Scenario Descriptions
Blackmoor-Episode 1 The ComeBack Inn (Living Greyhawk - D&D 3.5)
By Dave Arneson. 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 level PCs.

Blackmoor-Episode 2 A Night Out Under the Stars? (Living Greyhawk - D&D 3.5)
By Brad Ruby. Problems arise for a small town on the edge of the Redwood Forest. Are you big enough to help the little people in need? Especially, when the request comes from the tavern keeper who's Inn you woke up in. But weren't you just camping out under the stars last night? A Dave Arneson's Blackmoor adventure for first and second level PC's.

Blackmoor-Episode 3 Redwood Distractions (Living Greyhawk - D&D 3.5)
By Dawn Coakley. The southern border of the Redwood Forest has again become infested with orcs. The elves have dispatched hunting parties to drive them off, but no has returned to date. A dark shadow is falling over the woods.Can you find the missing elves before it's too late? A Dave Arneson's Blackmoor adventure for levels 1-6.

Blackmoor-Episode 4 Blood Wind (Living Greyhawk - D&D 3.5)
By Tad Kilgore. The High Hak is a deadly place for even its hardiest of residents. Peshwah nomads tread 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.

COR5-01 A Stone Man's Missive (Living Greyhawk - D&D 3.5)
By Ron Lundeen. Drell, the peaceful and reclusive stone giant, has gone visiting some local miners in the Abbor-Alz Hills. All he finds are empty homes, discarded tools and signs that his friends disappeared in the middle of their daily tasks. Drell asks the help of trusted adventurers to solve this mystery: who would want to spirit away a clan of miners? A one-round Core module set in the Abbor-Alz for APLs 6-12. This module is a loose sequel to COR4-02 A Stone Man’s Puzzle.

COR5-02 The Voice of Reason - Round 1 (Living Greyhawk - D&D 3.5)
By Pierre van Rooden. Something stalks the people in Moorwych. Something steals their cattle and invades their houses. The people know who these are..and they seek justice but are the usual suspects the enemy this time around? Countess Tasali Bregohan hopes the truth will prevent blood being shed, but the pitchfolks are readied and the torches are set aflame. If the truth can be found, you had better be quick. A two-round Core module set in the Solnor Compact for APLs 2-14. This module utilises NPCs first presented in SND4-01 Arrows of the Sun. It is not necessary to have played this module first.

COR5-02 The Voice of Reason - Round 2 (Living Greyhawk - D&D 3.5)
By Pierre van Rooden. Second round of "The Voice of Reason"....Make sure you're already playing Round 1

COR5-03 Atonement (Living Greyhawk - D&D 3.5)
By Theron Martin. "I have led a wicked life," the man says, "and paid a dear price for it. I have changed my ways and tried to start anew, but the sins of my past now threaten my family. I need your help." A roleplay-intensive adventure set in the City of Greyhawk for APLs 2 to 8.

COR5-04 Desecrator's of the Lord's Tomb (Living Greyhawk - D&D 3.5)
By Bruce Paris. Christa, wily Greyhawk City thief and darling of the Green Dragon Inn, was about to retire at the glorious age of 29. However, she had to do one last job for an old friend, so she found a way to break into the legendary Lords' Tomb and steal some priceless jewels which once belonged to the dearly departed of that dread complex. For a while it all looked pretty easy … far too easy. A Living Greyhawk core adventure designed for APLs 2-12.

COR5-05 A Marked Man (Living Greyhawk - D&D 3.5)
By Matt Maddy. Sometimes you make the wrong enemy, and you don't know where to turn. The man in front of you seems to have that look in his eye. Are you willing to stick your nose into something dangerous? An adventure for APLs 2-12.

EMH-1 Refections of the Multiverse (Living Greyhawk - D&D 3.5)
A body in the Wroat Diggers' Union dormitory heralds strange things afoot in Breland's capital. The twisted path to discovering the killer pits adventures against the machinations of a creature of destiny, shunted academics, and something from farther beyond the known multiverse.

EMH-2 Pirate's Bounty and the Isle of Fire (Living Greyhawk - D&D 3.5)
A comfortable trip by sea to Newthrone turns into a harrowing adventure on the high seas as pirates attack! Pirates, cannibals and buried treasure await those will to make the trek into the interior of the Isle of Fire!

LA-AP4-01 Queen's Castle (Living Greyhawk - D&D 3.5)
Two years ago, the city of Semar in the Republic of Altheria became a testing ground for many heroes -- and a field of nightmares for many others. The city is now home to an annual Festival of Retribution. The heroes of the Battle of Semar have been invited as guests of honor, but behind this facade of levity are found the shadows of a gathering darkness. Altheria is gripped with worry over economic sanctions and reductions in the size of the Shining Patrol; who now will hold back the scaled hordes of Ssethregore? This is a standard Living Arcanis adventure, designed for 1st to 14th level characters (APL 2 through 13).

