Scenario Descriptions
EMH – Mark of Heroes – May (Living Greyhawk - D&D 3.5)
By Peter A. Willis. tbd.

EMH: 1- Reflections of the Multiverse (Living Greyhawk - D&D 3.5)
A body in the Wroat Diggers' Union dormitory heralds strange things afoot in Breland’s capital. The twisted path to discovering the killer pits adventures against the machinations of a creature of destiny, shunted academics, and something from farther beyond the known multiverse. An adventure set in Eberron and optimized for 1st-level characters.

EMH: 2 - Pirate's Bounty and the Isle of Fire (Living Greyhawk - D&D 3.5)
A trip by sea to Newthrone turns into a harrowing adventure on the high seas as pirates attack! Pirates, cannibals and buried treasure await those will to make the trek into the interior of the Isle of Fire! An adventure set in Eberron and optimized for 1st-level characters.

LA: Marketplace (Living Greyhawk - D&D 3.5)


LA: SP3-17 No Quarter (Living Greyhawk - D&D 3.5)
By Stephen Muray. "Destiny waits alike for the free man as well as for him enslaved by another's might." -- Aeschylus (525 BC - 456 BC), The Libation Bearers a ship belonging to a Savonan merchant has disappeared on the way to Freeport. The PCs are hired to investigate the matter, but what starts out as a search and rescue mission quickly becomes far more complicated. Can it be true that the ship and her crew are being held prisoner by the legendary Pirate King of Magra? A One Round adventure for APL's 2 to 13.

WARNING: While skill at arms is certainly required, parties that define "negotiation" as "whacking it with a sword until it does what I tell it to do" may find this adventure very difficult to complete successfully.

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. A One Round adventure for APL's 4 to 14.

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.

LD: 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.

LD: Reign of Terror (Living Greyhawk - D&D 3.5)
There are strange events taking place in Paris again. A new darkness has risen out of the depths of the 200-year-old city. A friend in need is a friend indeed. Keep your friends close and your enemies closer. “The Reign of Terror” is a follow-up event to “Requiem” and is set during late May 1897. Playing “Requiem” is not necessary to be successful in this adventure, but GMs of this adventure may not play in “Requiem” afterwards. This is a Living Death adventure playable by heroes 1st through 13th level

LG: COR 4-19 That Which Was Not Meant TO Be Known (Living Greyhawk - D&D 3.5)
By Greg Marks. A favor takes you from the town of Diamond Lake to the tiny village of Rowanfen on the edge of the Mistmarsh where nothing is quite as it seems. An adventure for characters of Average Party Level 2 through 6.

LG: COR 5-01 The 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, discarded tools and signs 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? An adventure for characters of Average Party Level 6 through 12. (A loose sequel to COR4-02 The Stone Man's Puzzle.)

LG: COR 5-02 The Voice of Reason - Round 1 (Living Greyhawk - D&D 3.5)
By Pierre van Rooden. 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 adventure for characters of Average Party Level 2 through 14. (This scenario utilizes NPCs first presented in SND4-01 Arrows of the Sun. It is not necessary to have played this module first.)

LG: COR 5-02 The Voice of Reason - Round 2 (Living Greyhawk - D&D 3.5)
By Pierre van Rooden. 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 adventure for characters of Average Party Level 2 through 14. (This scenario utilizes NPCs first presented in SND4-01 Arrows of the Sun. It is not necessary to have played this module first.) If you sign up to play a two-round module, please make sure to sign up for both rounds.

LG: COR 5-06 Blood on Bright Sands (Living Greyhawk - D&D 3.5)
By Creighton Broadhurst. War rages across the Bright Sands. Scouting the wastes at the behest of the paladin Karistyne the PCs are caught up in a battle between forces loyal to Rary and nomads yet free from his insidious influence. They must win free to reach their goal, the mysterious and dragon-infested pinnacle of Dagger Rock. An adventure for 1st level characters only. (Part of the Blight on Bright Sands series, and heavily utilizes the Sandstorm supplement. The parts of this series, in order, are: COR5-06 Blood on Bright Sands.)

LG: COR 5-07 Rings Within Rings (Living Greyhawk - D&D 3.5)
By Rainer Nagel. 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. An adventure for characters of Average Party Level 6 through 12. (A loose sequel to COR3-14 Hunt for the Rogue.)

LG: NMR 4-07 The Eye of Gruumsh - Round 1 (Living Greyhawk - D&D 3.5)
By Craig Heir. A pleasant evening's meal has been interrupted. Again. This time an old friend has gotten in a bit of trouble and before long the Fate of the Pale seems to be in your hands. do you dare rise to the challenge or does the prospect of facing the Eye of Gruumsh seem to much for you? An adventure for Average Party Levels 6 through 16. (This scenario is part of the Eagle Crag Pass series. The parts of this series, in order, are: NMR3-02 Business is Business, NMR3-07 Gruumsh's Retort, and NMR4-07 The Eye of Gruumsh). If you sign up to play a two-round module, please make sure to sign up for both rounds.

LG: NMR 4-07 The Eye of Gruumsh - Round 2 (Living Greyhawk - D&D 3.5)
By Craig Heir. A pleasant evening's meal has been interrupted. Again. This time an old friend has gotten in a bit of trouble and before long the Fate of the Pale seems to be in your hands. do you dare rise to the challenge or does the prospect of facing the Eye of Gruumsh seem to much for you? An adventure for Average Party Levels 6 through 16. (This scenario is part of the Eagle Crag Pass series. The parts of this series, in order, are: NMR3-02 Business is Business, NMR3-07 Gruumsh's Retort, and NMR4-07 The Eye of Gruumsh.) If you sign up to play a two-round module, please make sure to sign up for both rounds.

