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LA-AP4-01 Queen’s Castle (Living Greyhawk - D&D 3.5)
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 Shining Patrol. Who now will hold back the scaled hordes of Ssethregore?
LA-Intro Taboo (Living Greyhawk - D&D 3.5)
A Nawal of the Ying Hir calls upon a group of travelers to retrieve the body of his dead son from a place where no Horseman may ride. An introductory Living Arcanis adventure designed for 1st and 2nd level characters (APL 1 and 2). Characters not within this level range may not be played in this adventure.
LA-SP3-15 Till Death Do Us Part (Living Greyhawk - D&D 3.5)
An oath sworn before Sarnish in a moment of passion has been broken. A devoted soul wants to move on, but finds that he cannot, because of the burden of a forsaken vow holds him pinned beneath its eternal weight. A plea for help from beyond the pale leads down the road to redemption—or destruction. How far are you willing to go to help a dead man atone for his mistakes.
It is strongly recommended, but not absolutely required that players have taken part in the adventure LA-HP2-05 To Shake the Pillars of Heaven before playing this adventure.
This is a Standard Living Arcanis adventure designed for 5th to 13th level characters (APL 6 through 12). Character not within this level range may not be played in this adventure.
LA-SP3-17 No Quarter (Living Greyhawk - D&D 3.5)
"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?
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.
This is a STANDARD LIVING ARCANIS adventure, designed for 1st to 14th level characters (APL 2 through 13). Characters not within this level range may not be played in this scenario.
LA-SP3-19 Perchance to Dream (2 round) (Living Greyhawk - D&D 3.5)
The Festival of Mahememnun 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?
It is strongly recommended, but not absolutely required, that players have taken part in the scenarios LA-SP3-12 "Virtue’s Crypt" and LA-SP3-14 "Lusting Leeward" before participating in this adventure.
This is a LIVING ARCANIS CRAWL adventure, designed for 1st to 15th level characters (APL 2 through 14). Characters not within this level range may not be played in this scenario.
LA-SP4-01 Dark Harvest (Living Greyhawk - D&D 3.5)
Something evil is hunting the workers at a remote farming station belonging to the Altherian Shining Patrol. Can you put a stop to this malevolence before it’s too late?
LA-SP4-05 The Red Lantern Street Affair (Living Greyhawk - D&D 3.5)
One by one the women of Red Lantern Street are dying, brutally murdered. As the church and Marsarius Provasi race to discover the culprits, tensions in Old Coryan build to a head. When politics, prejudice, and murder mix, can anything avert total chaos?
Part IV of The Falcon, The Cobra, The Rat
LA SP-3-08 As Lizards Stings (Living Greyhawk - D&D 3.5)
The wilds of western Toranesta are famous for ancient ruins, lost magic, wondrous miracles, mysterious riches, impressive temples, and extravagant tombs. They are also infamous for the sand, wind, desert, wasteland, dryness, dehydration, burning heat, eternal sun, humanoid tribes, and bands of outlaws. Near the small village of Aghurmi, cunning bandits have been snatching traveler’s belongings and eluding capture. It’s clever to have a secret hideout in the vast desert, but some things are best left undisturbed. This adventure is Part I of the series “Such Fell Serpents.” A Living Arcanis adventure for characters 1st to 3rd level. Characters not with this lever range may not be played I this adventure.
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