Emissary (APL 2-8) (Living Greyhawk - D&D 3.5)
By David Finan and Tom Thowe. An emissary of the Old One travels to the Fellreev. What his mission is, no one knows. The only thing certain is that things are about to get interesting.
BDK4-05 Torrock's Legacy (APL 2-12) (Living Greyhawk - D&D 3.5)
By Jim Ellis and Patrick Brown. A person's actions in life create a ripple effect that can continue to spread well beyond that person's lifespan. Torrock is dead. Will Torrock's legacy continue to spread death and destruction even after his death, or can a few determined heroes create a better ending? Part Three of the "Bluff Hills Silver" Series.
BDK4-06 Scales and Secrets (APL 10-14) (Living Greyhawk - D&D 3.5)
By Tom Thowe. Life in the Combination of Free Lords is often about choosing your battles. Sent with a straightforward mission towards the Tangles, perhaps today is a little different. Or is it? With the changes in Hallorn's leadership, fighting has broken out along parts of the forest. With this brewing chaos, has something dangerous developed, unnoticed by those in power? How will this affect the Warfields? Part Three of the "Legacy of the Highwayman" Series.
BDK4-07 Of Friends, Friars, Foes (APL 4-12) (Living Greyhawk - D&D 3.5)
By Theo Judd. A mysterious stranger wishes you to investigate the death of a local wizard in Stoink. But apparently, he is not the only one interested in the unfortunate occurrence. Part One of the "Fate of the Avenger" Series.
BDK5-01 The Body (APL 6-12) (Living Greyhawk - D&D 3.5)
By Jason Lauer and John Williams. Your drinks are interrupted by a screaming woman. What is it that she screams of you ask? She found a body. You think to yourself the more things appear different, the more they are really the same. Part 1 of Cold Dead Hands.
BDK5-02 Trouble at Dragon Rift (APL 4-12) (Living Greyhawk - D&D 3.5)
By Keith Symcox. "Let's all live in peace and harmony" has to be one of the most uncommon phrases heard amongst the denizens of the Rift Canyon, yet someone is preaching exactly that to the evil humanoids of the Rift. Can you help keep this messenger of peace alive long enough for the message to spread?
BDK5-03 The Secret Ingredient (APL 2-8) (Living Greyhawk - D&D 3.5)
By Jeff Moore. The Port of Alhaster has been locked down, causing hardship for the local Rhenee traders. A barge captain wants you to recover cargo from his impunded vessel. Do you dare risk the ire of Prince Zeech to recover the man's precious cargo? PCs "Banned from Redhand" may not play this adventure. Part 1 Breaking Up is Hard to do.
BDK5-04 A Leather Bound Tome (APL 6-12) (Living Greyhawk - D&D 3.5)
By Jason Covitz. A letter from a previous acquaintance sends you on travels of exploration and discovery in the Warfields. When you have multiple options, how do you determine which choce could save the region, or doom the world? Part 2 of the Cold Dead Hands Series.
BDK 5-05 Art of Deception (APL 6 - 12) (Living Greyhawk - D&D 3.5)
By Theo Judd. A kinder, gentler Grand Theocracy of Dimre? You would not have believed it without seeing it for yourself. In light of the changes, the door has been opened for negotiations to end the eternal struggle between Szek Winvid of Dimre and Boss Renfus of Stoink over the lower Phostwood. Renfus is looking for an impartial escort for his envoy, and your group seems like just the pawns, err, heroes for the job. Characters that are Banned in Dimre or have the Enmity of Dimre are warned to play at their own risk.
BDK5-06 Necropolis of the Endless Dawn (APL 8 - 14) (Living Greyhawk - D&D 3.5)
By Tom Thowe. The word is out. The legend of Nerull’s Bane is not the fantasy of a child’s tale. The city of the ageless dead truly exists. Rumor comes to you that forces of Iuz desire the Reaper’s Ire for themselves. Now the race is on for this ancient hidden myth. The question is…can you beat the Old One to it?
BDKI Regional Interactive (Living Greyhawk - D&D 3.5)
By Britt Frey. Three days ago, you received a simple letter in the middle of the night. It contained only two lines, "Your help is needed. Meet at the Drunken Unicorn in Ethelmere on the 17th of Patchwall." The signature was merely a stylized "G." The fourth module and conclusion of the "Cold Dead Hands" series (APLs 2-16). If possible, it is ecommended that you first play BDK5-06: Necropolis of the Endless Dawn.
