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COR8-01 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.
COR8-02 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).
COR8-03 Aspirations (Living Greyhawk - D&D)
By Gregory Hanigan and Ron Lundeen. Powerful residents in the Gem of the Flanaess suspect that someone on the Directing Oligarchy may be working with Greyhawk's greatest enemy. As their hands are tied and their moves are watched, it falls to a group of heroes to uncover this plot and follow wherever it leads. Parties skilled in stealth, guile, or force welcome.
A one-round core adventure set in the Domain of Greyhawk
for characters levels 1-15 (APLs 2 to 12) and the second intrigue of Honor Among Thieves.
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)
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.
COR8-06 Dedications (round 1) (Living Greyhawk - D&D)
By Britt Frey. Old Wicked has set in motion a plot years in the making and two of the most powerful wizards on Oerth, once allies, seem to stand on different sides. You must choose between them; pray that you are correct. Part two of Ascension, the final core plot arc for the Living Greyhawk campaign. Part four and the conclusion of Idylls of Tysiln, a Sheldomar Valley plot arc. A two-round core adventure of investigation, danger, and wheels within wheels. Set in the Free City of Greyhawk, the Valley of the Mage, and realms beyond for character levels 6 15 (APLs 8 to 16.)
COR8-06 Dedications (round 2) (Living Greyhawk - D&D)
By Britt Frey. Old Wicked has set in motion a plot years in the making and two of the most powerful wizards on Oerth, once allies, seem to stand on different sides. You must choose between them; pray that you are correct. Part two of Ascension, the final core plot arc for the Living Greyhawk campaign. Part four and the conclusion of Idylls of Tysiln, a Sheldomar Valley plot arc. A two-round core adventure of investigation, danger, and wheels within wheels. Set in the Free City of Greyhawk, the Valley of the Mage, and realms beyond for character levels 6 15 (APLs 8 to 16.)
COR8-07 Celebrations (Living Greyhawk - D&D)
By 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, exultation quickly turns to terror as the gala cloaks deadly intentions. A one-round core adventure set in the Domain of Greyhawk for characters level 1 to 15 (APLs 2 to 12) and the third intrigue of Honor Among Thieves.
COR8-08 Lost Souls Eternal (Living Greyhawk - D&D)
By Colleen Simpson. You find yourselves in a race against time and the servants of an ancient foe with an island of ill-repute as your destination. Your mission is to discover, and return with, what your rivals wish to obtain... if you can. Fighters, clerics and diplomats are highly recommended. Not recommended for those with a fear of the sea or a dislike for water. A one-round core adventure set in the Splintered Suns meta-region for PCs of levels 4-16 (APLs 6-14). Part three of the Ascension arc.
COR8-09 Ruins of Slumber (Living Greyhawk - D&D)
By Bruce Paris and James Dempsey. 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 times tide has finally run its course? A one-round core adventure set in the Empire of the Bright Lands for characters level 5-15 (APLs 6-14).
COR8-10 Chains of Darkness (Living Greyhawk - D&D)
By Pieter Sleijpen. Old Wicked One is on the verge of success and the forces of good are desperately looking for ways to stop him. When Tenser hears of knowledge hidden on the Abyss, he suspects a trap, but he cannot ignore any chance for a victory however slim it might be and Iuz is not without enemies in that place. So now he is looking for adventurers, hoping that they have an easier time to remain undetected in that dismal place than he would have. Are you willing to go in his stead? A two-round core adventure set in the Abyss for character levels 9 to 15 (APLs 10-16). Part four of the Ascension arc.
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 level 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.
COR8-12 Foundations (Living Greyhawk - D&D)
By Eric Menge. The City of Greyhawk teeters on the edge of revolution. The Directing Oligarchy is in shambles, and the constabulary holds the city together by a thread. As the political rivalry between the Lord Mayor and the High Priest of St. Cuthbert escalates, the very future of the Gem of the Flanaess lies in the balance. A one-round core adventure set in the Free City of Greyhawk for characters level 1-15 (APLs 2-12) . The fourth and final intrigue of Honor Among Thieves.
