Scenario Descriptions
COR6-01: A Story for Another Day (Living Greyhawk - D&D)
By By Theron Martin. Thirty-two years ago, deliberately false accusations resulted in the death of two innocent women in Dunmarsh, which reopened a channel to an ancient evil near the village. Twice in the last three years adventurers have dealt with the deadly consequences of those actions, but the source of the problem remains. It is time to put this tragic story to rest, lest a greater evil grows from it. This concluding sequel to COR3-08 Witch Hunt and COR4-17 Real Hero Blues is a roleplaying-intensive adventure for characters level 8-16 (APLs 10-16).

COR6-03: Riders of the Grave (Living Greyhawk - D&D)
By Jeffery Dobberpuhl. A hint of treasure leads to adventure in the outskirts of Greyhawk City. A grisly one-round Core adventure set in the Free city of Greyhawk and its environs for APLs 2-8.

COR6-04: A Long Way For a Little Knowledge (Living Greyhawk - D&D)
By JP Chapleau. A merchant of the Mouqollad Consortium lies dying in a temple in Greyhawk. Magic cannot save him, but maybe someone knows a way. Itís a long way for a little knowledge. A Core adventure set in the Free City of Greyhawk and its environs for APLs 2-8.

COR6-05: The Barbarous Coast (Living Greyhawk - D&D)
By Joseph Selby. Members of the Dyvers Anti-Slavery League wer captured while conducting a raid on an orc slave caravan along the Wild Coast. There is talk that a mole in the organization may be aiding the forces of Turrosh Mak. They ask for your help to fight the evils of the Pomarj. A Core adventure of deception and infiltration for characters level 1 to 14 (APLs 2-12). Part One of the Dogs of War series.

COR6-06: Elegy for a Broken King (Living Greyhawk - D&D)
By Luke Pitcher. The trail of a missing son leads you to Dustbridge, in the lands of the former Great Kingdom. A cold wind blows through Prince Strychanís town; something very new, and surpassingly old, is in the offing. A one-round Core adventure set in Dustbridge and North Kingdom for characters level 8-15 (APLs 10-16).

COR6-07: From the Dust (Living Greyhawk - D&D)
By Derek Schubert and Donovan Hicks. he dust has settled and a new Duke has placed his claim on Tenh. His lands are devastated. His shattered people-rebels-turned-supporters, old guard, or zealous faithful-squabble in their divided loyalties. With such infighting, where will Duke Labahlah begin rebuilding his nation? A one-round Core adventure set in the Stonelands of Tenh for characters level 4-15 (APLs 6-14). Part 1 of the “Legacy of Life” series.

COR6-08: Catching Breath (Living Greyhawk - D&D)
By Shawn Merwin. A friend in need calls upon a group of heroes to help him deal with problems in a far-off land. These troubles, however, may be ones that even the bravest and experienced of adventurers are not equipped to handle. A roleplaying-intensive, one-round Living Greyhawk core adventure set in the Sultanate of Zeif for characters level 1-15 (APLs 2-16), and Part 3 of the “Windows to the Serpent's Soul” series, which began with COR4-01 Shedding Scales and COR5-07 Clipping Wings.

COR6-10: Murder in Elmshire (Living Greyhawk - D&D)
By Steve Yee and Michael McKeown. An embattled plea from a halfling village leads to dark secrets. What has happed to the poor citizens of this quiet community along the Lake of Unknown Depths? A one-round Core adventure set in the Domain of Greyhawk for characters level 1-11 (APLs 2-8).

COR6-11: Return to the Storm Tower (Living Greyhawk - D&D)
By Ronald Lundeen. Five years ago, a dwarven artisan and a cleric of Fharlanghn were stranded on the shores of the Pomarj. These two unfortunates have been presumed dead for years. New information has revealed they are alive in a mysterious keep called the Storm Tower and may be in great danger. Brave heroes are needed to venture into the Pomarj and bring them home. A one-round core adventure for character levels 1-15 (APLs 2 to 12).

COR6-12: Calm Before the Storm (Living Greyhawk - D&D)
By Tim Sech. Tension is high in and around Safeton since the brutal attack on Narwell. The Pomarj is a flurry of activity and the high seas have once again become rife with danger. Whisperings of the Mak making his move, numerous disappearances in the middle of the night, and most disturbing of all, the sighting of ships sailing the yellow flags has the entire region on edge. A one-round Core adventure set in the Wild Coast and the Orcish Empire of the Pomarj for characters level 1-15 (APLs 2-12).

COR6-15 The Shrouded Shores Of Abanfyl (Round 1 of 2) (Living Greyhawk - D&D)
By Derek Schubert and Donovan Hicks. His capital city retaken, Duke Labahlah extends his healing embrace over more of western Tenh, but peril awaits at every border. The young ruler needs staunch friends to fight old enemies and win new allies. Turn your face toward the chill winds blowing from the Griff Mountains and pierce the mysteries of the lost lake. Part 2 of the Legacy of Life series. A two-round core adventure set in and around the rebuilding Duchy of Tenh for characters level 6-15 (APLs 8-16).