BK Classic round (D&D 3.5)
By Britt Frey. A classic round leading up to the events in the interactive
COR5-11 Dark Deceit on Bright Sands (APL 2-8) (Living Greyhawk - D&D 3.5)
By Chris Chesher. At the behest of Lady Karistyne, you are needed to travel into the Bright Desert. There are rumors of dragons afoot and some things just don't add up. Some claim to haev slain, others claim to have allied, whiles others still just scratch their heads. The only fact that is for certain is that the sinister sands have something to hide. Part 4 Blight on Bright Sands.
COR5-12 Return to Undercity (APL 2-8) (Living Greyhawk - D&D 3.5)
By Christian Alipounarian. Homes are burned to the ground and whole families vanished. There have been humanoid raids on lands within the elven nation of Celene itself. Along the Wild Coast, dark rumors are spoken about slaver vessels flying yellow sails along the Wild Coast. And now an agent sent to investigate the rumors of the retunr of the Slave Lords has disappeared. Can you ascertain if this sinister force has returned?
COR5-13 The Price of Power (APL 2-14) (Living Greyhawk - D&D 3.5)
By Craig Hier. Ages ago a lone group of monks sought the secrets of the mind. Time has almost removed them from the knowledge of Oerth. Scattered tales and misremembered legends still encourage some to seek the lost treasures and knowledge of these monks. Will you tempt fate and search for the monastery? Continuation of the "Tome of Clarity and Mists" series.
CORS5-03 Secrets of Tsojcanth (High) (APL 12 - 16) (Living Greyhawk - D&D 3.5)
Stirring of a dark malevolence in the Yatil Mountains draws the followers of terrible forces to a once-used demense of Iggwilv, the Witch Queen. At the behest of others, you journey to the Lost Caverns of Tsojcanth to confront the evil that lurks there and unveil its deadly secrets. This adventure is divided up into 3 levels of play (Low, Mid, High level). Been collecting Gnome Vale Gems? You might have a use for them here.
CORS5-03 Secrets of Tsojcanth (Low) (APL 2 - 6) (Living Greyhawk - D&D 3.5)
By Steve Baker, Bruce Paris, Tim Sech, Chris Tulach. Stirring of a dark malevolence in the Yatil Mountains draws the followers of terrible forces to a once-used demense of Iggwilv, the Witch Queen. At the behest of others, you journey to the Lost Caverns of Tsojcanth to confront the evil that lurks there and unveil its deadly secrets. This adventure is divided up into 3 levels of play (Low, Mid, High level). Been collecting Gnome Vale Gems? You might have a use for them here.
CORS5-03 Secrets of Tsojcanth (Mid) (APL 6 - 10) (Living Greyhawk - D&D 3.5)
Stirring of a dark malevolence in the Yatil Mountains draws the followers of terrible forces to a once-used demense of Iggwilv, the Witch Queen. At the behest of others, you journey to the Lost Caverns of Tsojcanth to confront the evil that lurks there and unveil its deadly secrets. This adventure is divided up into 3 levels of play (Low, Mid, High level). Been collecting Gnome Vale Gems? You might have a use for them here.
DMH6 Special DM's Mark for GenCon (Living Greyhawk - D&D 3.5)
EMH-7 The Delirium Stone (Living Greyhawk - D&D 3.5)
The city of Sharn is built on a foundation of shattered dreams and forgotten wars. Now, your service to the Diggers' Union will bring you face to face with the most terrible chapter in Sharn's past, as you seek to recover an artifact from the hidden depths: the deadly Delirium Stone.
EMH-8 Freely Given (Living Greyhawk - D&D 3.5)
Choices made and allegiances freely given by the Diggers' Union, place the city of Sharn in a terrible danger. Those responsible are tasked to set things right before the full extent of the Diggers' involvement is made clear and the face of Sharn is changed forever. A sequel to The Delirium Stone.