GRM7-01 Gnome Friends (Living Greyhawk - D&D)
By Andrew Garbade. A young gnome was brought into Ander’s Falls near death by a kindly merchant. The local clerics were able to heal him, and he revealed that his village had been ransacked by Mountaineers. A Captain of the Sixth is sending you to determine what really happened to their gnome friends. A Gran March regional adventure for APLs 2-12, and Part 1 of the Homefront series.
Note: This adventure will be of particular interest to Mountaineers, members of the Gran March military, gnomes, and dwarves.
GRM7-02 Gullet (Living Greyhawk - D&D)
By P. Dennis Waltman. With the 9th Battle preparing and training to do battle with the core of the Bullywog forces, all intelligence on their sacred and military sites is important information to gather. One such place of interest has been discovered in the Rushmoors, and not just the Gran March is interested. A Gran March Regional adventure for APLs 2-12, and Part 2 of the Homefront series.
Note: This adventure will be of particular interest to Military and Veteran Characters. Centaur characters may have difficulties with this game.
GRM7-03 Who Sleeps Upon Your Bed (Living Greyhawk - D&D)
By Sean Flaherty and Michael Eshleman. A year and a day have passed since Watcher Corum Valstier, Most Gallant Hippogriff was abducted by the mysterious creature calling itself Maimbua. The days have passed with breathtaking excitement, the days have passed with anxious anticipation, the days have passed with quiet dread. In all the days come and gone nothing has been heard from Maimbua, but on a day of renewed hope everything changes. Watch your step, as you never know what might lie beyond the next door. A Gran March Regional adventure for APLs 6-12, and Part Five of the Outsiders In series.
Note: This module will be of significant interest to members of the Knights of the Watch, Church of Heironeous, worshippers of lawful good deities, 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, GRM6-04 Curtains Drawn Around).
GRM7-04 The Threat Within (Living Greyhawk - D&D)
By Michael J Roderick, Sr.. A serious crime took place just outside Shiboleth and you have been assigned to the case. A Gran March regional investigative adventure for APLs 2-8, and Part 3 of the Homefront series.
Note: This adventure will be of particular interest to Heironeans and Pathfinders.
GRM7-05 Currents (Living Greyhawk - D&D)
By P. Dennis Waltman. A pleasant cruise down the Sheldomar River; the river does most of the work on the downward leg, so what will the characters find themselves doing? And with a full moon there should be plenty of visibility for travel at night. A dangerous Gran March Regional adventure for APLs 2-12 and Part 4 of the Homefront series. Creatures larger than medium are unlikely to participate, characters larger than medium cannot participate and wild animals will not find welcome on deck.
Note: This adventure will be of particular interest to River Guard, Military and Veteran characters, bearers of Githyanki Silver Swords, and members of organization(s) that do not exist.
GRM7-06 The Order of Underworld Travelers (Living Greyhawk - D&D)
By Joe Masdon. More than a year ago, hundreds of tons of rock collapsed into a cavern below Shiboleth filled with daemons, killing them and destroying their gateway from Gehenna. Ancient vampires who were caught between the Gran March army and the daemons were also crushed by the collapse. Some folks are concerned that the threat from one or both of those sources is not truly crushed. No one really wants to go into the muddy, dangerous, shifting ground beneath the flooded sinkhole to investigate. Volunteers are being accepted. A Gran March Regional adventure for APLs 2-12 and Part 4 of the Shattered Reflections series.
Note: This adventure will be of particular interest to members of The Order of World Travelers, Syrloch, The Gran March Army and Knights of the Watch. PCs who played GRM6-01 All That Is Secret and Hidden or GRM6-07 Athenaeum who are members of a recognized Gran March meta-organization or Sheldomar Valley meta-regional meta-organization would also be requested by that organization. Large size PCs and companions might experience additional difficulties with this scenario.
