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COR4-09 A Tiger? In Ahlissa? (Living Greyhawk - D&D 3.5)
By Chris Chesher. Welcome back brave adventurers to Eastfair, the Granite City, and capital of the North Kingdom. Your room at The Whirling Dervish is all ready for you as Clinorus has something important to tell you. Are you prepared to dig deeper into the cause and effect of the ritual-like murder from your last stay in Eastfair? The Hextorian government has been of little help, but perhaps you can expedite the situation through other channels. In a city where evil and tyranny rules, the forces of good are the cults, which makes justice and mercy all the more valuable as trade imports. An adventure for APL 2-6. Part Two of the “Running with the Baatezu” series.
COR4-10 Riddle In the Dust (Living Greyhawk - D&D 3.5)
By Paul Looby. The Stonelands—all that remains of the proud Duchy of Tenh. A mystery haunts these barrens, one that promises rebirth for a fallen people.
COR5-02 Voice of Reason - Part 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.
COR5-02 Voice of Reason - Part 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.
Interactive: The Granitefist Wedding (Living Greyhawk - D&D 3.5)
Dwarven weddings are a momentous occasion in the life of the Clan, heralding
new life and affirming clan bonds. When two renowned adventurers from
separate clans decide to marry, the celebration can become a momentous
occasion. All Dwarven adventurers in Ket are specifically invited, and
others are most welcome. A Ket interactive for APLs 2-14.
Ket5-02 Recruitment Drive (Living Greyhawk - D&D 3.5)
By Stephen Baker. A dwarven stronghold on Threefalls Lake in the Yatil Mountains stands deserted. Is there something more to this than meets the eye or is it fated to disappear into obscurity, a relic of an age long past? Part of the ongoing Natural Evolution Series, sequel to Ket3-05 Broken Faith. An adventure in the Yatil Mountains of Ket for APLs 2-12.
Ket5-03 The Missing (Living Greyhawk - D&D 3.5)
By DaK and Penn Davies. The village of Balikaz seemed like a nice place to stop and rest. But sometimes, even in Ket, trouble lurks in the nearby woods. A Ket regional adventure for APLs 2-12.
Ket Mini-Missions (Living Greyhawk - D&D 3.5)
Short, half slot modules that highlight different meta-orgs within Ket. They will be offered only one per scheduled slot as casual pick up games if there is interest.
Spycraft: Archive Event (Living Greyhawk - D&D 3.5)
A scenario from the Living Spycraft Archive
Spycraft: Black Cabbage (Living Greyhawk - D&D 3.5)
Agent Token is missing in Tanzania and the Agency's panic code is activated. With very little intelligence to go on, a team is sent to investigate and resolve the situation! This serial is regional tie-in to the 'Criminal Migration' mini-series, but may be run independently without modification.
Spycraft: Nest (Living Greyhawk - D&D 3.5)
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. If you want to play all of these serials, be sure to play this one first.
Spycraft: Pigeon Drop (Living Greyhawk - D&D 3.5)
'You can't cheat an honest man.' Agents must con a charlatan to prevent nuclear materials from being sold on the black market. Violence is easy, pulling confidence scams is hard.
Spycraft: Proving Ground (Living Greyhawk - D&D 3.5)
On the inside, the agents are tasked with 'providing a distraction' at an
Embassy gala function in Germany. This is a Terrortory serial, once you have
played it you may NOT play Nest or Operation: Snow Pigeon.
Spycraft: Second Serial of Terrortory Series (Living Greyhawk - D&D 3.5)
If available.
Spycraft: Snow Pigeon (Living Greyhawk - D&D 3.5)
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.
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