IUZ4-01 Dorakaa (APL 8-16) (Living Greyhawk - D&D 3.5)
By Rick Brill. Brave words have brought forth a dire request forom those seeking the demise of the Lord of Pain. Now is a hero's chance to do what they have many-times claimed they would... take the fight to the doorstep of Iuz himself. Portions of adventure are not tiered.
IUZ4-02 Madness Falls (APL 6-14) (Living Greyhawk - D&D 3.5)
By Jeff Dobberpuhl. A search for a missing judge leads to dark dangers. Part One of the "Purification Cycle." Iuz Meta-Regional.
IUZ4-03 Chasing Trouble (APL 8-14) (Living Greyhawk - D&D 3.5)
By Lee Sharp and Michelle Sharp. Why is it good news must always be tainted with a bit of darkness? No one is ever surprised to find trouble in Crockport, you are just amazed it took this long. This time, trouble saw you coming so you'll need to give chase. Part Two in the "Purification Cycle". Iuz Meta-Regional.
IUZ4-04 Walking in his Shoes (APL 8-16) (Living Greyhawk - D&D 3.5)
By Rob Little. The search is on! The Old One's agents are on the trail of a missing paladin and it is up to you to find him before it is too late. Part Three of the "Purification Cycle." Iuz Meta-Regional.
IUZ4-05 Stepping into the Parlor (APL 10-16) (Living Greyhawk - D&D 3.5)
By Greg Marks. The PCs are given the opportunity to learn more about the machinations of the Old One from an unusual and dangerous source. The PCs travel into the Empire of Iuz to find the truth about an offer from this strange bedfellow. Part 4 of the Purification Cycle. Iuz Meta-Regional.
IUZ4-06 Shadows of a Dread City (APL 4-12) (Living Greyhawk - D&D 3.5)
By Bruce Paris. It has been five years since Count Sverdlin took Kendragund Keep from the Urzun Orcs. Since that time, a flourishing city has developed around the keep, and it has become a seat of power (and corruption) in the Land Of Iuz. But there are deep shadows hanging over Kendragund. Count Sverdlin and his brother Sven have become increasingly reclusive, and the Urzun have been asked to oversee a new kind of merchandise, destined to make this dread city live forever in the favour of Old wicked. Part Two in the "Howling Hills" Series. Iuz Meta-Regional.
IUZ4-08 Shattered Reflections of a Frozen Twilight (APL 10-16) (Living Greyhawk - D&D 3.5)
By Greg Marks (?). A late night of celebration turns into an early morning of planar travel. Join the power brokers as useful pawns or equal peers as you negotiate the secrets of the Old One's plans. Part Five in the "Purification Cycle."
IUZ4-09 A Little Soul Searching (APL 10-16) (Living Greyhawk - D&D 3.5)
By Chris Tulach. Recently, two adventurers with critical information regarding the Old One's plans have been slain while operating in the Old One's lands. While both of the bodies were recovered, attempts to bring them back to life, or even talk with their spirits using magic, have failed. What information did they carry, and how can that information be retrieved? In order to get answers, you'll have to travel again into enemy territory, and come face-to-face with the Lords of the Tower of Blasted Bones. Final adventure in the Purification Cycle.
IUZ5-01 The Portal of Hate (APL 10-16) (Living Greyhawk - D&D 3.5)
By Jeffery Dobberpuhl. Nearly a year has gone by since the last sighting of the sword Hate has occured. Now, an ogre chieftain, Gristletooth, appears to have it and is raiding the area of Torkeep in the Shield Lands!
IUZ5-02 Playing Both Sides (APL 10-16) (Living Greyhawk - D&D 3.5)
By Britt Frey. The Drinkers of the Cup of Midnight have asked you to meet with someone to gain information that could aid them in their battle against the Old One. In the past, the Drinkers are known to have made questionable decisions and dealt with beings of unquestionable evil. This time they want you to deal with Prince Zeech of Redhand, a vassal of their supposed enemy. On whose side are the Drinkers and, if they really do oppose Old Wicked, on whose side is Zeech? Link 2 in the Confulence Chain.
IUZ5-03 Lost But Not Forgotten (APL 12-16) (Living Greyhawk - D&D 3.5)
By Tony Scalise and Jerry Vosberg. If and only if you wish to die or be TPK-ed.
