Scenario Descriptions
COR7-17 Rivalry and Treachery (Living Greyhawk - D&D)
In the City of Greyhawk, the Royal Opera House and the Grand Theatre are well-known rivals and, on occasion, scathing accusations are followed by open-street brawls. In continued disrepair, the opera house anticipates a new production will keep its doors open permanently. That is, until the Royal begins to experience a series of unfortunate events. The cause is none other than its rival bent on treachery. As the curtain rises and Act One sets in motion insults, street fights, and a dagger in the back is just the beginning. A one-round Core adventure set in the Garden Quarter in the City of Greyhawk for characters levels 1-11 (APLs 2-8).

COR7-20 Murder in the River Quarter (Living Greyhawk - D&D)
Tragedy has struck again in the Free City. With Turrosh Mak on the march, half-orcs are distrusted. Unsolved murders abound in the River Quarter, where tensions are strong. Is there a reason to this madness? Is the Maimed God to blame? An investigative one-round Core adventure set in the Domain of Greyhawk for characters levels 1-11 (APLs 2-8). Half-orc PCs may encounter some difficulty in this adventure. This is a sequel to COR6-10 Murder in Elmshire.

COR8-01 Machinations (Living Greyhawk - D&D)
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 levels 1-15 (APLs 2-12) and the first intrigue of “Honor Among Thieves.”

COR8-02 Raiders of the Chaos Fields (Living Greyhawk - D&D)
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 levels 1-11 (APLs 2-8).

COR8-03 Aspirations (Living Greyhawk - D&D)
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 levels 1-15 (APLs 2 to 12) and the second intrigue of “Honor Among Thieves.”

CORS7-02 Rise of the Spider Queen - HIGH (APLs 10-14) (Living Greyhawk - D&D)
Sterich is once more in need of heroes to stand between it and the rising tide of darkness. Humanoid and giant raids boiling out of the Crystalmist Mountains are again increasing in frequency and boldness. Rumors swirling thickly through Istivin’s shadowed streets speak of the malevolent Spider Queen and her resurgent interest in the sunlit lands of the Flanaess. This adventure is divided into low (APLs 2-8) and high (APLs 10-14) levels of play; a player may only play one of them. A one-round Core Special Living Greyhawk adventure for characters levels 1-15 (APLs 2-14).

CORS7-02 Rise of the Spider Queen - LOW (APLs 2-8) (Living Greyhawk - D&D)
Sterich is once more in need of heroes to stand between it and the rising tide of darkness. Humanoid and giant raids boiling out of the Crystalmist Mountains are again increasing in frequency and boldness. Rumors swirling thickly through Istivin’s shadowed streets speak of the malevolent Spider Queen and her resurgent interest in the sunlit lands of the Flanaess. This adventure is divided into low (APLs 2-8) and high (APLs 10-14) levels of play; a player may only play one of them. A one-round Core Special Living Greyhawk adventure for characters levels 1-15 (APLs 2-14).

CORS8-01 Whispers of the Obsidian Citadel (High) Round 1 (Living Greyhawk - D&D)
People, objects, and even places seem to be shifting in and out of existence in the Yatil’s west of the great city of Mitrik. Chaos seems to be unravelling existence itself and it’s spreading. Seers speak of the ‘Door to Perdition’ but even the gods themselves seem to be silent on exactly what is happening. Great things are afoot and while nations focus their attention on each other it is up to heroes to find out what is going on before it’s too late and all of Oerth burns in the fires perdition forever. This adventure is the first part of the “Ascension” plot arc and also concludes the “For the Greater Good” series. This adventure is EXTREMELY dangerous and should not be undertaken lightly. True heroes are forged in the glowing hot coals of struggle and true heroes it will take to win through this day. A two-round core special adventure set in Veluna and the Yatil Mountains for characters levels 5-15 (APLs 6-14). Round 1 of 2 rounds

CORS8-01 Whispers of the Obsidian Citadel (High) Round 2 (Living Greyhawk - D&D)
People, objects, and even places seem to be shifting in and out of existence in the Yatil’s west of the great city of Mitrik. Chaos seems to be unravelling existence itself and it’s spreading. Seers speak of the ‘Door to Perdition’ but even the gods themselves seem to be silent on exactly what is happening. Great things are afoot and while nations focus their attention on each other it is up to heroes to find out what is going on before it’s too late and all of Oerth burns in the fires perdition forever. This adventure is the first part of the “Ascension” plot arc and also concludes the “For the Greater Good” series. This adventure is EXTREMELY dangerous and should not be undertaken lightly. True heroes are forged in the glowing hot coals of struggle and true heroes it will take to win through this day. A two-round core special adventure set in Veluna and the Yatil Mountains for characters levels 5-15 (APLs 6-14). Round 2 of 2 rounds.

