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Call of Cthulhu: Mystery of April Snow (D&D 3.5)
A 1920s Call of Cthulhu adventure, rules taught
Gamer Fellowship Adventure 1 (D&D 3.5)
Gamer Fellowship (www.gamerfellowship.org) brings us a new Characters Provided Adventure designed to give newer players an easy way to enter the hobby of role-playing. Also a fun adventure for experienced players to get back to the basics. More information as it becomes available.
Green Regent 19: Feast of the Moon (Living Greyhawk - D&D 3.5)
In the middle of the night, on a snow-swept eve, down a long dark street in the City of Spendors, evil awakens. Survive if you can. The fate of the Green Regent hangs in the balance.
Legends of the Shining Jewel 01: Merchants (Living Greyhawk - D&D 3.5)
By Jay Fisher, Andrew Hauptman, and Jason Wu. Amthydor. The Jewel of the Realm. A city recovering from crisis. With the near-civil war and the plague of undead that have swept the city, Amthydor's manpower is at an all-time low. A series of bandit raids have raised concern among the merchants of Amthydor. Is it a coincidence, or are more sinister forces involved? Only the bravest adventurers will find out! A one-round adventure for character levels 1-3.
Legends of the Shining Jewel 17: Jaded Life (Living Greyhawk - D&D 3.5)
By David Santana and the UCC Construction Co. Living in Amthydor can be dull or interesting especially for its adventurers. Though when people turn up missing, the Diamond Legion turns to adventurers for help. Can the Adventurers of the Shining Jewel find the missing people before its too late? An Adventurer for Characters level 1 to 6.
Legends of the Shining Jewel 18: Dire Considerations (Living Greyhawk - D&D 3.5)
By Catie Straiton. Unnatural creatures are attacking travelers and livestock around Amthydor. Can you learn where they are coming from, and who sent them, before you become the next victim? For heroes of levels 1-6. Second part in the Babe in the Woods series.
Note: While it is possible to play the events in this series in any order, it is strongly recommended that they be played in chronological order to preserve the continuity of the plot.
Living Arcanis: Dark Harvest (Living Greyhawk - D&D 3.5)
By Gregory S. Walker. LA-SP4-01
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.
Living Arcanis: Marketplace (Living Greyhawk - D&D 3.5)
Come trade your goods at the market place, this isn't an adventure as you would traditionaly think of one, it's just a market for you to stop by and trade during.
Living Arcanis: Perchance to Dream (PREMIER!) Rnd 1 of 2 (Living Greyhawk - D&D 3.5)
The Festival of Mahememnûn is a time for the Myrantians 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?
This is a CRAWL-class scenario for characters of 1st through 15th level (APL 2 through 14). Players should be aware that this scenario will contain a higher number of combat encounters, and more difficult combat encounters, than a standard Living Arcanis scenario.
Characters not within this level range may not be played in this scenario.
Living Arcanis: Perchance to Dream (PREMIER!) Rnd 2 of 2 (Living Greyhawk - D&D 3.5)
The Festival of Mahememnûn is a time for the Myrantians 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?
This is a CRAWL-class scenario for characters of 1st through 15th level (APL 2 through 14). Players should be aware that this scenario will contain a higher number of combat encounters, and more difficult combat encounters, than a standard Living Arcanis scenario.
Characters not within this level range may not be played in this scenario.
Living Arcanis: Queen's Castle (Living Greyhawk - D&D 3.5)
By James Zwiers with Henry Lopez. LA-AP4-01
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 Border Patrol; who now will hold back
the scaled hordes of Ssethregore?
This is a STANDARD LIVING ARCANIS adventure
Living Arcanis: Taboo (Living Greyhawk - D&D 3.5)
A Narwhal of the Yhing Hir calls upon the players to retrieve the body of his son from a place where no Horseman may ride. An Introductory adventure suitable for levels 1 and 2.
Living Death: One Born Every Minute (Living Greyhawk - D&D 3.5)
It is April of 1897 and the Society is sending Travelers out to Philadelphia. It has long been quiet there, too quiet in fact. The silence of a Watcher after a growing concern for his health has raised a need for some Travelers to stop in and check up on things. A one-round Living Death adventure suitable for adventures of 1st through 13th level.
Living Death: White Lies (Living Greyhawk - D&D 3.5)
A newly recruited Watcher in Johannesburg South Africa is in desperate need of assistance. Unfortunately, most of the senior members of the White Rose are tied up on other investigations. Even worse, it may already be too late for the heroes to correct the situation. Early May 1897. An adventure for low-level heroes (1st-4th) only.