COR6-15 The Shrouded Shores Of Abanfyl (Round 2 of 2) (Living Greyhawk - D&D)
By Derek Schubert and Donovan Hicks. His capital city retaken, Duke Labahlah extends his healing embrace over more of western Tenh, but peril awaits at every border. The young ruler needs staunch friends to fight old enemies and win new allies. Turn your face toward the chill winds blowing from the Griff Mountains and pierce the mysteries of the lost lake. Part 2 of the Legacy of Life series. A two-round core adventure set in and around the rebuilding Duchy of Tenh for characters level 6-15 (APLs 8-16).

COR6-18: Storm Ebb (Living Greyhawk - D&D)
By David LoTempoio. A natural disaster has struck the small fishing villages sprinkled along Woolly Bay. Refugees need heroes adept at building as well as battling or else something sinister may chooses to nest in their submerged homes. A one-round core adventure set in Hardby and its environs for characters level 1-11 (APLs 2-8).

COR6-19: Heir Aberrant (Living Greyhawk - D&D)
By Andrew Lloyd and Andrew Nuxoll. Do not dabble with denizens of forbidden places, lest ye would become one. Zashnichar A bizarre creature needs help rescuing his master. Not all damsels in distress are as beautiful as the ones in the storybooks but this one may very well give you nightmares! The players of this adventure should be prepared for several unique challenges and puzzles in addition to more typical dangers. A one-round Core adventure set in the Mistmarsh for characters level 1-11 (APLs 2-8).

COR6-20: Shades of Grey (Living Greyhawk - D&D)
By Gary Milakovic. A chance encounter leads to a chance for adventure in a land held in the tight grip of a tyrant. Keep your eyes open; but no matter which way you're looking... it's the wrong way. A one-round core adventure set in the domain of Greyhawk and the Pomarj, for characters level 1-15 (APLs 2-12).

GRM6-01: All That Is Secret and Hidden (Living Greyhawk - D&D)
By Joe Masdon. Earthquakes, massive sinkholes and an invasion by giant forces in the last year have left Shiboleth bloodied and nearly broken. Volunteers have come to clear away wreckage and death while an army rides to help. But not everyone is in Shiboleth to help. Some who have been there for millennia are visiting for the first time. Some secrets, once released, were never contained. A Gran March regional adventure for APLs 2-12, and Part 2 of the Shattered Reflection series. Military Time: Yes; Caravan: Yes.

GRM6-02 Family Values (Living Greyhawk - D&D)
By Sean Flaherty. The Nackel gnomes have gone missing in Shiboleth and their sister and mother want your help in finding them, but can anyone find anything in the rubble of Shiboleth? Apparently someone can, as the gnomes' trail leads to a newly erected gladiatorial coliseum, an infiltration of Backlunish spies, and the mystery of who murdered their father six years ago. A Gran March regional adventure for APLs 2-12, and part 2 of the War of the Undying series. Note: This adventure will be of particular interest to members of The Corporation, Followers of Kord and those holding the Promise to the Nackel Gnomes from GRM5-06 Family Fortunes.

GRM6-03 Crystal Clear (Living Greyhawk - D&D)
By Daniel Wheeler and Joe Masdon. The trail of the Vecna followers and their undead army was lost in the Dim Forest. This army has now been found again and the forces are building, You are asked to go behind the lines to help stop this army once and for all before a great showdown between the military and the great evil. A Gran March regional adventure for APLs 6-12 and the Final Part of the Occluded Whispers Series. It is strongly recommended that participating PCs have played at least one of the two previous adventures in this series. Note: This adventure will be of particular interest to Gran March Army PCs and Members of the Shadowhunters.

GRM6-04 Curtains Drawn Around (Living Greyhawk - D&D)
By Ed Podsiad and Sean Flaherty. Watcher Corum Valstier has been kidnapped by some unknown enemy of Gran March masquerading as a fellow knight. The fiend has brazenly called out the Knights of the Watch, the Church of Heironeous, and heroes of Gran March at large challenging them to catch him if they can. Following the creature's trail should be no problem as it begins a cross country trek from Orlane to points east leaving a trail of chaos in its wake. Catching it and rescuing Valstier, however, may prove more challenging. A Gran March regional adventure for APLs 6-12, and Part Three of the Outsiders In Series. Note: This module will be of significant interest to members of the Knights of the Watch, Church of Heironeous, and those who have participated in the other elements of the Outsiders In story arc (GRM5-01 The Commandant's Parlor, GRM5-04IN The Lich Queen's Vengeance, GRM5-08 Up a Winding Stair).

GRM6-05 The Trouble with Weeds (Living Greyhawk - D&D)
By Will Dover. They say that vineyard in Orlane is haunted, but the Gran March army says it isnt so. Adventurers wanting to test their mettle are now flocking back to Orlane to kill undead. Will your group of adventurers find out the truth? A Gran March regional adventure for APLs 4 - 12, and the epilogue of the Shadow, Sun, and Sword Series. Note: This adventure will be of particular interest to wizards and druids.

