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CGR8-01 Crypts of the Forgotten (Living Greyhawk - D&D)
By Creighton Broadhurst, Christopher Lindsay, Stephen Radney-MacFarland and Colleen Simpson. Deep below the ruins of the War Tower, strange and terrifying creatures lurk in the lightless tunnels of a forgotten temple. Meanwhile, cultists dedicated to the Old One stalk the streets of the Free City intent on their master’s diabolical schemes. A Greyhawk Ruins adventure for characters level 1-9 (APLs 2-6) set in the Domain of Greyhawk.
COR8-01 Machinations (Living Greyhawk - D&D)
By Bradley Lester. The wealth and glamour of the Gem of the Flanaess mask a fierce power struggle among Greyhawk's ruthless elite. Factions plot against each other beneath a veneer of civility where even indirect details can trip up the most careful of schemers. Those who ask questions will learn too much, but in Greyhawk, innocence is not a defense and ignorance is never bliss. Parties skilled in stealth or guile will flourish. A one-round core adventure set in the Free City of Greyhawk for characters level 1-15 (APLs 2-12) and the first intrigue of Honor Among Thieves.
COR8-02 Raiders of the Chaos Fields (Living Greyhawk - D&D)
By Creighton Broadhurst. Turrosh Mak, despot of the Orcish Empire of the Pomarj, wants peace. Is this some new stratagem on the wily half-orc’s part or is his offer genuine? A period of relative peace along Greyhawk’s buffer zone has many worried. Have the orcs really stopped raiding or are they preparing a new, devastating invasion? A one-round core adventure set in the Domain of Greyhawk for characters level 1-11 (APLs 2-8).
COR8-03 Aspirations (Living Greyhawk - D&D)
By Gregory Hanigan and Ron Lundeen. Powerful residents in the Gem of the Flanaess suspect that someone on the Directing Oligarchy may be working with Greyhawk's greatest enemy. As their hands are tied and their moves are watched, it falls to a group of heroes to uncover this plot and follow wherever it leads. Parties skilled in stealth, guile, or force welcome. A one-round core adventure set in the Domain of Greyhawk for characters level 1 to 15 (APLs 2 to 12) and the second intrigue of Honor Among Thieves.
COR8-04 Bridge over Svartjet (Living Greyhawk - D&D)
By Jeff A. Dobberpuhl. Deep below the western mountains ancient evils once defeated stir from the pyre of their defeat. A one-round core adventure set in the Kingdom of Sterich for characters level 7-15 (APLs 8-14).
COR8-05 Pyre of the Righteous (Living Greyhawk - D&D)
By Theron Martin. Adventurers have thwarted Rary on most fronts in his quest to unmake the Scorpion Crown, but that has only irritated the former Circle member and forced him into more direct action. Some may soon learn that continuing to defy one of the most powerful wizards on Oerth comes at a hefty price. A one-round core adventure set in Hardby and the Abbor-Alz Hills for characters level 4-15 (APLs 6-14) who know where their Rary/Karistyne loyalties lie. Part one of Rise of the Ancients and a sequel to Blight on Bright Sands.
D&D Championship Qualifiers (D&D)
By Wizard's Staff.
Dark Providence 01 - Storm Tide
By Brian Schoner. Hunting pirates is a job for the navy, not for Witch Hunters. But ghost ships are another matter entirely, and when Sir Henry Morgan asks for your assistance in putting such superstitious tales to rest – one way or another – it’s hard to say no. It is spring, 1689, in Port Royal, the capital of the English territory of Jamaica. A Witch Hunter: Dark Providence Introductory event.
Dark Providence 02 - Swans
By P. Dennis Waltman. Wrath is said to be the "love of justice perverted to revenge and spite." It goes hand-in-hand with Pride as two common Deadly Sins. These sins are deadly indeed for the village of Boswyck, not far from New Amsterdam, on a fine summer day in 1689. A Witch Hunter: Dark Providence Introductory event.
