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COR5-17 Time's Tide on Bright Sands (Living Greyhawk - D&D 3.5)
By Bruce Paris. Time is running out, and gathering what you need to change the future ... may only be found by looking to the past. A one-round core adventure set in the Bright Desert for APL 2-16. Part Five of Blight on Bright Sands.
COR5-19 Retribution (Living Greyhawk - D&D 3.5)
By Christopher Wills. After a week of fruitless searching for a hithertoo unknown cairn you have returned to Greyhawk City. Surely there adventure can be found! An adventure for levels 1-10 (APLs 2-8).
COR5-20 Phantoms of the Bright Sands (Living Greyhawk - D&D 3.5)
By Tom Kee. Clan Highforge's legacy is once again sought amongst the dunes of the Bright Lands. Lady Karistyne fears that long lost star metal is vital to the perfidious archmage Rary's schemes. An adventure for levels 1-18 (APLs 2-16).
COR6-06 Elegy for a Broken King (Living Greyhawk - D&D 3.5)
By Luke Pitcher. The trail of a missing son leads you to Dustbridge, in the lands of the former Great Kingdom. A cold wind blows through Prince Strychanís town; something very new, and surpassingly old, is in the offing. A one-round Core adventure set in Dustbridge and North Kingdom for characters level 8-15 (APLs 10-16).
COR6-07 From the Dust (Living Greyhawk - D&D 3.5)
By Derek Schubert & Donovan Hicks. The dust has settled and a new Duke has placed his claim on Tenh. His lands are devastated. His shattered people-rebels-turned-supporters, old guard, or zealous faithful-squabble in their divided loyalties. With such infighting, where will Duke Labahlah begin rebuilding his nation? A one-round Core adventure set in the Stonelands of Tenh for characters level 4-15 (APLs 6-14). Part 1 of the “Legacy of Life” series.
DAB15 - Stolen Kisses (D&D 3.5)
By Dave Brainard. The city of Blackmoor, while the heart of the realm, is a bleak and dreary place in winter. What flowers can possibly bloom among the black stone and gray ice? A Dave Arneson’s Blackmoor adventure for PCs levels 2-8.
DAB17 - Secrets and Lies (D&D 3.5)
By Stewart Larsen. One who was searching has himself become lost. Those in need are paralyzed with fear. The Church of Henrin seeks assistance. Can you answer the call and find the secrets through the lies. A Dave Arneson’s Blackmoor adventure for PCs levels for levels 2-8. Episode One in the Hand of Henrin Series.
DAB22 - You Shall Know Them By Their Deeds (D&D 3.5)
By Tad Kilgore. Among the Peshwah, to say a thing, is to do a thing. To break one's word is to become less than whole. To bear false witness is a mortal sin. But the Cult of Calelrin worships the Peshwah god of lies and wields deception and deceit with the same grace and skill the finest swordsmen uses with good steel. Who is their next target? Who are they? What schemes have they made? What do they plan for the Chosen of Hadeen? A Dave Arneson's Blackmoor adventure for levels 1 to 8.
DAB23 - Sign of the Arcanum **Florida Premier** (D&D 3.5)
By Philip Slama. The city of Jackport is a place where anything can be found…for a price. But what happens when the price is too high without commensurate benefit? Will you be able to shed light on a mystery and learn the truth behind a series of brutal murders targeting sorcerers in Jackport? A Dave Arneson’s Blackmoor adventure for PCs levels 4-10. Part One of the series: And the Cabal Cried Out, No Hiding Place!
DAB24 - Just Business **Florida Premier** (D&D 3.5)
By Tad Kilgore. When is a deal, just a deal? When does it force a compromise that taints you and who you are? When is it time to reconsider the path you are on? When is it time to change your view? When do the ends justify the means? Do you always have to hold yourself to the highest ethical standards, or sometimes, do things boil down to just business? A Dave Arneson’s Blackmoor adventure for character levels 4 through 10.
