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LA - A House Divided (Living Greyhawk - D&D 3.5)
By Jeff Boyce. To the Dwarves of Solanis Mor, Loyalty to the Enclave comes above all else. Yet some events can divide even the closest of peoples. On this day, heroes may find themselves answering the age old question of if, and when, the ends justify the means. A Living Arcanis Adventure for Character Levels 1 – 12. This module is Part 1 in the Dwarves of Onara Series.
LA - Between the Candle and the Light (Living Greyhawk - D&D 3.5)
By Jack Cooper. In a small Milandisian town near the Canceri border, Good and Evil do battle within the hearts of men and a tale of Murder, Betrayal, Avarice, and Redemption forty years in the making is to conclude in one fateful night as all involved find themselves shrouded in the twilight between the candle and the light. A Living Arcanis adventure for character levels 3-12.
LA - Between the Candle and the Light - Round 2 (Living Greyhawk - D&D 3.5)
This is a two round continuous module. Please choose the same characters (and other players if possible) for Round 2.
LA - Shattered Dreams (Living Greyhawk - D&D 3.5)
By Jeffrey Witthauer & Jeffrey Meehan. An ancient sword holds incredible power, but also deadly danger. To confront the source of Fleshripper’s curse, a journey must be take into the mists of the past, along with the pathways of the unreal, where a battle is being fought that could decide to fat of legions of souls trapped in shard of shattered dreams. It’s strongly recommended that characters with Fleshripper play this adventure with that item in their possession. New players are advised to play the adventure Temptations of the Flesh before playing this adventure, if at all possible. This adventure is designed for 1st to 13th level characters. Characters within this level range may not be played in this adventure.
LA - Sibling Rivalry Round 1 (Living Greyhawk - D&D 3.5)
In part one, a summons by the Prelate of Enpebyn sends you rushing headlong over the Corlathian Mountains and into the perilous Blessed Lands. Here, roaming bands of the savage Voei threaten a val’Virdan historian and his team as they struggle to uncover a secret from the First Imperium that may tilt the balance of power in this most precarious of times. An adventure for character of 1st through 11th level.
LA - Sibling Rivalry Round 2 (Living Greyhawk - D&D 3.5)
In part two, Beloc val’Virdan believes he has uncovered the final resting place of a First Imperium legion. The search leads up the frigid peaks of the Corlathians, and to a danger that has remained hidden from human sight but may spell its doom. An adventure for character of 1st through 11th level.
This is a continuation from Round 1 - please choose to play with the same character (and same people if possible) for Round 2.
LD - Triangles (Living Greyhawk - D&D 3.5)
By Robert-Sean Harley and Robert Maxwell. A strange double murder piques the society's interest in Baton Rouge. What secret did two men share that led them to kill one another in the middle of the street? 1+1=3? An adventure set in early September, 1897. Characters wanted for treason in the United States may not play this
adventure. The Living Death Campaign uses a d20 version of the Masque of the Red Death rules based on D&D vs. 3.5. Retires 12-15-05
LF/Jedi Code I - Padawannabes (Living Greyhawk - D&D 3.5)
By Ronald Heintz. When Jedi groupies reveal a dangerous secret, can the heroes prevent a disaster and save Cularin's future? An adventure for Living Force heroes levels 1-12. Best played before The Way of the Force and The Dark Side Beckons, episodes II and III of The Jedi Code trilogy
LF/Jedi Code II - The Way of the Force (Living Greyhawk - D&D 3.5)
By Ronald Heintz. 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. An adventure for Living Force heroes levels 1-12. Best played after Padawannabes and before The Dark Side Beckons, episodes I and III of The Jedi Code trilogy.
LF/Jedi Code III - The Dark Side Beckons (Living Greyhawk - D&D 3.5)
By Ronald Heintz. 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. An adventure for Living Force heroes of levels 1-12. Best played after Padawannabes and The Way of the Force, episodes I and III of The Jedi Code trilogy.
LG/COR - Duke of the Dust (Living Greyhawk - D&D 3.5)
By Paul Looby. The fertile fields of Tenh lie devastated and lifeless. The fate of the Tenha people lies in the balance. Will they unite and survive or be scattered to oblivion like wind-blown dust? Part 1 of the Children of the Dust Trilogy. An adventure for APLs 2-10
LG/COR3-18 Through Nature to Eternity (Living Greyhawk - D&D 3.5)
By Mike Hinds. Recent discoveries in the Grand Duchy of Geoff point to a plot whose endpoint is so hideous, the entire world of Oerth would be at stake. The Old Faith of Gyruff desperately require your intervention. APLs 10-16
LG/COR3-19 Folly (Living Greyhawk - D&D 3.5)
By The Head Brothers. The mad priest Entropimus recently made a pilgrimage to the far northern wastes. He hasn't yet returned. His former adventuring companion Lebarat is now concerned he is up to no good. Lebarat invites you to help him investigate what has waylaid Entropimus in Folly, a town rumored to have been built by Entropimus' deity - Zagyg. Be sure your character sheet is organized and up-to-date. this is going to be a wild ride. Recommended especially for adventuring parties who have played together before. A one-round Living Greyhawk core adventure for APL 4-12.