Dark Providence 03 - Loss of Innocence
By Tim Chandler. Claims of witchcraft abound in Boston, Puritan capital of the New World. The Witch Hunters heed the call to mete out justice to the servants of the Adversary. But who is innocent, and who is guilty? A Witch Hunter: Dark Providence Introductory event.
Dark Providence 04 - It Came from the Woods
By Robert Farnsworth, Greg Ferguson, and Gail Reese. New London, Connecticut. A house burned to the ground. The parents found dead in the ruins. The children are missing. Have the Indians gone on a rampage? Is something more sinister at work? Maybe the stories children are told to get them to bed at night are coming true. You have been drawn to this coastal town for a reason. It is up to the Witch Hunters to find out what is happening in this sleepy New England town before more innocents die and the peace between the colonists and the Indians is broken forever. A Witch Hunter: Dark Providence Introductory event.
Dark Providence 05 - Age of Innocence
By Tim Chandler. In the city of Philadelphia, you can cut the tension with a sword. The colonists and the local Indian tribes are on the brink of war. With one wrong word from either side, the powder keg will explode. Is this the inevitable result of a clash of cultures, or is the Adversary pulling the strings and manipulating events to a more sinister end?
Dark Providence 06 - Beasts of the Forest
By Greg Ferguson and Robert Farnsworth. "You bring darkness; it becomes night, and all the beasts of the forest prowl." Rumors filtering out of the Carolina Colony tell of colonists and savages being attacked and torn asunder by vicious beasts in the dark of night. The Governor of Carolina has posted £100 for the head of the beast, which is sure to bring all sorts of armed good-for-naught and scalawags.
Dark Providence 07 - Spurning Death's Touch
By Jason I. Gonding. It is the dead of summer, 1689, in the Colony of Virginia, and trouble is brewing. People are disappearing. Ancient rituals of the African slaves are being conducted in secret. The recent arrival of the Gypsies may just be coincidence. Maybe the savages to the west and their native practices are behind the disappearances? Whatever the cause, the Colony of Virginia is being touched by evil.
FWS A101: London Fires (d20 System)
By Victor Long. The Society asks you to travel to London to investigate the arson of a known former safe house. At this crucial rebuilding stage, nothing is dismissed as coincidence.
Has an old enemy tracked the Fellowship down? Or, perhaps a lost member is covering their tracks.
A D20 event designed for low-level characters set in the Fellowship of the White Star campaign of Earth, 1905.
FWS A102: Snakes on a Plain (d20 System)
By Peter Parker. In the high desert of Arizona, the earth is scarred deep by an ancient impact. Now, something sinister and evil sends twisted minions to gather power. Who knows what its plans are, or what it seeks in the wilderness?
A D20 event designed for low-level characters set in the Fellowship of the White Star setting of Earth, 1905.
FWS A103: Our First Opportunity (d20 System)
By David Nadolny. Part one of The White Realm series.
The Fellowship has tasked you with a mission normally reserved for Ambassadors or Gatherers rather than Hunters, but with membership numbers so small, you must step up to perform the task…
A D20 event designed for low-level characters set in the Fellowship of the White Star campaign of Earth, 1905.
FWS A104: Tears Beneath the Mask (d20 System)
By Jennifer Middleton. Part One of The Heritage series.
As the White Star continues to re-establish itself, you are asked to escort a Gatherer to his new post in Japan. Along the way, tales of days gone by resurface and that’s not all. When a face from the past greets you, will you defend the honor of the Fellowship? Or will the enemies hunting all good qabal members get one step closer to realizing their goals?
A D20 event designed for low-level characters set in the Fellowship of the White Star
campaign of Earth, 1905.
FWS A105: The Living Rock (d20 System)
By Victor Long. In the Land Down Under, a search for a powerful Amulet leads scientists and Fellowship members on a discovery of life. There are more creatures in the ocean than on land, and more secrets. And one is just as dangerous as the other.
A D20 event designed for low-level characters set in the Fellowship of the White Star
campaign of Earth, 1905.
