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COR4-13: A Wretched Soul (Living Greyhawk - D&D 3.5)
Fresh from a peaceful sea voyage to Hardby, City of the Scorned, your prowess at daring-do is called upon. The far off jungles of Hepmonaland are your destination with their ferocious beasts and wild Olman who sacrifice outlanders to their alien gods. What motivates the jaded adventurer to take on such a mission? The promise of coin? Assisting those with good cause? Or a chance to redeem the unredeemable? An adventure for APLs 10 to 18. Sequel to Through Nature to Eternity.
(Part of the "Nature" series. The parts of this series, in order, are: GEO3-01 A Small-Knowing Soul, COR3-18 Through Nature to Eternity, and COR4-13 A Wretched Soul.)
COR5-02 Voice of Reason 2-ROUNDS (Living Greyhawk - D&D 3.5)
Something stalks the people in Moorwych. Something steals their cattle and invades their houses. The people know who these are..and they seek justice but are the usual suspects the enemy this time around? Countess Tasali Bregohan hopes the truth will prevent blood being shed, but the pitchfolks are readied and the torches are set aflame. If the truth can be found, you had better be quick.
A two-round Core module set in the Solnor Compact for APLs 2-14. This module utilises NPCs first presented in SND4-01 Arrows of the Sun. It is not necessary to have played this module first.
COR5-07: Rings within Rings (Living Greyhawk - D&D 3.5)
You are en route in the North Kingdom, near the city of Nonsburgh in the Blemu Hills. While investigating some unusual phenomena of nature, the PCs stumble upon a giant-sized dead frog with some weird skin colouring? But that's not all There is also a human corpse, literally torn apart, and a very weird trail leading to Nonsburgh reminding some of you of an incident a year and a half ago
A one-round Core adventure set in the North Kingdom for APLs 6-12. This module is a loose sequel to COR3-14 Hunt for the Rogue.
COR5-08: Clipping Wings (Living Greyhawk - D&D 3.5)
Many secrets lie hidden in the obsidian darkness of the Land of Black Ice. The fate of the afflicted children of a Keoish barony may rest in the hands of a few adventurers willing to brave the unknown. But are forces in the North hiding a bigger threat?
A one-round Core adventure set in Greyhawk City, the Land of Black Ice and the Burneal Forest for APLs 2-14. Part 2 of the Windows to the Serpents Soul series. Sequel to COR4-01 Shedding Scales.
COR5-09: Gateway to the Bright Sands (Living Greyhawk - D&D 3.5)
Hardby, City of the Scorned, was for centuries a bastion of independence and female rule, but that changed when it fell under Greyhawks control in 582 CY. Now the word is out that Despotrix Ilena, the citys nominal leader, is dying. Many factions both within and without have begun to vie for the right to fill her influential position. Surely a city so fraught with intrigue is a fertile ground for adventure. . .
A one-round Core adventure set in the city of Hardby for APLs 2-8. Part 2 of the Blight on Bright Sands series. Sequel to COR5-06 Blood on Bright Sands.
EHM- DM's Mark August (Living Greyhawk - D&D 3.5)
Ebberon: Mark of Heroes - DM's Mark for August
EMH-5 (Living Greyhawk - D&D 3.5)
Ebberon: Mark of Heroes number 5
EMH-6 (Living Greyhawk - D&D 3.5)
Ebberon: Mark of Heroes number 6
LA-SP3-18 Emergence of the Spurned (Living Greyhawk - D&D 3.5)
By James Zwiers. A people long hidden, freed with the help of benefactors who themselves would not see freedom for years more. Now at last they may be re-united in an ancient fortress of arcane might hidden in the folds of time. Can you help these long forgotten people re-enter the world of Onara and help them find their place? It is strongly recommended, but not absolutely required, that player have taken part in the adventure LA-HP2-03 Where Illiir’s Light Has Never Shone before playing this adventure. It would be helpful, but is by no means required, if players have taken part in either both of the adventures LA-HP2-02 Grains of Sand and LA-HP2-04 Wake before playing this adventure. This standard Living Arcanis adventure is designed for 1st to 13th level characters (APL 2 through 12). Characters not within this level range may not be played in this adventure.