LA-Fractured Souls (Living Greyhawk - D&D 3.5)
By Jeff Boyce. The Chamber of Repose has been the resting place for the soul shards of the Dwarven people for over 2500 years. However, some of the shards in the Chamber of Tir Batoq have been found missing. Who is taking shards and why? Warning: Dark-Kin may find this module frustrating and potentially deadly. This module is Part 2 in the Dwarves of Onara Series. A Living Arcanis adventure for characters 3 to 13 levels.

LA-Perchance to Dream-Round 1 (Living Greyhawk - D&D 3.5)
By Jeffrey Whitthauer & Jeffrey Meehen. The Festival of Mahemamnum is a time for the Myrantian's of Old Coryan to celebrate and honor the dead. Legend has it that this annual ceremony appeases the dead, so they feel no need to terrorize the living. But, this year it may not be enough. Something is stirring in the catacombs under the Myrantian Ghetto. But for what purpose? Destruction, or renewal? It is strongly recommended, but not absolutly requiered, that players have taken part in the scenario's, LA-SP3-12 Virtue's Crypt and LA-SP3-14 Lusting Leeward before participating in this adventure. This is a two-round continuous play Living Arcanis Crawl adventure, designed for 1st. to 15th. level character's(APL 2-14)

LA-Perchance to Dream-Round 2 (Living Greyhawk - D&D 3.5)
By Jeffrey Whitthauer & Jeffrey Meehen. Second round to "Perchance to Dream". Please make sure you are playing the first round already.

LA-SP4-01 Dark Harvest (Living Greyhawk - D&D 3.5)
Something evil is hunting the workers at a remote farming station belonging to the Altherian Border Patrol. Can you put a stop to this malevolence before it is too late? This is a standard Living Arcanis adventure, designed for 4th to 14th level characters (APL 5 through 13).

LSJ08 - Night Ransom (Living Greyhawk - D&D 3.5)
By Jay Fisher. A young daughter to one of Amthydor's prominent noble families has been kidnapped and it is up to you to rescue her. But is it that simple or is there something else sinister going on? A one-round adventure for characters levels 2-5.

LSJ11 - Dead Racket (Living Greyhawk - D&D 3.5)
By Steve Kaser. In the remote southwest corner of the Merchant's District a couple of proprietors have disappeared. The Merchant's Guild is concerned and has hired some adventurers to investigate these disappearances. The strange thing is that none of the shop owners left there will talk about the disappearances... A one-round adventure for characters levels 1-4.

LSJ12 - Lions, Tigers, & Bears (Living Greyhawk - D&D 3.5)
By Catie Straiton. Wild animals prowl the streets of Amthydor and roam the surrounding countryside. Can they be stopped before serious harm is done? Part 1 of the "Babe in the Woods" series. A one-round adventure for characters levels 1-4.

LSJ13 - Ghost Town (Living Greyhawk - D&D 3.5)
By Jay Stypinski. At the request of a friend, you have traveled to the small town of Thornwater. Now that you’ve arrived, you find that you’re the only ones here! Where has everyone disappeared to? A one-round adventure for characters levels 1-4.

Midnight Madness (Living Greyhawk - D&D 3.5)
By ???. Find a GM and players for any module availiable at Conclave and have fun. Collect the AR/Certs/Etc. when you turn in a table tracking form.

SHE4-06 Dark Clouds Over Istivin (Living Greyhawk - D&D 3.5)
By Steve Pearce. The skies grow dark over Sterich. A huge dark cloud castle has come to sit above Istivin. Like a malignant stain upon the sky, it hovers high above the capital. There is panic in the streets and the militia mobilized but all they can do is watch and wait. Lords Errant are summoned and the general call-to-arms goes out for only the very bravest to fly to Istivin. The giants have returned to Sterich. A Sheldomar Valley Metaregional adventure for APLs 6 to 18 and Part One of the Dark Clouds series..

SHE4-07 A Matter of Trust (Living Greyhawk - D&D 3.5)
By Steven Conforti. The beneficiary of your collection of rare tomes and documents has contacted you again. It is a matter of life and death for the Valley, but first it's a matter of trust between you and your mysterious employer. Are you willing to find out her intentions? A Sheldomar Valley Metaregional adventure for APLs 6-16 and Stanza Two in the Idyll of Tysiln.

SHE5-01 Sounds of Silence - Round 1 (Living Greyhawk - D&D 3.5)
By Jerald Eaker and James Lell. The Gran March military did not heed the warnings and evil from a lost temple of the Whispered One has already escaped. A varied menagerie of priesthoods have assumed the responsibility to destroy the temple, and the evil that is still within. A call has gone out to recruit a diverse group of adventurers willing to find the key to its destruction. A two-round Sheldomar Valley Metaregional adventure for APLs 8-16.

