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COR4-07 Full Circle to Oblivion (Living Greyhawk - D&D 3.5)
By David Christ. Pride, cowardice, fear, and lack of faith have stripped bare the hearts of many a man of the cloth. Now all that is left is a boy, his broken father, and a village of the once damned on the edge of the Vale of Luna. The journey that started at the Flight of Fiends has come full circle and now all the chess pieces are in place. Powerful forces move in the shadows each with their own agenda on this night of the forsaken. Which has the best interest of the Flanaess in mind and can the heroes find the right path before the shadows step into the light once again? Part Four of Five in the "To Serve the Greater Good" series. For APLs 8-16.
COR 4-11 Crimson Thorns (Living Greyhawk - D&D 3.5)
Embassies are common in this time of tenacious and fragile peace. However, peace is the relative and such embassies are always heavily guarded. You have been asked to accompany one such embassy from the Free City of Dekspoint to the North Kingdom. An adventure for characters 1-16. The First Stanza of the Frozen Blood Saga. It's recommended that you play "COR4-04 Red Tide" before playing this adventure.
COR5-06 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. The first adventure for the "Blight on Bright Sands" adventure arc. Only newly-created characters for this adventure arc may be played in this adventure.
COR5-08 Clipping Wings (Living Greyhawk - D&D 3.5)
By Shawn Merwin. 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? An adventure for characters level 1 - 16 (APLs 2-14). Part of the Windows to the Serpent's Soul arc.
COR5-09 Gateway to the Bright Sands (Living Greyhawk - D&D 3.5)
By Theron Martin. Political machinations draw the PCs into an adventure that may have far greater repercussions than that of who rules in Hardby. Part 2 of the Blight on Bright Sands arc. An adventure for characters level 1 - 10.
D&D Classic Chilled to the Bone (D&D 3.5)
A mission to the frozen wastes of the north reveals more than never-ending cold—evil and despair threatens to engulf a peaceful village. A hazardous journey across the frozen tundra and ice-laden seas proves the only way to stop the menace before all is lost. An adventure for 13th-level characters.
EMH-5 Gambit at Darkhold (D&D 3.5)
An inspired killer claims to know the mystery of the Sarlonian puzzle orb, but he'll only share such knowledge upon release from Darkhold prison. The Diggers' Union has sent you secure his release. An adventure optimized for 4th-level characters.
EMH-6 Blind Man's Hunt (D&D 3.5)
Something hunts the moors around a blind lord's manor in Thrane. He calls on the Diggers' Union to stop the devilry before it attracts the attention an inquisition of the Silver Flame. An adventure optimized for 4th-level characters.
FUR 5-02 - Herb Hunting (Living Greyhawk - D&D 3.5)
By Michelle Sharp. Unrest is increasing in southern Furyondy as the soldiers have been pulled from the outlying provinces for the war and assistance to neighboring nations. Yet for commoner and nobility, life goes on. At the end of escort duty of some gifts for the Rhavelle-Goldsaex wedding, Sir Frehicald Azkagar is anxious for further assistance for his ill daughter. Can you save Lystrilla? Recommended for PCs who have played FUR2-03 Sheltering Wings, FUR2-06 More Than Gold or FUR3-03 Bells in Gold. This adventure is designed for PCs levels 1 to 14 (APL 2 to 12).
Furyondy Interactive (Living Greyhawk - D&D 3.5)
TDB
Furyondy Intro Modules (Living Greyhawk - D&D 3.5)
All available Furyondy regional Intro modules will be on hand.
Iuz 5-3 Lost but not Forgotten (Living Greyhawk - D&D 3.5)
By Antonio J. Scalise & Jeremy G. Vosberg. Called upon by the allies in the crusade against the Old One, their request will lead you to a rescue mission unlike any other you’ve ever experienced before...
A scenario for experienced adventures that have caught the eye of the Old One from APL 12 to 16. WARNING: This scenario is combat intensive and not for heroes who are afraid to die for their cause. This adventure will run longer than one standard convention slot and should not be run without judge preparation.
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-SP2-01 Children of Leviathan (Living Greyhawk - D&D 3.5)
Rare shipments of blast powder come but once a year, delivered by the secretive monks of Altheria to the noble houses of Onara. Such a shipment was on the Mhyrcian sloop Dauntless, bound for the Milandiran capitol of Naeraanth, along with a clendestine cargo loaded at Fort M'kimbe' on the lofty Altherian coast. But now vessek, crew and cargo alike have disappeared without a trace among the jungle-covered Ophidian Isles. Rumors speak not of mortal pirates, but supernal watery horrors, and the spectral seritors of an ancient cult who prowl the Bay of Spines, bowing to none save their ubiquitous and diabolical sea god. It is left up to a small band of wayward adventurers to confront the culprits of this wanton act of piracy, not only to retrieve the mysterious cargo of the Dauntless, but also to unveil the phantom sea reavers known only as the Children of Leviathan. A Living Arcanis Adventure for Characters 1st to 5th level.
LKoK36 War (Living Greyhawk - D&D 3.5)
The flames of war have spread across Elos Bay and reached the shores of Pekal. Only a small number of volunteers may be the difference in this initial assault. The first adventure in the War of Revival series. An adventure for ATLs 1, 3, 5, 7, and 9.
LKoK37 The Curse of the Tinkerer's Toys (Living Greyhawk - D&D 3.5)
A gnomish toymaker died many years ago, but his estate has not yet been inventoried because of stipulations in his will. Strange occurrences at the estate now terrify his heirs. Could rumors about the toymaker's pact with otherworldly forces be true? An adventure for ATLs 1, 3, 5, 7, and 9.
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