FWS A106: Crypt of Deception (d20 System)
By David Nadolny. Part two of The White Realm series.
The Tsar of Russia wants to meet with the heroes. Could it be a trap or does he really need their help? This could be a great opportunity for the Fellowship.
A D20 event designed for low-level characters set in the Fellowship of the White Star campaign of Earth, 1905.
FWS A107: The Village (d20 System)
By David Nadolny. Part three of The White Realm series
Rasputin is on the move and the Russian winter is approaching. Can the heroes trace his steps and put right the evil works that he is planning or will his plots be allowed to fester under a blanket of snow for the long Russian winter?
A D20 event designed for low-level characters set in the Fellowship of the White Star campaign of Earth, 1905.
FWS A108: Family Matters (d20 System)
By Victor Long. The Fellowship asks you to contact an old Librarian and try to bring him back into the group. But finding him after all this time proves to be more difficult than anticipated. If you can't find him, will his research be enough?
A D20 event designed for low level characters set in the Fellowship of the White Star campaign of Earth, 1905.
FWS B101: Greased Lightning (d20 System)
By Victor Long. The Fellowship has summoned you to Detroit, Michigan to recover the worldly possessions of some murder victims. Can this task be as straightforward as it sounds?
A D20 event designed for any-level characters set in the Fellowship of the White Star campaign of Earth, 1905.
FWS B103: Family Secrets (d20 System)
By Victor Long. When vandalism turns to murder, most people look to the police for help. When the culprit is the walking remains of the dead, only the agents of the Fellowship of the White Star can handle the problem.
A D20 event designed for low level characters set in the Fellowship of the White Star campaign of Earth, 1905.
FWS I101: Web of Lies (d20 System)
By Victor Long. In Richmond, Virginia an old florist is found murdered. There are witnesses and plenty of evidence to convict the accused. So, why does the police chief want the case dropped? Why does the family want the investigation halted? This event is intended for detective and reporter style characters. A D20 event designed to introduce players and characters to the Fellowship of the
White Star campaign of Earth, 1905.
KEO 7-08 Forest of Caverns (Living Greyhawk - D&D)
By Judy "jr" Rudolph and Phineas Walsh. The Green Man of Geoff has returned. The Nethernight has been destroyed, allowing the Linth lands their slow process of recovery. External threats nullified, the Archdruidess of the Sheldomar Valley, Reynard Yargrove turns her full attention to finding a way to close the portals in the Dreadwood. . Four keys. Four tribes. Four seasons. Four turns. Soon, the planar rifts will become permanent, forever turning the primordial forest into a pseudonatural planescape. Time is running out. An ancient enemy gathers its army in anticipation. Will you do your part to stop them? A Keoland Regional investigative Dreadwood adventure for APLS 4-10 in the Forests series and a sequel to KEOIS6-01 Forest of Iron, KEO6-02 Forest of Ribbons, and KEO6-07 Forest of Scales. Heroes are encouraged; mercenaries stay home. Large creatures may experience difficulty in this module. Note: This module counts as Reporting for Duty for Dreadwalkers, Dreadwalker Reservists, and Shadowdark PCs.
KEO 7-09 Thick As Thieves (Living Greyhawk - D&D)
By Charles Skidmore. As the Empire of Keoland rages with war, King Kimbertos plans an unusual ceremony to bolster his peoples’ resolve. The mastermind behind the invasion desires to see the ceremony interrupted in order to rob hope from a kingdom at war. What will ensue is a maze of manipulation and deceit, which can only mean that the most dangerous weapon here is not made of steel but rather of influence. Welcome to the recoronation of King Kimbertos Skotti the First. A Keoland regional adventure for APLs 6-12. Note: This adventure will be of particular interest to members of the Thieves Guilds. It is highly recommended that each table have at least one hero capable of stealth. Heroes who are not allowed to play in Keoland regional adventures for ANY reason MAY play in this adventure.
KEO 8-01 Forest of the Outlands (Living Greyhawk - D&D)
By Judy "jr" Rudolph and Phineas Walsh.