Eye of the Beholder (D&D 3.5)
D&D (Urban/Mystery)
Strange symbols scrawled in blood on are the signs of strange cults struggling for supremacy in the underworld of the Free City of Sensak. A D&D adventure for 3-8 characters, levels 1-8. Pre-generated characters (up to 3rd level) are available; players may also use RPGA-approved characters (unofficially).
or may contact the GM if they wish to use their own characters.
LD01 - A Quick Stab to the Heart (Living Death - d20 System)
By Robert Wiese. Chicago. The Windy City. “Meet at the Columbian Museum,” the message said. “An old acquaintance has resurfaced and needs your immediate attention.” What could that possibly mean? What brings you back to the place that just a few years ago held the World's Fair? Will you ever get a chance to find out? A Living Death adventure for characters of at least 5th level set in November 1898. The Society would not send a table of all 1st-level heroes on this adventure.
LD02 - Holiday in the Congo (Living Death - d20 System)
By John Jones. In early April of 1899 Travelers are dispatched to the Congo Free State to investigate a strange disappearance and discover something much more sinister. Non-White, Non-European Heroes are encouraged not to play due concepts intrinsic to the Congo Free State during the 1890s. The Heroes are still able to play, but do so at their own risk. The Living Death Campaign uses a d20 System version of the Masque of the Red Death rules based on D&D v 3.5.
LD03 - Restitution (Living Death - d20 System)
By Sean Flaherty and John Richardson. The trail of the Brotherhood of the Coin has been found again and experienced Heroes are summoned to Geneva. However, The Silent Ones, remain interested in possessing the ancient silver coins themselves. The time of prophesied use for the coins may be drawing near. A Living Death adventure for heroes 5th level and above set in 1899.
LD04 - Gardens of Bones (Round 1) ***Florida Premier*** (Living Death - d20 System)
By Steve Yee. Over the last few months, the occurrence of eerie noises, strange ghostly lights and horrific apparitions have steadily increased in the small village of Lake’s Crossing, Virginia. A village forever immortalized in the Victorian romance novel “The Wishing Well.” Could the recent discovery of two skeletons be the cause of all this supernatural activity? Could these bones be somehow related to the true, tragic love story behind the novel? Do you possess the courage to put an end to the haunting of Lake’s
Crossing...even if it means sacrificing yourself to the Garden of Bones? A two-round continuous play Living Death tournament suitable for adventurers of 5th level and above. The Living Death Campaign uses a d20TM version of the Masque of the Red DeathTM rules based on D&D vs. 3.5.
LD04 - Gardens of Bones (Round 2) ***Florida Premier*** (Living Death - d20 System)
By Steve Yee. MUST play the first round to play this round.
LSJ35 - Paper Dragon **Florida Premier** (Legends of the Shining Jewel - d20 System)
By David P. Santana. Amthydor's poor are always in need of help, ever since their district was abandoned during the undead invasion. No one goes into the Poor District. But when a little girl turns up lost in there, it's up to adventurers to rescue her. Are they up to the challenge? For heroes of levels 1-9.
LSJ36 - Haunted by the Past **Florida Premier** (Legends of the Shining Jewel - d20 System)
By Mark Whittaker. When people begin to go missing in the Services District, stories abound that the many gargoyles that adorn the buildings throughout this historic district have become something more then mere decoration. For heroes of levels 1-9.
LSJ37 - Birds of a Feather **Florida Premier** (Legends of the Shining Jewel - d20 System)
By David P. Santana and the Universe Construction Company. A late lunch and a small shopping trip lead you to a chase for a prophecy yet to be told and a villain most foul. How will this prophecy affect Amthydor, and why should you be afraid of the answer? A one-round tournament for heroes of levels 1-9.