GRM7-07 To Prove the Warm Affection (Living Greyhawk - D&D)
By Michael Eshleman. In the fields northeast of Buxton’s Crossing grain has given way to gaiety. Between Proman and Hookhill, just off the road, a large traveling carnival and marketplace has established itself and attracts merchants, patrons, and all that accompany them. A large broadside by the road proclaims, “BAZAAR OF THE BIZARRE – Limited Engagement Only!” Can trouble help but be hard on the heels of opportunity? A Gran March Regional adventure for APLs 6-12, and Part Six 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, GRM6-04 Curtains Drawn Around, GRM7-02 Who Sleeps Upon Your Bed?). It is strongly recommended (but not required) that characters play GRM7-02 Who Sleeps Upon Your Bed? before participating in this adventure.
GRM7-08 Thrall (Living Greyhawk - D&D)
By Joe Masdon. “Fear should reach your enemies through walls of thickest iron when no more than your name breaches their stronghold.” - The Precept of Immortality “To savor the oppression of your foes, you must allow them hope. Then take it indifferently, as you take their lives.” – The Precept of Tyranny Daemons and angels. Knight and Death. The plan of the Master Vigilant revealed, even if he does not survive the revelation. A Gran March Regional adventure for APLs 2-16, and Part 6 of the Shattered Reflections series.
Note: This adventure will be of particular interest to members of the Knights of the Watch, the Gran March Army, Syrloch, and any PC who has performed Research at the Athenaeum.
Note also, that once you have played GRM7-08 Thrall, you MAY *NOT* play GRM7-IN4 By Right of Conquest
GRM7-09 The Lost and the Found (Living Greyhawk - D&D)
By Thorin Palladino. Madness has been sweeping Gran March. Otherwise peaceful citizens are attacking their neighbors for no reason. Can you discover the cause before it is too late? A Gran March Regional adventure for APLs 2-8, and part seven of the Homefront series. This adventure is also related, though not directly a part of, the Outsiders In series.
GRM8-01 Consequences (Living Greyhawk - D&D)
By Michael Roderick. Heroes faced with two choices, chose the easy way seeking short term good and ignoring long term evil. Now it is time to pay the piper and it’s the Hellscepter that calls the tune. For many it’s the second visit to a gnomish ghost town on the border with Veluna. Will it be the easy way or the hard way this time?
This game contains spoilers for GRM 7-1 Gnome Friends and should be played after that game.
part eight of the Homefront series (GRM 7-1 Gnome Friends, GRM 7-2 Gullet, GRM 7-4 The Threat Within, GRM 7-IN2 The Hard Road to Peace, GRM 7-5 Currents, GRM 7-IN3 Troubled Waters, GRM 7-9 The Lost and the Found, being previous seven games).
Members of the Churches of Pholtus, Obad-Hai, Knights of the Watch or Dispatch and persons bonded to Hellbreaker or the Hellscepter may find this adventure useful.
GRM8-02 Pest Control (Living Greyhawk - D&D)
Pestilential Politics in Orlane are getting out of hand. One body’s already turned up; will there be more? Will you get to the heart of the matter or will it get to you first?
Do you have both the courage and audacity to act?
A Gran March regional adventure for APLs 4-14 and part 9 of the Homefront Series.
Note: This adventure will be of interest to PCs who have participated in the Homefront story arc as well as PCs belonging to regional religious metaorgs or standard churches of Gran March.
GRM8-03 Witness (Living Greyhawk - D&D)
By Joe Masdon. “Leave a witness.” - Master Vigilant Marax
To savor his rise in power and prominence, Master Vigilant Marax has demanded witnesses to his audacious triumphs. To savor his defeat, others now demand witnesses to his utter failure. A small, select group will be chosen to be either the victims of his final victory, or the mechanisms of his final defeat. A dangerous Gran March Regional adventure for APLs 4-16, and Part 7 of the Shattered Reflections series.