LA-SP4-02 Fractured Souls (Living Greyhawk - D&D 3.5)
By Jeff Boyce. The Chamber of Repose has been the sacred resting place for the soul shards of the Dwarven people for over 2500 years. However, some of the shards in the Enclave of Tir Betoq have recently been found missing. Who is taking shards and why? This module is Part 2 in the Dwarves of Onara series. WARNING: Dark-kin may find this module extremely frustrating and potentially arbitrarily deadly. A table with multiple Tainted characters is very unlikely to be able to successfully complete this adventure. If you don't understand why, please see page 126 of the Codex Arcanis.
LA-SP4-06 The Blood of Innocence (Living Greyhawk - D&D 3.5)
By Derrel Weaver. Children have begun to disappear in Enpebyn, the forge of the Empire.You will be tasked with unraveling this mystery. But, where do the distant tendrils of this villainous plot truly lie? This is a job for heroes! This is a 4-hour stand alone "Standard" Living Arcanis scenario, but it is Part One of the "Forges of Mystery" trilogy. PCs should play this scenario before playing "Under the Blood Red Sky" or "Into the Lavender Way." This scenario is available for all levels of play and will feature a High-level track for PCs 13th level and above.
Living Spycraft: Divinity Thieves (Living Greyhawk - D&D 3.5)
By Megan Robertson. (Levels 2, 7, 12, and 17, Code: Yellow, Time: 4-5 hours) - Operating inside enemy territory, the agents must kidnap a former Nazi scientist. This is a Terrortory serial, once you have played it you may NOT play Nest or Operation: Snow Pigeon.
Living Spycraft: Proving Ground (Living Greyhawk - D&D 3.5)
By Andy and Jeny MacPhee. (Levels 1, 6, 11, and 16, Code: Yellow, Time: 4–5 hours) - 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.
NMR5-02: Natural Enemies (Living Greyhawk - D&D 3.5)
Deep in the heart of the forest, evil festers. The Celadon needs your help. Will you answer the call?
An adventure for APL 4-16.
Part Two of the Blight series (Part 1: NMR5-01 Under the Boughs; Part 2: NMR5-02: Natural Enemies; Part 3 and beyond: TBD)
NYR4-M02: Scarlet Shores of Fairwind 2-Rounds (Living Greyhawk - D&D 3.5)
"Hello friend, looks like you could use a vacation. Why don't you head down to the one place where anyone can get away from it all? Don't look at me like that, I'm serious! I'm talking about the serene shores of Fairwind Bay in southern Nyrond. They've got great weather, white sand, pristine water, lovely locals, anything you could ask for. Besides, if adventure is bound to find you, why not wait for it on the beach." A 2-round Nyrond "mini" mission for characters who don't shy away from a good challenge. APLs 2-10. This module also ties in loosely with the Oldred series.
NYR5-04 The Mad Duke (Living Greyhawk - D&D 3.5)
In the city of Mithat the forces of Sewarndt have effectively taken control. Scarlet robes and Hextorian cloaks patrol the streets. Trade is strangled, as ships are often searched or seized and most refuse to run the harbor blockade. Citizens are questioned and many disappear never to be seen again. And through it all the Mad Duke Younard still suffers from his mental collapse of the night Rel Mord fell. A mere shell of his former self, the new government uses his mad ravings and periodic fits to issue whatever proclamations they desire. Now, as the resistance grows in strength, you have been sent to Mithat to see if the city can be saved. An intelligence-gathering mission for those loyal to Nyrond. For characters of 1st to 14th level (APLs 2-12).
Nyrond Interactive: To Reap What You Have Sown (Living Greyhawk - D&D 3.5)
By Russell Stanley. Fast upon the heels of the victory against Sewerndt at the Feast of Heroes, the champions of Nyrond are once again discretely contacted by Warren Locke.
Now seems that the Emperors elite forces are secretly gathering for a pre-emptive assassination strike against the nobles who are loyal to the King. It is up to the heroes of Nyrong to prepare a suprise of their own, and turn the tables on the forces of the Emperor.
You have been given directions to a concealed clearing in the woods. Security is high, due to a rumor about doppelgangers infiltrating the ranks of the heroes. You will be treated to a Heroe's Feast before preparing for a morning assault on the forces of the Emperor.
Nyrond Intro Module (Living Greyhawk - D&D 3.5)
NYR4-S01 Flying Pigs and Other Strange Things
NYR4-S02 A High Price to Pay
NYR4-S04: Modern Love
NYR5-S01: A Tale to Tell in Taverns
NYR5-S02: Ratcatchers Guild
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