LSJMA1 - The Dead of the Night (Round #1) **Florida Premier** (Legends of the Shining Jewel - d20 System)
By Elaine and the Universe Construction Company. Since the fall of darkness, waves of the undead have taken to the streets of the poor district. All available adventures are desperately needed to come to the defense of the city against this onslaught of horror and despair! A two-round mega-module for heroic characters of all levels.
LSJMA1 - The Dead of the Night (Round #2) **Florida Premier** (Legends of the Shining Jewel - d20 System)
By Elaine and the Universe Construction Company. MUST play the first round to play this round.
Midnight Madness
Late night games, where you find your own judge and the other players for the event you would like to play.
Midnight Madness (Blackmoor) (D&D 3.5)
Late night games, where you find your own judge and the other players for the Blackmoor event you would like to play.
Midnight Madness (Legends of the Shining Jewel) (Legends of the Shining Jewel - d20 System)
Late night games, where you find your own judge and the other players for the Legends of the Shining Jewel event you would like to play.
Midnight Madness (Living Greyhawk) (Living Greyhawk - D&D 3.5)
Late night games, where you find your own judge and the other players for the Living Greyhawk event you would like to play.
Money Doesn't Grow on Trees (D&D 3.5)
D&D (Wilderness)
Everyone knows money doesn't grow on trees -- everyone except for the mysterious patron who wants you to find the golden fruit of the legendary Solar Year Tree, which myths claim was planted by the gods. Pre-generated characters (up to 3rd level) are available; players may also use RPGA-approved characters (unofficially).
Risen and Fallen
World of Darkness (older version)
There are worse things in the World of Darkness than werewolves, vampires, or mages. Can the Garou and Camarilla set aside their differences long enough to survive a threat greater than any they have faced before? A World of Darkness scenario for 3 to 6 players. Pre-generated characters will be provided.
SHE5-04 A Cup O'erturned (Living Greyhawk - D&D 3.5)
By Will Dover. Merchants from different lands are heading to Hochoch, the future home of the Knights of the Watch and Dispatch, with all sorts of different problems. Can you help them out? A Sheldomar Valley metaregional adventure for APLs 6-12 and Part One of the Turf War Series.
SHE5-05 Eye of the Storm (Living Greyhawk - D&D 3.5)
By Sean Smith. The greatest weapons crafters of the Sheldomar Valley are missing! The talented scions of the Valley's venerable arms craftsmen have disappeared while enroute to the Principality of Ulek for further scholarship. Guess who has to find them? Recommended for player characters who participated in SHE4-01 Red Rendezvous. A Sheldomar Valley metaregional adventure for APLs 10 - 16.
SHE5-06 A Study In Contrasts (Living Greyhawk - D&D 3.5)
By Steven Hess. In the borderlands of the great mountains that form the western limit of the Sheldomar Valley, realms might claim territory and authorities might enforce their laws…but distance from the centers of power and the close proximity of all that is wild and free makes these claims tenuous at best and irrelevant at worst. How will those who prize the wilderness react when the word rings out far and near…”Gold!! Gold in the vale of Baransford, lying all about free for the taking!” A standalone Sheldomar Valley metaregional adventure for APLs 4-10.
SHE6-01 Flesh Torn Asunder (Living Greyhawk - D&D 3.5)
By Will Dover. Murder here, murder there, murder everywhere. There is skullduggery afoot in the city of Hochoch as the bodies begin to stack. It is helpful to play SHE5-04 A Cup O’erturned prior to playing this adventure. This adventurer is of special interest to Knights of the Watch, Knights of Dispatch, wizards, and members of roguish organizations. A Sheldomar Valley metaregional adventure for APLs 6-14, and Part Two of the Turf War series.
SHE6-02 Brooding Boughs ****Florida Premier**** (Living Greyhawk - D&D 3.5)
By Steve Enzor with Scott Vandenberg, Patty Kinyon, and James Maissen. he elves of Celene didn’t mention the latent menace of the forest in your mission briefing. The immense boles of the great trees surround you, with their massive limbs looming overhead. The air is still and oppressive, and the sunlight is dim and wavering down here under the canopy. As you wipe the sweat from your stinging eyes the shrieks and roars of the forest denizens suddenly cease. In the brooding silence, something waits. Something with teeth.