CORS8-01 Whispers of the Obsidian Citadel (Low) Round 1 (Living Greyhawk - D&D)
People, objects, and even places seem to be shifting in and out of existence in the Yatil’s west of the great city of Mitrik. Chaos seems to be unravelling existence itself and it’s spreading. Seers speak of the ‘Door to Perdition’ but even the gods themselves seem to be silent on exactly what is happening. Great things are afoot and while nations focus their attention on each other it is up to heroes to find out what is going on before it’s too late and all of Oerth burns in the fires perdition forever. This adventure is the first part of the “Ascension” plot arc and also concludes the “For the Greater Good” series. This adventure is EXTREMELY dangerous and should not be undertaken lightly. True heroes are forged in the glowing hot coals of struggle and true heroes it will take to win through this day. A two-round core special adventure set in Veluna and the Yatil Mountains for characters levels 5-15 (APLs 6-14). Round 1 of 2 rounds.

CORS8-01 Whispers of the Obsidian Citadel (Low) Round 2 (Living Greyhawk - D&D)
People, objects, and even places seem to be shifting in and out of existence in the Yatil’s west of the great city of Mitrik. Chaos seems to be unravelling existence itself and it’s spreading. Seers speak of the ‘Door to Perdition’ but even the gods themselves seem to be silent on exactly what is happening. Great things are afoot and while nations focus their attention on each other it is up to heroes to find out what is going on before it’s too late and all of Oerth burns in the fires perdition forever. This adventure is the first part of the “Ascension” plot arc and also concludes the “For the Greater Good” series. This adventure is EXTREMELY dangerous and should not be undertaken lightly. True heroes are forged in the glowing hot coals of struggle and true heroes it will take to win through this day. A two-round core special adventure set in Veluna and the Yatil Mountains for characters levels 5-15 (APLs 6-14). Round 2 of 2 rounds.

Dave Arneson's Blackmoor Episode 1: The ComeBack Inn (Dave Arneson's Blackmoor - d20 System)
For decades, the infamous ComeBack Inn has been a haven to adventurers. It is rumored that all true Blackmoorian adventurers discover themselves within its strange and mysterious walls. Though none speak of it openly, it is rumored that adventure is but a few steps away. What will you find within the ComeBack Inn? A Dave Arneson’s Blackmoor adventure for first and second level PCs.

Dave Arneson's Blackmoor Episode 2: A Night Out Under the Stars? (Dave Arneson's Blackmoor - d20 System)
Problems arise for a small town on the edge of the Redwoods. Are you big enough to help the little people in need? Especially, when the request comes from the tavern keeper who's Inn you woke up in. But weren't you just camping out under the stars last night? A Dave Arneson's Blackmoor adventure for first and second level PC's.

Dave Arneson's Blackmoor Episode 3: Redwood Distraction (Dave Arneson's Blackmoor - d20 System)
The southern border of the Redwoods has again become infested with orcs. The elves have dispatched hunting parties to drive them off, but with no success. A dark shadow is falling over the woods. A Dave Arneson’s Blackmoor adventure for levels 1-4.

Dave Arneson's Blackmoor Episode 5: The Redwood Scar (Dave Arneson's Blackmoor - d20 System)
Conversion of the published Dave Arneson’s Blackmoor Adventure: The Redwood Scar. Recommended for characters that have played Redwood Distraction. A Dave Arneson’s Blackmoor adventure for PCs levels 2-6.

Dave Arneson's Blackmoor Episode 16: Funeral For a Hero (Dave Arneson's Blackmoor - d20 System)
Plumes of white smoke can be seen over the Redwood, a sign that a friend (and a hero) has passed away. The time has come to say our final farewells. But wait something is a miss!! Recommended for characters that have played The Redwood Scar, Part One of the Tome’s Secret Series. A Dave Arneson's Blackmoor adventure for PCs levels 2-8.

Dave Arneson's Blackmoor Episode 40: In the Company of Rogues (Dave Arneson's Blackmoor - d20 System)
One of the most prominent members within the Wizards Cabal is in need of your assistance. Are you willing to take on the task of saving someone who is in dire peril? A one round Dave Arneson’s Blackmoor episode for PCs levels 2 to 8. Part Two of the Tome’s Secrets series.

Dave Arneson's Blackmoor Episode 49: Heroes on Ice (Dave Arneson's Blackmoor - d20 System)
Clothed by the moon / Those to be kissed by the frost shall go into bondage / Saved by the brothers / They shall face the fiery hordes / And set the fencer free A Dave Arneson's Blackmoor adventure for heroes levels 1-4.

