Scenario Descriptions
COR 7-16 Divided We Stand (Living Greyhawk - D&D)
By Derek K. Schubert & Donovan. The Tenh has been shattered by the might of armies, decimated by the voracity of Ether creatures, and subjugated to the power of the Pale. Duke Labahlah now seeks to lead his land into a new era of greatness, but a formidable foe arising in Stonehold could dash his hopes. Can you secure the realm long enough to grant it a chance to recover? Set in the Duchy of Tenh. Recommended for characters who remember that "the enemy of my enemy might be my friend". Third and final part of the "Legacy of Life" series, sequel to "From The Dust" (COR6-07) and "The Shrouded Shores of Abanfyl" (COR6-15). You can read more about Tenh here on the Living Greyhawk website.

COR 8-01 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.

COR 8-02 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).

COR 8-03 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.

COR8-05 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.

CORS8-01 Whispers of the Obsidian Citadel, Part A (Living Greyhawk - D&D)
By Dave Christ and Tim Sech. People, objects, and even places seem to be shifting in and out of existence in the Yatil’s west of the great city of Mitrik. Chaos seems to be unravelling existence itself and it’s spreading. Seers speak of the ‘Door to Perdition’ but even the gods themselves seem to be silent on exactly what is happening. Great things are afoot and while nations focus their attention on each other it is up to heroes to find out what is going on before it’s too late and all of Oerth burns in the fires perdition forever. This adventure is the first part of the “Ascension” plot arc and also concludes the “For the Greater Good” series. This adventure is EXTREMELY dangerous and should not be undertaken lightly. True heroes are forged in the glowing hot coals of struggle and true heroes it will take to win through this day.

A two-round core special adventure set in Veluna and the Yatil Mountains for characters levels 5-15 (APLs 6-14).

CORS8-01 Whispers of the Obsidian Citadel, Part B (Living Greyhawk - D&D)
By Dave Christ and Tim Sech.

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..

GRM 7-IN6 HammerFall (Living Greyhawk - D&D)
By Joey Martin, P. Dennis Waltman & Doug Wood. Knight Colonel Jabbar began, "All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near. We will use the river to swiftly move forces with stealth under cover of night to a place that they are not expected. Those who defend the Hammer see the river as protecting their flank; we will use it as an avenue of attack. An amphibious landing, then swarm the walls before the defender can rally. A Gran March Interactive adventure for APLs 2-8. Characters not well suited to amphibious and siege operations should request transfer to other units. This adventure takes place after Hammerstrike and thus this adventure should be played AFTER Hammerstrike. GRM 7-IN5

GRM8-01 Consequences (Living Greyhawk - D&D)
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 **Premiere (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.

L5R Open Feista (Legends of the Five Rings)
Come one, Come all to the open gaming for Heroes of Rokugan! We supply the Judges and you supply the characters...
A Heroes of Rokugan adventure

L5R Open Feista 2 (Legends of the Five Rings)
Come one, Come all to the open gaming for Heroes of Rokugan! We supply the Judges and you supply the characters...
A Heroes of Rokugan adventure

L5R Open Feista 3 (Legends of the Five Rings)
Come one, Come all to the open gaming for Heroes of Rokugan! We supply the Judges and you supply the characters...
A Heroes of Rokugan adventure

L5R Open Feista 4 (Legends of the Five Rings)
Come one, Come all to the open gaming for Heroes of Rokugan! We supply the Judges and you supply the characters...
A Heroes of Rokugan adventure

L5R Open Feista 5 (Legends of the Five Rings)
Come one, Come all to the open gaming for Heroes of Rokugan! We supply the Judges and you supply the characters...
A Heroes of Rokugan adventure

L5R Open Feista 6 (Legends of the Five Rings)
Come one, Come all to the open gaming for Heroes of Rokugan! We supply the Judges and you supply the characters...
A Heroes of Rokugan adventure

Living Forgotten Realms Q&A (D&D)
Some of the Living Forgotten Realms Administrative Staff have agreed to join us for a brief Q&A about Living Forgotten Realms. It's likely that Sean Molley (Western Hemisphere Global Adminstrator), Scott Horn (Writing Director), and Bill Baldwin (Events Manager) will join us. Michael Lee (Point of Contact) is potentially able to join us, pending family commitments. They will discuss what they can about LFR (with respect to their Non Disclosure Agreements) and offer a chance for some feedback into the organized play system. This is a great opportunity to put a face with names that you will be hearing for years to come. http://www.wizards.com/default.asp?x=rpga/news/20071116a#usse