LG/COR4-01 Shedding Scales (Living Greyhawk - D&D 3.5)
By Shawn Merwin. A knightly order dedicated to stopping a nameless evil, a mysterious sect of an ancient Suel goddess, and a diviner charged with undoing a diabolical ritual: these diverse forces struggle to end a threat in the cradle of the former Occluded Empire of the Whispered One. Is the danger confined to a backwater barony on the edge of the Rushmoors, or is something more at stake? A Core scenario for APLs 2-12. Part One of the "Windows to the Serpent's Soul" series. **This module counts for Gran March Active-Duty military TUS**
LG/COR4-02 The Stone Man's Puzzle (Living Greyhawk - D&D 3.5)
By Ron Lundeen. The town of Hardby was in complete disarray when you arrived. The courthouse was broken into and the accused whisked away by a giant man of stone. The tracks should be easy enough to follow? but who would want to spirit away a mere bookkeeper? An adventure for APLs 6 through 10.
LG/COR4-03 Tropical Intrigue (Living Greyhawk - D&D 3.5)
By Michael McKeown. In the taverns of the Free City stories have passed down over the years of a shipwrecked adventuring party that explored the Amedio Hook eighteen years ago. However, now the area is controlled by the Scarlet Sign. Your patron wants to know more. She asks for volunteers for a journey across the Azure Sea. Not another sea voyage! APLs 2-12
LG/GRM3-07 Rustling in the Reeds (Living Greyhawk - D&D 3.5)
By Jerald Eaker and James Lell. The military has hired you to escort a work-gang to newly uncovered ruins found in the Rushmoors. A short trip, good money, and a festival afterwards…what could go wrong? An adventure geared for APLs 2-12. Part 2 of the "Whispers from the Swamp" series.
LG/GRM3-08 Trick of the Eye (Living Greyhawk - D&D 3.5)
By Ed Tostanoski. Harvest has been plentiful, war in Geoff has been going well, and now a marriage of Electors' children. All Gran March is traveling to Hookhill for their wedding on the 4th of Richfest. Nalsiir Weirwood and Allita Houseman make a beautiful couple. Life this year has been grueling and dangerous. You deserve a little rest and recreation, don't you? A sequel to the module Depth Perception. An adventure for characters level 3-13.
LG/GRM3-09 In the Blink of an Unseeing Eye (Living Greyhawk - D&D 3.5)
By M. Sean Molley. The town of Carern seems to be experiencing a haunting. Considering recent events in the Dim Forest, tales of moving shadows that accost travelers at the Old Stable Inn certainly require further investigation. And when horses start panicking in broad daylight, it means serious trouble in a town whose four-legged residents are at least as important as the two-legged ones. An adventure for APLs 2 through 16.
LG/GRM3-09 In the Blink of an Unseeing Eye - Round 2 (Living Greyhawk - D&D 3.5)
By M. Sean Molley. This is a continuation from Round 1 - please choose to play with the same character (and same people if possible) for Round 2.
LG/GRM4-01 Homecoming (Living Greyhawk - D&D 3.5)
By Michael D. Moore and Jenna Moore. "I need an immediate escort to Shiboleth," says the old man. "Some disturbing developments have endangered some family interests there, and I must address the issues quickly. I would be willing to pay you if you can get me there as soon as possible." A Gran March regional adventure for APLs 2-12.
LG/GRM4-02 The Royal Road to Hookhill (Living Greyhawk - D&D 3.5)
By John Freeman. You are tasked to escort an important dignitary across Gran March for an important meeting. A more tedious task could not be imagined, but at least you are out of harm's way and can earn some coin. It is recommended this adventure be played after GRM4-01 Homecoming. This module counts as Gran March military time.A Gran March regional adventure for APLs 2-12, and Part 2 of the For Commandant and Country Series
LG/GRM4-03 - Ripe for the Picking (Living Greyhawk - D&D 3.5)
By Will Dover. A military prisoner seeks atonement for past misdeeds and what he confesses leads to a terrible secret. Military TUs may be used. Players are encouraged to play GRM3-02 Rotting on the Vine beforehand. A Gran March regional adventure for APLs 2 - 10, and Part Two of the Shadow, Sun, and Sword Series.
LG/GRM4-04 - Justice (Living Greyhawk - D&D 3.5)
By Bill Edens. A secret mission presents the opportunity to bring justice to the Free Band and its leader Olowyn Aelanthyr. Do you have the skill and fortitude to defeat one of the Gran March's most wanted outlaws? A Gran March regional adventure for APLs 6-14.
LG/GRMBI4-03 - To Fall Upon Honor (Living Greyhawk - D&D 3.5)
By Andrew Garbade, M. Sean Molley, Ryan White. A Gran March regional Battle Interactive for character levels 1-16. Part One of Mountains of Fire and Hate.
LG/GRMBI4-03 - To Fall Upon Honor - Round 2 (Living Greyhawk - D&D 3.5)
LG/SHE4-01 Red Rendezvous (Living Greyhawk - D&D 3.5)
By Kevin Hogan. When tragedy strikes a Suel house in Gradsul, could the youngest son have turned to vengeance? Will the truth be found or be lost with the last of Calthis house? A Living Greyhawk Sheldomar Valley Metaregional for APLs 6-14, and Part Two of the Union of the Suel series (Part One was SHE3-04 Sterich Burning).
LKoK - To Arms (Living Greyhawk - D&D 3.5)
By Joe Selby. Word has arrived from the Kasite border that an Orc horde is approaching Pekal. Many suspect it to be a feint for the Tokite army to invade. Instead of diverting the army, the prince has called for the militia and any able-bodied adventurer to stem the advance. But why is he sending a diplomat with them? An adventure for ATLs 1, 3, 5, and 7.
Open Gaming (Living Greyhawk - D&D 3.5)
Choose from a variety of modules, and we'll provide a judge.
Open LA Gaming (Living Greyhawk - D&D 3.5)
By Various. Play any currently available Living Arcanis adventure.
Open LD Gaming (Living Greyhawk - D&D 3.5)
By Various. Schedule to play any currently available Living Death adventure
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