SHE5-01 Sounds of Silence - Round 2 (Living Greyhawk - D&D 3.5)
By Jerald Eaker and James Lell. This is round to and you should already be playing round 1 of "Sounds of Silence"

ULP-INTRO4-01Skin Trade (Living Greyhawk - D&D 3.5)
By Tad Kilgore. Raiders cross the frontier. Farms burn and entire families are carried off to a fate worse than death. Can you intervene in time and save the local free farmers before they fall victim to the Skin Trade? An introductory scenario for 1st-level PCs only.

ULP-INTRO4-02 Homeward Bound (Living Greyhawk - D&D 3.5)
By John Brown and Heather Humphrey. No matter where one's journey leads, there is always the tug of the ties we have to a place called "home" which even death cannot break. A Principality of Ulek Introductory Scenario for 1st level PCs.

ULP-INTRO4-03 Company Store (Living Greyhawk - D&D 3.5)
By Howard and Patty Kinyon. A mining town has fallen on hard times. Seems everyone's in debt to the Company Store. Will the new level hold promise or disaster? A Principality of Ulek Introductory Scenario for 1st level PCs only.

ULP-INTRO4-04 Heartless (Living Greyhawk - D&D 3.5)
By Daniel Gray. A robbery has occurred in Thunderstrike and a magical necklace has disappeared. Reports of the slaughter of a merchant caravan reach the citizens' ears. Can you find the thief, retrieve the necklace and bring the murderers to justice? A Principality of Ulek Introductory Scenario for 1st level PCs.

ULP-INTRO5-01 Parting Gifts (Living Greyhawk - D&D 3.5)
By Lynn Register. An aging Royal Army quartermaster about to go on his last campaign wishes to leave a gift for his estranged grandson. A Principality of Ulek Introductory Scenario for 1st level PCs.

ULP-INTRO5-02 Mildowney's Magnificent Menagerie (Living Greyhawk - D&D 3.5)
By Daniel Gray. With the help of the Emerald Conclave, and enterprising halfling named Mildowney Briarfoot has created a zoo of wonderful creatures and beasts for all to see. It's an ambitious project and it's just about ready to open...but Mildowney's forgotten one thing: Not all beasts are wild, and some have families. A Principality of Ulek Introductory Scenario for 1st level PCs.

ULP4-06 Just Bring It! (Living Greyhawk - D&D 3.5)
By Christopher Reed. The time has come for the bold and brave heroes of the Principality of Ulek to step forward. Are you ready? If so, just bring it in this combat intensive scenario. A Principality of Ulek regional adventure for APLs 12-18.

ULP4-07 Chasing Smoke (Living Greyhawk - D&D 3.5)
By Tad Kilgore. The Congregation of the Hills calls out for aid. Agents of Ulaa have been murdered trying to regain ancient lost magics central to the defense and safety of the Lortmils. The divinations of the Keeper point like an arrow into the Disputed Territory. Will you respond and pursue the stuff of legend? A Principality of Ulek regional adventure for APLs 2-12, and Part One of the Gems of Ulaa series.

ULP4-08 Legacy of Blood (Living Greyhawk - D&D 3.5)
By Rene' Alfonso. Royal Army and Mine Ranger members sent on a mission to explore caverns somewhere within the Lortmil Hills have not returned. You are asked to find them and bring them home safely but this is easier said then done. A slumbering evil has awoken and it hungers once more. Will a tragic choice from the past doom the lives of the innocent, delivering a sacred and powerful relic into the clutches of the Principality of Ulek's greatest enemy or will heroes rise in time to stop it? A Principality of Ulek regional adventure for APLs 2-12, and Part 2 of the Gems of Ulaa series.

ULP5-01 Storms Over the Azure Sea (Living Greyhawk - D&D 3.5)
By Craig Ballock. The Azure Sea has become increasingly more dangerous to travel these past months. Many of the vessels departing from the port city of Gryrax never return and trade from the cities along the Sea of Gearnat has dwindled dramatically. Are these disappearances caused by some new, strange evil lurking beneath the waters of the Azure Sea or the normal hazards of sea travel? A Principality of Ulek regional adventure for APLs 2-10.

ULP5-02 Gem of Life (Living Greyhawk - D&D 3.5)
By Kristofer Wade. Heroes across the land have been seeking for the Gems of Ulaa. Now word comes of the possible location of the third gem. You are sent to investigate. All of your skills and will be tested. And even if you should overcome the obstacles of nature and the forces of evil, will you make the right decision for a war torn land and all of it's people. A Principality of Ulek regional adventure for APLs 2-12, and Part Three of the Gems of Ulaa series.

ULP5-03 Mind Games (Premiere) (Living Greyhawk - D&D 3.5)
By Terry Duchastel. Aid comes from an unexpected ally as you set out to retrieve a gift of Ulaa. Somewhere deep below ground lies a key to salvation. But what price will this cost, and who will pay it? Those PCs who have previously fought Malevolence are ineligible to participate. A Principality of Ulek regional adventure for APLs 2-12, and Part Four of the Gems of Ulaa series.


Warhorn.net
v 1.6.0

Become a Warhorn.net sponsor!