Dave Arneson's Blackmoor Episode 53: What Lies Beneath (Dave Arneson's Blackmoor - d20 System)
Description: Something unusual lies beneath the town of Southport just outside of Archlis. Could it signal the return of a threat from Blackmoor’s past? A Dave Arneson’s Blackmoor episode for PCs levels 1-8

Dave Arneson's Blackmoor Marketplace (Dave Arneson's Blackmoor - d20 System)


Dave Arneson's Blackmoor Premier - Episode 79: A Season's Change (Dave Arneson's Blackmoor - d20 System)
By Sean Griffiths and Dawn Coakley. TBD

Shadowrun Missions SRM02-01: Parliament of Thieves (Shadowrun)
By Shadowrun Missions Campaign. A simple smuggling job. Get the goods from the Koshari. Deliver it to the Mafia. Avoid the Yakuza, the Triads, the UCAS border patrol, and the Zone Defense Force. Just another day in the Front Range Free Zone.

Shadowrun Missions SRM02-02: Best Served Cold (Shadowrun)
By Shadowrun Missions Campaign. Revenge, corporate interference and dealings with the mafia, it's all part of the day to day life of shadowrunners. When a high-ranking executive gets involuntarily extracted though, it's time for a team of deniable assets to bring him back

Witch Hunter: Dark Providence - DP01 Storm Tide (Witch Hunter: Dark Providence - Witch Hunter: Invisible World)
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.

Witch Hunter: Dark Providence - DP02 Swans (Witch Hunter: Dark Providence - Witch Hunter: Invisible World)
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.

YEO7-03 Another Bride.  Another Groom? (Living Greyhawk - D&D)
A wedding, an investigation, and a mysterious groom what else do you need to know? A Yeomanry regional adventure for APLs 2-6 and Part 2 of the Brides series.
Note: Having already played Part 1 YEO5-IS1 Here Comes the Bride is recommended but not required. However, you may not play YEO5-IS1 after playing this adventure.

YEO7-04 Dusty Tomes (Living Greyhawk - D&D)
Reference materials have been stolen from the University at Loftwick. Can you help recover them without loosing your head? If the clash of steel on steel is your only love, you might choose another locale. A Yeomanry regional adventure for APLs 2-6.
Note: This adventure will be of particular interest to members of the University at Loftwick

YEO7-05 Honor Among Friends (Living Greyhawk - D&D)
Men and women of the Yeomanry are known for always answering the call of duty. What happens when ones personal honor to ones fellow man is threatened before the comletion of that duty? Can you help someone satisfy his personal honor and complete his Yeomanry duty? Or must one be sacrificed for the other? A Yeomanry regional adventure for APLs 2-8.
Note: This adventure will be of particular interest to anyone with aspirations of joining or membership in the Brotherhood of Duelists, members of the military, and Rascals.

YEO7-06 A Betrayal Most Foul (Living Greyhawk - D&D)
The city of Loftwick goes on its day-to-day workings. Markets thrive, citizens hustle about, and children play; however, in the Tower of High Sorcery, things are missing. A master has been betrayed and the call has gone out to loyal Yeoman and any others who fight on the side of justice. Heroes should be prepared to root out an ungrateful thief and return what is not rightfully his. A Yeomanry regional adventure for APLs 2-8.
Note: This adventure will be of particular interest to Members of the University at Loftwick.

YEO7-07 Dark Gate Stalkers - Round 1 (Living Greyhawk - D&D)
Brave Heroes: Our town of Dark Gate is being terrorized by forces unknown. Someone or something is kidnapping residents who step outdoors after dark. Some say the ghostly Lerara Suel are to blame, ranging out at night from Slerotins Passage. The Border Guard here in Dark Gate are brave, but are stymied by these attacks. If you can help us, please hurry to Dark Gate. -- Spokesman Olmir. A two-round Yeomanry regional adventure for APLs 2-12.

YEO7-07 Dark Gate Stalkers - Round 2 (Living Greyhawk - D&D)
Brave Heroes: Our town of Dark Gate is being terrorized by forces unknown. Someone or something is kidnapping residents who step outdoors after dark. Some say the ghostly Lerara Suel are to blame, ranging out at night from Slerotins Passage. The Border Guard here in Dark Gate are brave, but are stymied by these attacks. If you can help us, please hurry to Dark Gate. -- Spokesman Olmir. A two-round Yeomanry regional adventure for APLs 2-12.

Yeomanry Premiere: YEO8-01 A Widows Tears (Living Greyhawk - D&D)
What solace can any adventurer give an aging crone, alone in the woods, her missing husband unreturned for a fortnight now? What solace indeed can slack the flow of a widow’s tears? A Yeomanry regional adventure for APLs 2-10, and Part Two (and the Conclusion) of the Sins of Our Fathers series, which includes YEO6-06 Howl at the Moon.
Note: This adventure will be of particular interest to outdoorsy types and members of the military. Militia: Yes


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