KEO8-02 The Daunting Spire (Living Greyhawk - D&D)
By Dave Guerrieri. Baron Malweig of Dilwych requests your assistance, asking you to venture forth to an ancient dangerous site, breech its defenses, and find weapons for use in the coming battles. A Keoland Regional adventure for APLs 4-12.
KEO8-03 Forest of Two Kingdoms (Living Greyhawk - D&D)
By JR Rudolph and Phin Walsh. A thousand years ago, fleeing the destruction of the
Twin Cataclysms, twelve Suel tribes migrated east
through what became known as Slerotin's Pass. Three
remained in the Sheldomar Valley: the Rhola and their
Lizhal allies, the Neheli and their Linth allies, the
Lerara.... and their Malhel masters. A thousand years
in the Far Realms may have altered the physical form
of the Malhel, but their motive remains the same; it's
time to Rejoin the Empire. The finale of the Forest
series [KEOIS5-04 Forest of Iron, KEO6-02 Forest of
Ribbons, KEO6-07 Forest of Scales, KEO7-08 Forest of
Caverns, KEO8-01 Forest of the Outlands] for APLs
8-16.
KEOI8-04 Salt Into the Wound - Saltmarsh Battle Interactive (Living Greyhawk - D&D)
By MEPaCon Writing Staff. The final sanctioned interactive for Saltmarsh.
KEOI8-05 Siege of Dourstone - Dreadwood Battle Interactive (Living Greyhawk - D&D)
Aridul. Once the site of a historical treaty between
Suel humans and Elves, it now exists as the last
bastion of the elves in their defense of the Kingdom
of the Oaken Heart. Two permanent teleporation
circles were established in ancient times as escape
routes. The one to the Good Hills lies shattered,
destroyed by the marru in their inexorable advance
towards Niole Dra, the capitol of Keoland. The other
leads to Dourstone, where a desperate cry for help
reveals one of the castle's key defenders has
mysteriously disappeared, leaving it defenseless
against the magic of the Malhel. Dourstone must be
held - at all costs. A Keoish Battle-Interactive.
Midnight Madness (Living Greyhawk - D&D)
See someone at RPGA-HQ to find out about Midnight Madness offerings, and then stay up and play all night! There are two Midnight Madness slots: Friday night at midnight (into Saturday am) and Saturday night at midnight (into Sunday am)
SHE7-06 Topaz is Forever (Living Greyhawk - D&D)
By Dave Kayserman. A powerful force is on the verge of being released into the Sheldomar, and you have been called upon to prevent it. The mission seems simple enough: infiltrate an impregnable fortress and rub elbows with some of the most powerful villains in the Sheldomar. Will you have the jewels to handle it? A two-round, role-playing intensive, Sheldomar Valley meta-regional espionage adventure for APLs 6-12.
Note: This adventure will be of particular interest to rogues, charismatic PCs, and members of the Dreadwalkers meta-org.
Player Note: Players with exotic cohorts or animal companions may not be able to bring them along for the majority of the adventure. Players of Centaur or other non-humanoid PCs may find themselves at a disadvantage in this adventure.
SHE8-01 Severance (Living Greyhawk - D&D)
By Dave Kayseman. A shadow of dread has fallen over the Sheldomar Valley. The fates of nations balance precariously on one man’s secrets. Will you do what is necessary to protect the Sheldomar from its greatest foes? Will you risk all that you hold dear to bring it all to an end? A challenging Sheldomar Valley metaregional adventure for APLs 10-16, sequel to SHE7-06 A Topaz is Forever and the part 5 conclusion to the “Shadows over the Sheldomar” series. This adventure features an optional additional combat encounter at APLs 12-16.
WARNING: This adventure features dangerous challenges, untiered encounters and extreme situations; parties should be well-prepared before embarking on this adventure. Unbalanced parties or parties without arcane spell-casting may find this adventure to be too difficult to complete successfully. This mod will take 7 hours to play.
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