Living Force: A Mon Alone (pt 1) (Living Greyhawk - D&D 3.5)
Living Force: A Mon Alone (pt 2) (Living Greyhawk - D&D 3.5)
Living Greyhawk: Core 5-01 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 signes 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 lose sequel to COR4-02 The Stone Man's Puzzle. A scenario for APLs 6 to 12
Living Greyhawk: Core 5-02 Voice of Reason (pt 1 of 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 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.
Living Greyhawk: Core 5-02 Voice of Reason (pt 2 of 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 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.
Living Greyhawk: Furyondy Regional 4-06 Shadow of the Sun (Living Greyhawk - D&D 3.5)
By Brian J. Benoit. With the dark shield encompassing the whole of Chendl, a permanent shadow has fallen over the ciyt. The citizens are edgy and rumors galore abound. At least one rumor that a nest of vampires has taken over the city is partially ture. The curch of Heironeous is looking for adventurers to locate the lair of these vampires. An adventure designed for APL 2 to 12. This module is second in the Running Blood series.
Living Greyhawk: Furyondy Regional 4-07 Under the Pale Moon (Living Greyhawk - D&D 3.5)
By Steve Yee. The pale Greater Moon rides high in the night sky. Relaxing after a fine meal at a roadside inn, a sudden, desperate knocking on the inn's door and the pleas of a young child call yoru attention. Do you possess the courage to aid the terrified boy? Are you brave enough to find his parents...even if it leads you to the very edge of the Abyss? An adventure designed for adventurers of 3rd to 14th level. This adventure is the thrid in the Running Blood series.
Living Greyhawk: Iuz Metaregion 4-08 Shattered Reflections of a Frozen Twilight (Living Greyhawk - D&D 3.5)
By Greg Marks. A late night of celebration turns into an early morning of planar travel. Join the power brokers as useful pawns or equal peers are you negotiate the secrets of the Old One's plans. An adventure for APLs 10 to 16, Part 5 in the Purification Cycle.
Living Greyhawk Intro: Oracle's Heir (Living Greyhawk - D&D 3.5)
By Karen Ellis. You are enlisted to settle a dispute between two noble cousins concerning an inheritance, and set forth to the isolated shrine of Istus in the County of Littleberg. But there are evil forces in the land and the answers you seek may not be so easy to divine. An introductory adventure for first level PCs only.
Living Spycraft: Nest Pt1 (Living Greyhawk - D&D 3.5)
By Charles Etheridge-Nunn. (Levels 5, 10, 15, and 20, Code: Pending)
The tables are finally beginning to turn against one of the Agency�s most formidable new foes, but now, as a final danger looms large over a major city, the agents must confront the enemy at its source, prevent the mass poisoning of over 15,000,000 people. This serial is Part 3 of the "Criminal Migration" mini-series (and the first of two prequels to the epic "Terrortory" storyline season), but may be run independently without modification.
CRITICAL: This serial may not be played after Operation: Snow Pigeon or any "Terrortory" serial (see below). If you want to play all of these serials, be sure to play this one first.
Living Spycraft: Nest Pt2 (Living Greyhawk - D&D 3.5)
This is a continuation of Nest Pt1...please select both!
Living Spycraft: Operation: Snow Pigeon (Living Greyhawk - D&D 3.5)
By Liam Watts. (Levels 5, 10, 15, and 20, Code: Pending) – When a spy plane goes down in the snowy hills of Eastern Europe, it’s up to the Agency’s finest to perform a delicate search and rescue before it explodes into an international ‘incident’ of the highest caliber! Oh, and did we mention the plane went down within the territory of one of the world’s most vicious warlords? This serial is the second of two prequels to the epic "Terrortory" storyline season, but may be run independently without modification.
CRITICAL: This serial may not be played after any "Terrortory" serial (see below).
Living Spycraft: Proving Ground (Living Greyhawk - D&D 3.5)
By Andy and Jeny MacPhee. (Levels 1, 6, 11, and 16, Code: Pending) – Details forthcoming.
This is a "Terrortory" serial. Except for Revolution (see below), Terrortory serials may be played in any order.
LSJ Interactive: Stop That Rackit! (Living Greyhawk - D&D 3.5)
By Andrew Hauptman and the Universe Construction Company. Today is a festival to celebrate the rebuilding of Amthydor and the heroes who made it possible! The sun is shining, birds are singing, strange things are happening...oops, did I say that out loud? For heroes of all levels.
This is Michigan's first LSJ interactive!
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