Note: This adventure will be of particular interest to those with the Favor of Baron Doulanfon, Knights of the Watch, and the Gran March Army. PCs with the Enmity of Baron Doulanfon from GRM7-IN4, By Right of Conquest cannot participate in this adventure.
GRM8-04 Deceit (Living Greyhawk - D&D)
By Pete Winz. Lies are the stock in trade of those living in the underbelly of Gran March. Your mission, should you choose to accept it, is to put paid to one of the biggest deceivers in Gran March history. When surrounded by guile, can you find the truth? A Gran March Regional adventure for APLs 2-16 and Part 11 of the Homefront series.
Note: This adventure will be of particular interest to members of the Gran March military, the Knights of the Watch, and an organization whose very existence is a matter of debate.
GRM8-05 Quorum (round 1) (Living Greyhawk - D&D)
With threats of armies north and south, individual Knight Colonels making individual decisions and much of the Battle Seasoned troops still outside the nation, the times demand one leader and Gran March does not have one. The call to elect a new Commandant has come, with the formal resignation of the last. Can enough of the Electors make it to Hookhill in order to elect the needed leader or will Chaos reign. This is a continuous Two-Round Gran March Regional adventure for APLs 4-16, and the Finale for the Gran March region. This game contains spoilers for GRM 7-2 `Gullet`, GRM 7-3 `Who Sleeps Upon Your Bed,` GRM 8-1 `Consequences, ` GRM 8-IN1 `Vanguard,` GRM 8-2 `Pest Control` and GRM 8-4 `Deceit.` While some of these spoilers are minor, GRM 8-2 should definitely be played before this game. Parties having a character who possesses or is bonded to Hellbreaker could have an advantage. All other year 8 games take place before this game in the
timeline.
Note: This adventure will be of particular interest to characters who are concerned with the fate of Gran March and/or who would prefer that Keoland not choose the next Commandant.
GRM8-05 Quorum (round 2) (Living Greyhawk - D&D)
With threats of armies north and south, individual Knight Colonels making individual decisions and much of the Battle Seasoned troops still outside the nation, the times demand one leader and Gran March does not have one. The call to elect a new Commandant has come, with the formal resignation of the last. Can enough of the Electors make it to Hookhill in order to elect the needed leader or will Chaos reign. This is a continuous Two-Round Gran March Regional adventure for APLs 4-16, and the Finale for the Gran March region. This game contains spoilers for GRM 7-2 `Gullet`, GRM 7-3 `Who Sleeps Upon Your Bed,` GRM 8-1 `Consequences, ` GRM 8-IN1 `Vanguard,` GRM 8-2 `Pest Control` and GRM 8-4 `Deceit.` While some of these spoilers are minor, GRM 8-2 should definitely be played before this game. Parties having a character who possesses or is bonded to Hellbreaker could have an advantage. All other year 8 games take place before this game in the
timeline.
Note: This adventure will be of particular interest to characters who are concerned with the fate of Gran March and/or who would prefer that Keoland not choose the next Commandant.
LFR: AGLA-1 Lost Temple of the Fey Gods (D&D)
Faeries, sprites, nymphs, and dryads – the fey creatures of Faerûn’s wild places are often dismissed as nuisances and pranksters. Those who truly understand the fey know that as with all things natural, there is a darker side to these creatures of fancy. Could a rash of stolen food and sleep dust traps point to a more sinister threat lurking on the wild side of reality? A Living Forgotten Realms adventure set in Aglarond for characters levels 1-4.
LFR: AKAN-1 The Rotting Ruin of Galain (D&D)
Amidst goblin raids originating from the ruined town of Galain, you are asked by a young genasi woman to locate her brother. Lost or deceased, it’s up to you to find him! A Living Forgotten Realms adventure set in Akanûl for characters levels 1-4.
