 |
COR5-02: 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 Core module set in the Solnor Compact for APLs 2-14. This module utilises NPCs first presented in SND4-01 Arrows of the Sun. It is not necessary to have played this module first.
COR5-02: 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 Core module set in the Solnor Compact for APLs 2-14. This module utilises NPCs first presented in SND4-01 Arrows of the Sun. It is not necessary to have played this module first.
COR5-03: Atonement (Living Greyhawk - D&D 3.5)
By Theron Martin. "I have led a wicked life, " the man says "and paid a dear price for it. I have changed my ways and tried to start anew, but the sins of my past now threaten my family. I need your help." A role-play intensive adventure set in the City of Greyhawk.
A one-round Core module set in the Free City of Greyhawk for APLs 2-8.
COR5-04: Desecrators of the Lords Tomb (Living Greyhawk - D&D 3.5)
By Bruce Paris. Christa, wily Greyhawk City thief and darling of the Green Dragon Inn, was about to retire at the glorious age of 29. However, she had to do one last job for an old friend, so she found a way to break into the legendary Lords' Tomb and steal some priceless jewels which once belonged to the dearly departed of that dread complex. For a while it all looked pretty easy...far too easy.
A one-round Core module set in the Free City of Greyhawk for APLs 2-12.
COR5-05: A Marked Man (Living Greyhawk - D&D 3.5)
By Matt Maddy. Sometimes you make the wrong enemy, and you don't know where to turn. The man in front of you seems to have that look in his eye. Are you willing to stick your nose into something dangerous?
A one-round Core module set in the Free City of Greyhawk and its environs for APLs 2-12.
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.
A one-round Core adventure set in the Bright Desert for APL 2. This module is the first part in the Blight on Bright Sands series and heavily utilises the Sandstorm supplement.
Midnight Madness (Living Greyhawk - D&D 3.5)
By Various. No set modules. Find a judge willing to give up some sleep and at least 3 other players and play any mod ordered for this event. Note that these slots are not official but you can use Warhorn to help muster.
SHE4-06 Dark Clouds over Istivin (Living Greyhawk - D&D 3.5)
By Steve Pearce. The skies grow dark over Sterich. A huge dark cloud castle has come to sit above Istivin. Like a malignant stain upon the sky, it hovers high above the capital. There is panic in the streets and the militia mobilized but all they can do is watch and wait. Lords Errant are summoned and the general call-to-arms goes out for only the very bravest to fly to Istivin. The giants have returned to Sterich. A Sheldomar Valley Metaregional adventure for APLs 6 to 18. Part one of the Dark Clouds series.
YEO-Intro: Here Comes the Bride (Living Greyhawk - D&D 3.5)
By Beverly Eldred. Looking for work? Travel...see the Yeomanry. Simply walk a woman from one town to another and get paid for it. No experience required. A Yeomanry regional adventure for first level characters, and Part 1 of the Brides Series.
YEO-Intro: Thicket's Dirge (Living Greyhawk - D&D 3.5)
By Ric Fitzgerald & Rich Oliver. In the aftermath of the disastrous earthquake called the Landstraad, travel and trade has been disrupted
all across the Yeomanry League. The Escarpment has nearly doubled in size, and changed the land
along its length. Now, you have been asked to escort a small caravan around the northern reaches of the
Escarpment along the fringes of the Iron Wood. An introductory Yeomanry regional adventure for firstlevel
characters, and Part 1 of the Aftershocks Series.
YEO4-04 Season of the Wolf (Living Greyhawk - D&D 3.5)
By Jason Mayberry. The woods are darker now and more dangerous. The residents of Shalehal lock their doors and shutter their windows now when night falls and the mists creep in. Everyone stokes the fire a little higher when the wolves howl from the Shale Fens. Not marked on any calendar, the Season of the Wolf is upon us.
YEO4-05: Whispers of Deceit (Living Greyhawk - D&D 3.5)
By Christopher M. Johnson. In the quiet town of Eastcot something strange is happening. A visiting noble has gone missing and the family is up in arms. Can you discover what has happened before the situation becomes a serious international incident? MILITIA MOD
YEO4-06: By Brick and Mortar (Living Greyhawk - D&D 3.5)
By Rich Oliver. A re-discovered tomb hints at teh final resting place of the infamous Arch-Lich Lord Asberdies, tyrant of the Yeoman people. Now that hournal has been stolen out of the grasp of the Council of High Magic. You have been summoned in utmost secrecy to the University of Loftwick to find the stolen journal, and the student mage who was studying it, also missing.
YEO4-07 Heart of Betrayal (round 1) (Living Greyhawk - D&D 3.5)
By Jason Mayberry and Jim Hazel. Sometimes the wind from one door closing opens another. Even from afar, those with ears to hear and eyes to see can sense the change. Yet vision and hearing can only go so far. The Watchers of the Stone need someone to serve as their "eyes". Do you dare to be a light in the darkness or will you be swallowed up by the shadows? THIS IS A 2 ROUND MODULE, BE SURE YOU SIGN UP FOR BOTH ROUNDS.
MILITIA AND ARMY MOD. ACADEMY OF LORE MOD. APLs 6-12.
YEO4-07 Heart of Betrayal (round 2) (Living Greyhawk - D&D 3.5)
By Jason Mayberry and Jim Hazel. Sometimes the wind from one door closing opens another. Even from afar, those with ears to hear and eyes to see can sense the change. Yet vision and hearing can only go so far. The Watchers of the Stone need someone to serve as their "eyes". Do you dare to be a light in the darkness or will you be swallowed up by the shadows?THIS IS A 2 ROUND MODULE, BE SURE YOU SIGN UP FOR BOTH ROUNDS.
MILITIA AND ARMY MOD. ACADEMY OF LORE MOD. APLs 6-12.
YEO5-01: Attack Dogs (Living Greyhawk - D&D 3.5)
By Bill Howard. Politics makes strange bedfellows. Perhaps that can explain why long-time enemies have joined forces and called upon you for help. Some of you are called out of respect for good deeds done. Others are called to atone for past betrayals. All will risk their lives to sink their teeth into The Scarlet Brotherhood’s throat. Cry Havoc and let slip the dogs of war. A Yeomanry regional adventure for APLs 6-12.
YEO5-02: Shield of Fury, Shield of Faith (Living Greyhawk - D&D 3.5)
By Rich Oliver.
|
|