Scenario Descriptions
Eberron, Mark of Heroes DMH-4: DM's Mark (May) (Living Greyhawk - D&D 3.5)
Pregenerated fast-play characters will be available for those who don't have their own.

Eberron, Mark of Heroes EMH-1: Reflections 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. Pregenerated fast-play characters will be available for those who don't have their own.

Eberron, Mark of Heroes EMH-2: Pirate's Bounty and the Isle of Fire (Living Greyhawk - D&D 3.5)
By Greg Marks. A 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! An adventure set in Eberron and optimized for 1st-level characters. Pregenerated fast-play characters will be available for those who don't have their own.

Living Arcanis: Taboo (Intro) (Living Greyhawk - D&D 3.5)
A Nawal of the Ying Hir calls upon a group of travelers to retrieve the body of his dead son from a place where no Horseman may ride. An introductory Living Arcanis adventure designed for 1st and 2nd level characters (APL 1 and 2). Characters not within this level range may not be played in this adventure.

Living Arcanis: Whispers in the Dark (Living Greyhawk - D&D 3.5)
Forty thousand seasoned Nierite warriors followed the Sword of the Heavens into the Blessed Lands on his quest to retake the Throne of Man. They failed. Only half of the mighty Nierite army returned, and they did so without their beloved leader. What happened to twenty thousand Nierites and the Sword of the Heavens is an intriguing mystery, especially considering there was no standing army to stop their march. Many powerful patrons and shadowy groups wish to solve this mystery and have commissioned an expedition to retrace the Sword's path into the Blessed Lands. Will you be a part of that expedition? If you are, will you return, or will you succumb to the whispers in the dark… A Living Arcanis adventure for characters of all levels.

Living Force: The Jedi Code 1 - Padawannabes (Living Greyhawk - D&D 3.5)
When Jedi groupies reveal a dangerous secret, can the heroes prevent a disaster and save Cularin's future?

Living Force: The Jedi Code 2 - The Way of the Force (Living Greyhawk - D&D 3.5)
Lanius Qel-Bertok sends the heroes on a mission to gather some materials important to one of the upcoming Jedi Trials. However, all is not what it seems; how you pursue a thing is sometimes just as important as finding it. This adventure does not require Jedi characters, but has special meaning for Jedi heroes, both Padawans and Knights.

Living Force: The Jedi Code 3 - The Dark Side Beckons (Living Greyhawk - D&D 3.5)
The Almas Academy has come to know that it can trust Cularin's heroes, even those who do not always agree with the Jedi traditions. Master Lanius again seeks your aid, this time to bring in the Black Queen. She was once an Almas student -- is she now Cularin's latest crimelord? This adventure does not require any Jedi characters, but Jedi will find it particularly suitable for play.

Living Greyhawk COR5-01: The 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, 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 loose sequel to COR4-02 The Stone Man’s Puzzle. A scenario for APLs 6 to 12.

Living Greyhawk COR5-02: The Voice of Reason (Rnd 1) (Living Greyhawk - D&D 3.5)
By Pierre van Rooden. Something stalks the people of Moorwych. Something steals their cattle and invades their homes. The people of Moorwych know who it is… and they seek justice. But, are the usual suspects the enemy this time? Countess Tasali Bregohan hopes the truth will prevent blood being shed. But if the truth can be found, it had better be found quickly. The pitchforks are readied and the torches set aflame. A two-round core adventure set in the Solnor Compact, and sequel to the Sunndi regional adventure SND4-01 Arrows of the Sun. An adventure for characters level 1-16 (APLs 2 - 14)

Living Greyhawk COR5-02: The Voice of Reason (Rnd 2) (Living Greyhawk - D&D 3.5)
By Pierre van Rooden. Something stalks the people of Moorwych. Something steals their cattle and invades their homes. The people of Moorwych know who it is… and they seek justice. But, are the usual suspects the enemy this time? Countess Tasali Bregohan hopes the truth will prevent blood being shed. But if the truth can be found, it had better be found quickly. The pitchforks are readied and the torches set aflame. A two-round core adventure set in the Solnor Compact, and sequel to the Sunndi regional adventure SND4-01 Arrows of the Sun. An adventure for characters level 1-16 (APLs 2 - 14)

Living Greyhawk 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 roleplaying-intensive adventure set in the City of Greyhawk for APLs 2 to 8.

Living Greyhawk NYR5-01: Don't Cry for me Nyrond (Living Greyhawk - D&D 3.5)
By Joshua Kennedy. Well, it finally happened. Many thought it never would, but they were wrong. Now you're a stranger in your own country, but just what is to be done about it? You can sit around and wait to see what happens next, or you can get up and fight for what you believe in. Sure, it might be a wild goose chase, but nothing ever came from not trying. A one-round scenario for loyal and patriotic characters. For APLs 2-10. It is strongly recommended that PCs play at least a few Year 4 Nyrond Regional scenarios before playing this scenario.

Living Greyhawk NYR5-02: Divine Right (Living Greyhawk - D&D 3.5)
By Troy McNemar. A brutal killing. A mysterious package. Another glorious day in the Nyrond Imperium. An adventure for characters of APLs 2-12.

Living Greyhawk NYR5-03: For the Duchess of Woodwych (Living Greyhawk - D&D 3.5)
By Robert Moon. Gritting his teeth against the stabbing pain, the wood elf with decorative facial tattoos heaved the body of the half-elven lass over his right shoulder. Her bejeweled hand swung limply in response to his movements. Quickly, yet with care, he scooped up the bundle resting on the muddy floor with his other arm and cast a final gaze at the carnage before limping out of the cave. As he plodded through the muck, he could feel warm blood running down the side of his torso and down his leg as the strain of the unbalanced load put pressure on his grievous wounds. At long last, he reached his destination: the Knobs of Cullidor. It would be here he would take refuge. It would be here he would await the Duchess of Woodwych. A Nyrond regional "call to war"* scenario for adventurers of average party level 2 - 12 and featuring a Butt-Kicker Option for tables who'd like a little more 'game' in their game.

Living Spycraft: Empty Houses (Living Greyhawk - D&D 3.5)
By Charles Etheridge-Nunn. In England and Wales, whole towns and villages are missing, only to appear on the south coast, believing they’re migratory birds. The agents are tasked with investigating this bizarre mystery, and halting the looming threat beyond. This serial is Part 1 of the "Criminal Migration" mini-series, but may be run independently without modification. Pregenerated iconic characters will be available for those who don't have their own.

Living Spycraft: Fire from the Ice (Living Greyhawk - D&D 3.5)
By Megan Robertson. A known terrorist the Agency has been tracking for months has been spotted in Iceland and the agents are tasked with profiling his associates and actions. They soon discover leads to something called "Banefire" and an awful plot in Reykjavik – and that they’re not the only ones onto their target! Pregenerated iconic characters will be available for those who don't have their own.

Living Spycraft: Proving Ground (Living Greyhawk - D&D 3.5)
By Andy and Jeny MacPhee. On the inside, the agents are tasked with 'providing a distraction' at an Embassy gala in Germany. Pregenerated iconic characters will be available for those who don't have their own.


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