A one round Sheldomar Valley Metaregional woodlands adventure for APLs 10-14, and Part 3 of the Secrets of the Suss Series. Racially diverse parties are recommended.
SRM02-01: Parliament of Thieves
By John Dunn. 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. A Shadowrun Missions adventure for all character levels.
SRM02-02: Best Served Cold
By Stephen McQuillan. 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. A Shadowrun Missions adventure for all character levels.
SRM02-03: The Grab
By Cliff Hensley. The shadows can be a dirty place to make a living, but a runner’s got to make end’s meet somehow. When opportunity calls, you answer. But when answering that call involves
extracting an eleven-year-old girl as part of an elaborate and bizarre extortion scheme, the shadows can get much dirtier... and some stains can never be washed out. A Shadowrun Missions adventure for all character levels.
SRM02-04: Thrash the Body Electric **Florida Premier**
By Mark DelPrincipe. The fewer strings attached to a job, the better. At least that¹s what you¹ve been telling yourself. Now you¹ll find out if having the power in your hands will be everything you expected, or just a shortcut to electrocution. A Shadowrun Missions adventure for all character levels.
Swords in the Shadows (D&D 3.5)
D&D (Urban/Intrigue)
Sardonyx, City of Shadows -- the biggest (and richest) city in the Sea of Sands! The Undercity is vast, stretching from one end of city to the other -- and beyond. You've heard rumors of it, of course, but never explored it -- until now. Explore tunnels that existed long before the city; tunnels that look like they were not built by, or for, men . . . An urban D&D adventure for 3-8 characters
of levels 1-8. Pre-generated characters (up to 3rd level) are available; players may also use RPGA-approved characters (unofficially).
The Tower of Chaos (D&D 3.5)
D&D (Dungeon Crawl) (No experience necessary)
A mysterious castle built of the finest green jade has appeared on Terramar. Rumors claim it is inhabited by a mysterious oracle who can answer any question put to her -- the most beautiful woman imaginable, her wisdom exceeds
her beauty, and her treasure exceeds her wisdom . . .
A role-playing-oriented dungeon crawl for 4-8 characters, levels 1-8. Pre-generated characters (up to 3rd level) are available; players may also use RPGA-approved characters (unofficially).
ULP5-06 Signs and Portents (Living Greyhawk - D&D 3.5)
By Tom Kunzen and David Brainard. You and your fellows have received an invitation to the Captain’s Mast, an exclusive establishment popular with naval officers and Gryrax’s wealthiest citizens. It’s time to dress to impress and put your best manners forward as you mingle with the elite of Gryrax society and enjoy the fine food, drink, and entertainment on the bill for this evening. A Principality of Ulek regional adventure for APLs 2-8.
ULP5-08 Flotsam & Jetsam (Living Greyhawk - D&D 3.5)
By Dave Brainard. A mighty storm lashes the coastal village of Sunflower Cove; what will the morning light reveal strewn on the shore in the tempest’s wake? A Principality of Ulek Regional adventure for APLs 4-10.
ULP6-02 Hook, Line and Sinker (Living Greyhawk - D&D 3.5)
By Dave Brainard and Chet Noll. Ulek knows the face of its enemy, but sometimes an enemy, if left to its own devices, would just as soon live in peace. What can it do, then, when trapped between the choice of coercion and compromise? A Principality of Ulek regional adventure for APLs 2-8 and Part Two of "Short Stories and Tall Tales."
ULP6INTRO-02 The Paper Chase **Premier** (Living Greyhawk - D&D 3.5)
By Mike Nichols. The spring term for Gryrax’s Bardic College is soon to start. But wait, there’s no paper to be had? What’s a professor to do? A Principality of Ulek Introductory Scenario for 1st level PCs.
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