PREV21LFR - PREV-2 Escape from Sembia (D&D)
You weren’t looking for trouble in civilized lands… just some good adventuring leads. Before you knew what was really happening, you wound up in the middle of an information exchange, and now you have to escape from the lands of Sembia to preserve your very lives! Off the beaten path to shake any pursuers, you take to the wilds in the hope that you’ll reach a safe haven before you’re captured. 1st-level characters are provided. A D&D 4th Edition and Living Forgotten Realms preview adventure.

Shadowrun #1: Parliament of Thieves (Shadowrun)
By John Dunn. A simple smuggling job. Get the goods from the Koshari. Deliver it to the Mafia. Avoid the Yakuza, the Triads, the UCAS border patrol, and the Zone Defense Force. Just another day in the Front Range Free Zone.

Shadowrun #2: Best Served Cold (Shadowrun)
By Stephen McQuillan. Revenge, corporate interference and dealings with the mafia, it's all part of the day to day life of shadowrunners. When a high-ranking executive gets involuntarily extracted though, it's time for a team of deniable assets to bring him back.

Shadowrun #3: The Grab (Shadowrun)
By Cliff Hensley. The shadows can be a dirty place to make a living, but a runner's got to make end's meet somehow. When opportunity calls, you answer. But when answering that call involves extracting an eleven-year-old girl as part of an elaborate and bizarre extortion scheme, the shadows can get much dirtier... and some stains can never be washed out.

Shadowrun #7: An Ounce of Prevention (Shadowrun)
By Darci Stratton. So that local street doc has just saved your sorry hoop yet again. You know they're strapped for more than cash. So when the doc needs a line on some meds...well, here's your chance to "pay it forward."

SHE 7-07 Prophecies (Living Greyhawk - D&D)
By P. Dennis Waltman. A Prelate is worried about the priests he sent to investigate a sinkhole that disturbed a graveyard that no one knew was there. Those he sends find far more going on than he suspects. Prophecy is dangerous for all involved; trying to fulfill or decrypt one can have unfortunate consequences – to do so with dozens can be catastrophic. A Sheldomar Valley metaregional adventure for APLs 8-16. This adventure can run long, especially at higher APLs. Note: This adventure is of great interest to Squires and Knights of the Watch and Dispatch and those with the Enmity of the Knights of the Watch and Dispatch.

WH:DP 1-11 - The Forgotten
In the village of Beaujois, everyone is having a wonderful time at the fair. Everyone, that is, besides the Witch Hunters who have newly arrived. What sinister force lurks behind the joyful music and the colorful streamers?

WH:DP 1-12 Cold Snap
By Brian Schoner. New Amsterdam, October, 1689. The autumn weather is pleasantly warm...so why are families freezing to death in their homes? The Rattle Watch wants to know, and so do the Witch Hunters. Is a minion of the Adversary stalking the streets of New Amsterdam, or is there a more complex tale to unravel? A Witch Hunter: Dark Providence™ Campaign adventure.

WH:DP 1-13 The Smell of Fear
By Sean Williamson and Paige Leitman. In 1689, the Adversary will not let those of New Amsterdam rest. The brisk autumn winds carry something old and long forgotten to the port city. Fear, panic and paranoia begin spreading like an emotional plague. Something is taking hold and pitting neighbor against neighbor. Can the Witch Hunters bring some sort of peace back to New Amsterdam before it's own people destroy it? A Witch Hunter: Dark Providence™ Campaign adventure.

WH:DP 1-15 Fair Trade **Premiere**


WH:DP 1-16 Boarding Party ** Premiere **


Witch Hunter:Dark Providence Q&A
Brian Schoner (World Development, Rules Development) and Chris Russell (Author) are going to join us for a brief Q&A about Witch Hunter:Dark Providence (http://darkprovidence.net/). This is your opportunity to ask questions about rules, the world of Dark Providence, and the direction of the living campaign.


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