LFR: BALD-1 Flames of Initiation (D&D)
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.
LFR: CORE-1 Inheritance (D&D)
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.
LFR: CORE-2 The Radiant Vessel of Thesk (D&D)
Rumors of a great item, touched by divinity, have traveled across Faerûn. 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.
LFR: CORE-3 Sense of Wonder (D&D)
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 set in the Nelanther Isles for characters level 1-4.
LFR: CORM-1 The Black Knight of Arabel (D&D)
Your party is sent to investigate allegations of Netherese activity near Arabel: a dark rider commanding legions of shadow. Can you turn back the tide before it’s too late? A Living Forgotten Realms adventure set in Cormyr for characters levels 1-4.
LFR: DALE-1 The Prospect (D&D)
The Fall of Stars is the most famous adventurers’ club in Faerûn. Who can say no when offered membership in the Stellar Fellowship, for a mere errand? But of course, things are never that simple. A Living Forgotten Realms adventure set in the Dalelands for characters levels 1-4.
LFR: DRAG-1 Many Hands Make Light Work (D&D)
Westgate is a dangerous city at any time, but today it’s about to live up to its name. Today, a band of pious Silverstars have arrived in your precinct and they need a little help with renovations and… removals. A Living Forgotten Realms adventure set in the Dragon Coast for characters levels 1-4.
LFR: IMPI-1 Alone (D&D)
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.
LFR: LURU-1 Slivers of Eaerlann (D&D)
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
LFR: MOON-1 Nature’s Wrath (D&D)
Faith in the Chauntea runs strong amongst the Ffolk, and the village of Warlsbry is no exception. The village appears to have fallen from favor, and now the beasts of field and sea bring their wrath against the village. You must return the village to the gods' good graces or it may not survive the coming winter. A Living Forgotten Realms adventure set in the Moonshae Isles for characters levels 1-4.
LFR: TYMA-1 Elder Wisdom (D&D)
A frontier village on the outskirts of Tymanther needs help with a reconnaissance mission. The dragonborn do not often look to outsiders, so this is a good chance to learn about the fate of Unther… and meet the new neighbors. A Living Forgotten Realms adventure set in Tymanther for characters levels 1-4.
LFR: WATE-1 Heirloom (D&D)
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.
SHE7-06 Topaz Is Forever (round 1) (Living Greyhawk - D&D)
By Dave Kayserman. 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 two-round, role-playing intensive, Sheldomar Valley meta-regional espionage adventure for APLs 6-12.
Note: This adventure will be of particular interest to rogues, charismatic PCs, and members of the Dreadwalkers meta-org.
Player Note: Players with exotic cohorts or animal companions 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 2) (Living Greyhawk - D&D)
By Dave Kayserman. 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 two-round, role-playing intensive, Sheldomar Valley meta-regional espionage adventure for APLs 6-12.
Note: This adventure will be of particular interest to rogues, charismatic PCs, and members of the Dreadwalkers meta-org.
Player Note: Players with exotic cohorts or animal companions 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 Prophecy (Living Greyhawk - D&D)
By Dennis Waltman. A problem for the Knights of the Watch is roaming northern Gran March, a potential nightmare at a time when it is best not to have such things. People in the right place at the right time can either mitigate or exacerbate the public relations difficulties for the Order. A Sheldomar Valley metaregional adventure especially designed to reverse Enmity of Knights of the Watch from Check the Fine Print for APLs 10.
SHE8-01 Severance (round 1) (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 5 conclusion to the `Shadows over the Sheldomar` series. 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) (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 5 conclusion to the `Shadows over the Sheldomar` series. 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.
SHE8-02 TBA (Living Greyhawk - D&D)
SHE8-03 TBA (Living Greyhawk - D&D)
SHE8-04 TBA (Living Greyhawk - D&D)
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