GRM6-06 War of the Undying (Living Greyhawk - D&D)
By Sean Flaherty. A year has passed since the awakening of the Watcher Helerain Brogan and the retrieval of his restless soul from its tomb. Now the Watcher's ancient enemy the Baklunish lich Feyza Bahun has been found and Watcher Brogan is calling upon all those who have sworn an oath to destroy the lich to aid him. Finding a lich's lair is difficult enough, but most would question the wisdom of those who voluntarily enter one and expect to leave alive. A Gran March regional adventure for APLs 6-12 and Part Three of the War of the Undying series. Note: This module will be a particular interest to members of the Knights of the Watch, those who have sworn the Oath of the Brogan (in GRM5-06 Family Fortunes), and active duty military.

This mod will *not* be run at APL 4 at CatchupCon.

GRM6-07 Athanaeum (Living Greyhawk - D&D)
By Joe Masdon. Danger lurks in the august halls of Gran March’s grand library. Your future tells of tomes, knowledge and transformation. How high must you climb to find an enemy so familiar it might have once been one of your own? Others were here first, and might seek to reclaim knowledge once promised and never delivered. A Gran March regional adventure for APLs 2-16, and Part 3 of the Shattered Reflections series. Military Time: Yes. Caravan: Yes. Note: This adventure will be of particular interest to members of Syrloch, the Knights of the Watch, Gran March military PCs, and PCs with knowledge of Gran March. Despite The Athenaeum’s significance to Syrloch PCs, well-balanced parties are still strongly recommended.

GRM6-08 Coming Home (Living Greyhawk - D&D)
By Sean Molley and Pete Winz. All Lortenford celebrates the return of a favorite son. Captain Trellheim Ennister has come home and brings along his bride-to-be, but do the paling bells perhaps signal something more foul afoot? Sometimes coming home is more difficult than one forsees. A Gran March Regional adventure for APLs 2-12 NOTE: This adventure will be of particular interest to members of the Gran March military. [Prior modules in this series: GRM1-02 Caravan Duty, GRM3-09 In the Blink of an Unseeing Eye, and The Patrol.]

SHE6-01: Flesh Torn Asunder (Living Greyhawk - D&D)
By Will Dover. Murder here, murder there, murder everywhere. There is skullduggery afoot in the city of Hochoch as the bodies begin to stack. A Sheldomar Valley metaregional adventure for APLs 6-14, and part two of the Turf War series. Note: This adventure will be of particular interest to Knights of the Watch, Knights of Dispatch, wizards, and members of roguish organizations. This adventure offers teamwork benefits. It is helpful to play SHE5-04 A Cup Oerturned prior to playing this adventure

SHE6-03: Things to do in Bissel, When You're Dead (Living Greyhawk - D&D)
By Sean Smith. Chill and numb from head to toe, icy sun with frosty glow. Whyd you go reaching your sorrow? Whyd you go read no tomorrow? Feel your spirit rise with the priest. Feel your body falling to its knees. Take your walk of remorse, take your body to a corpse. Behind the wall of sleep. A Sheldomar metaregional adventure for APLs 10-16, and Part Two of the Shadows over Sheldomar Series. *PLAYER NOTE: Players of characters with evil emanations or physical deformities such as alienists, dragon-kin types, etc will not be allowed to participate in this adventure, unless steps are made to disguise themselves. Player characters Wanted or Banned from the Kingdom of Keoland are likewise prohibited.

SHE6-04: A Book Unburned (Living Greyhawk - D&D)
By Will Dover. he Knights of the Watch have asked the elven merchant Parwyn Amastacia to bring a box from Tringlee to Hochoch, but fear he has been waylaid. Can you help find him? It is helpful to play A Cup Oerturned and Flesh Torn Asunder prior to playing this scenario. A Sheldomar Valley metaregional adventure for APLs 6-14, and Part Three of the Turf War Series. Note: This adventure will be of particular interest to Knights of the Watch, Knights of Dispatch, elves, and friends of elves.

SHE7-01: Three to One's Wonder (Living Greyhawk - D&D)
By Will Dover. The Knights appear to have the upper hand against the Triumvirate and the fortunes of good appear to be on the rise. So when is the other shoe going to drop? It is essential to play SHE5-04 A Cup O'erturned, SHE6-01 Flesh Torn Asunder, or SHE6-05 A Book Unburned before playing this scenario. A Sheldomar Valley metaregional adventure for APLs 8-14, and Part Four of the Turf War Series.

SHE7-02: Dark Whisperer's Return (Living Greyhawk - D&D)
By Will Dover. Bad news typically comes in threes and now there are three items of evil loose in the city of Hochoch. Can you find them before anyone uses them? It is essential to play Three to One's Wonder before playing this scenario. A Sheldomar Valley metaregional adventure for APLs 8-16, and the Conclusion of the Turf War Series. Note: This adventure will be of particular interest to Knights of the Watch, Knights of Dispatch, and wizards.


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