Called upon by the allies in the crusade against the old one, their request will lead you to a rescue mission unlike any other you’ve ever experienced before… An adventure for experienced adventures that have caught the eye of the Old One. For characters levels 11 to 17. WARNING: This adventure is combat intensive and not for heroes who are afraid to die for their cause. This adventure will run longer than one standard convention slot and should not be run without judge preparation.
IUZ5-04 Plane Thinking (APL 10-16) (Living Greyhawk - D&D 3.5)
By Michelle Sharp. A grieving sister needs your help in locating her borther. However, things are not always what they seem... especially, when on the trail of a missing master of illusions. Remember when lifting a log one sometimes uncovers more than is expected. Link 3 of the Confluence Chain.
IUZ5-05 TBA (Living Greyhawk - D&D 3.5)
By Brian Nowak. TBA - (9/22/05 - Significantly delayed. Not expected to be out.)
IUZ 5-06 Spy Gnome (APL 6 - 14) (Living Greyhawk - D&D 3.5)
By Bruce Paris. Tamatar Chenchenka, codename "Little Voice", was sent to infiltrate the gnomish slaves at work on the Groaning Mines – deep within the terrible Howling Hills. For three years, this loyal undercover agent has endured every indecency known to gnomes; all the while providing The Drinkers with valuable information regarding the Old One's economy. Until now. Now her voice has gone silent. Now it is time for her to come in … from the cold. (9/19/05 - Status unknown).
IUZ5-07 Tides of War (Living Greyhawk - D&D 3.5)
By Rob Little. The Armies of the Old One march on the gates of the Black Aerie as Iuz prepares for his final confrontation with the Demon Prince Pazrael to claim control of Torremor. Can he be stopped or will heroes step forward to turn back the tide? A Two-Round Iuz Border States Meta-Regional Scenario; The Final Link of the Confluence Chain. (9/22/05 - Projected to be available.)
IUZ free for all (Living Greyhawk - D&D 3.5)
We will run whichever IUZ module in year four or five if you can agree which one that you want. The exception being IUZ 5-3 (which takes too long and requires too much preparation), unless previous arrangements are made with the convention staff.
LG BDKA - Intro Module (Living Greyhawk - D&D 3.5)
By various. BDKA3-01 Artonsamay Falcon - by Keith Symcox
A gem long thought lost has suddenly reappeared in Trallant. Can the heroes keep it out of the hands of the forces of Iuz? An adventure for first level characters only.
BDKA3-02 Johrase Jailbreak - by Benjamin J. Krauter and Leslie A. Maynard
The heroes encounter a wounded Johrase Mercenary, left for dead after an ambush gone bad. One of his comrades has been taken captive by the victorious orcs, and he asks the PCs to ensure his safe return… or his permanent silence. An adventure for first level characters only.
BDKA3-03 You've Got Missive... - by Casey Brown
Fresh in off the farm, you find yourselves taking your ease in the Dirty Dog Tavern in Rookroost. The pretty serving girl, a high-elf, wants you to do her a favor. “No problem,” you think, “piece of cake.” That’s when she tells you that she wants you to deliver a letter to her sister…in the Fellreev. An adventure for first level characters only.
BDKA3-04 Disappearance of Innocence - by Jono Hinkle
Blurb pending. An adventure for first level characters only.
BDKA4-01 Swamped - by Theo Judd
Lizardmen have been attacking villages and towns in the northern parts of the Theocracy of Dimre. Rumors abound that the attacks have been particularly savage. Now a town crier gives news of a reward out for brave adventurers willing to eliminate the source of the threat. A Bandit Kingdoms Introductory module for 1st-level characters only.
XHM-2 Fallen of Sharn (Living Greyhawk - D&D 3.5)
Fallen is one of the most dangerous neighborhoods in the City of Towers. A patron's sister is among the twisted squalor of shattered glass and souls; can the heroes find her before it is too late? For levels 4-6.
Year 4 IUZ module potpourri (Living Greyhawk - D&D 3.5)
We will have all the year four IUZ rounds available. If you can agree on the module, we will run it for you.
Year 5 IUZ potpourri (Living Greyhawk - D&D 3.5)
We will have all the year five IUZ modules available. If you can agree on the adventure, we will have a dm ready.
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