LG: PAL 4-02 Stirring the Waters (Living Greyhawk - D&D 3.5)
By Derek Schubert. The village of Fensdale has rested free from Iuz for two years, but some waters have lain undisturbed since long before the birth of Old Wicked. Now something stirs, showing that these waters may be deeper and darker than any Pholtan ever feared. An investigative and outdoor-based event for resolute PCs, Average Party Levels 4 to 10. (This scenario is part of the Heritage series. You need not have played the previous scenarios before this one. The parts of this series, in order, are: PAL2-03 Stitch in Time, PAL4-02 Stirring the Waters, PAL4-06 Strands of Gloom, and PAL5-03 Strata.)

LG: PAL 4-05 Possesions in the Dust (Living Greyhawk - D&D 3.5)
By Neil Harkins. The Ether Threat is finally over, but the damage to Tenh remains. Hundreds of refugees huddle in the makeshift shanty-town surrounding Atherstone, separated from the lives they once led. Will they survive? An adventure for Average Party Levels 2 though 16.

LG: PAL 4-06 Strands of Gloom (Living Greyhawk - D&D 3.5)
By Derek Schubert. Autumn advances and the Pale prepares for another season of long nights. Armies move northward, but troubles grow in the south where terrors in the Gamboge Forest ensnare friend and foe in a tangled web. An adventure for PCs of Average Party Level 6 through 12 who know how to pick their battles. (This scenario is part of the Heritage series. You need not have played the previous scenarios before this one. The parts of this series, in order, are: PAL2-03 Stitch in Time, PAL4-02 Stirring the Waters, PAL4-06 Strands of Gloom, and PAL5-03 Strata.)

LG: PAL 5-01 The Road Less Travelled (Living Greyhawk - D&D 3.5)
By Dave LaMacchia. Winter CY595. The war has ended as quickly as it began. The city of Calbut, now annexed into the Theocracy of the Pale, celebrates as operations in its four platinum mines resume. You are contacted by a scholar with knowledge of an ancient Flan treasure, the trail to which begins where the mines end: in the Underdark. An adventure for PCs who aren't afraid of the dark. An adventure for Average Party Levels 4 through 12.

LG: PAL 5-02 - Plight of the Emissary (Living Greyhawk - D&D 3.5)
By Gary Ingram. Returning from the County of Urnst, an emissary is abducted in the night while resting in the town of Longfield. The local leadership fears the embarrassment this is sure to cause and desires a rapid yet discreet resolution. Is a group of heroes the answer to their prayers? An outdoor adventure through the Nutherwood for APLs 2 through 8.

LG: PAL 5-03 Strata (Living Greyhawk - D&D 3.5)
By Derek Schubert. In the Pale, all citizens know their place, but not all are content. In the foothill city of Landrigard, hearts can be as hard as stone, as dark as coal, or as brilliant as a diamond. And when a crisis squeezes these stones, the blood of Oeridians, Flan, and dwarves stains the streets. An investigative urban adventure for APLs 6 to 12. Part of the Heritage series, best enjoyed if you have played PAL4-02 Stirring the Waters and PAL4-06 Strands of Gloom.

LGR: 19 - Difference of Opinion (Living Greyhawk - D&D 3.5)
Racial strife runs rampant through Loudwater. Not everyone is content with the Decree of Reception granting the orcs of the High Forest unhindered access to the city; especially the elves. But loud words are not the end of it. Someone is killing the elves that have spoken out against the orcs, and the orcs are suspected, and through it all, no one trusts the scions that follow the Green Regent Otar. An adventure in the City of Grottos optimized for 11th level PCs.

LGR: 20 - The Howling of a Mighty Storm (Living Greyhawk - D&D 3.5)
Several members of the Circle of the Stag are missing. Those druids who keeper the Lady’s Chalice and the recipe of the Greendraught that determines the Green Regent are in need of your help. Rumors suggest that the missing druids where somehow involved with altering the ritual to falsely choose Otar as the Green Regent. Surely Mielikki would not allow that! Would she? A sequel to LGR-19 A Difference of Opinion, optimized for 10th level PCs.

LKoK: 08 - May the Best Man Win (Living Greyhawk - D&D 3.5)
With the merriment of the annual festival in Bet Rogala looming on the horizon, a student of Evocation named Elis Lamir hopes to hire the PCs to retrieve a magic relic from an abandoned estate on the named Elis Lamir hopes to hire the PCs to retrieve a magic relic from an abandoned estate on the ruined estate, locate the item, and return to Bet Rogala before the scheduled competition.

LKoK: 10 - The Domino Effect (Living Greyhawk - D&D 3.5)
A professor at the College of Magic has survived an assassination attempt. The city guard doesn't have the resources to investigate, so the Steel Ribbons take the job and ask for your help again. An adventure or characters levels 1 through 4. This is a time-dependent module.

LSPY: Proving Grounds (Living Greyhawk - D&D 3.5)


LSPY: The Herilian Agenda (Living Greyhawk - D&D 3.5)
A Serial for 5th-level agents.


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