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BDK4-04 Emissary (Living Greyhawk - D&D 3.5)
By David Finan and Tom Thowe. An emissary of the Old One travels to the Fellreev.
What his mission is, no one knows. The only thing
certain is that things are about to get interesting.
BDK4-05 Torrock's Legacy (Living Greyhawk - D&D 3.5)
By Jim Ellis and Patrick Brown. A personÕs actions in life create a ripple effect that can continue to spread well beyond that person's lifespan. Torrock is dead. Will Torrock's legacy continue to spread death and destruction even after his death, or can a few determined heroes create a better ending? Part three of the Bluff Hills Silver series.
BDK4-06 Scales and Secrets (Living Greyhawk - D&D 3.5)
By Tom Thowe. Life in the Combination of Free Lords is often about choosing your battles. Sent with a straightforward mission towards the Tangles, perhaps today is a little different. Or is it? With the changes in Hallorn's leadership, fighting has broken out along parts of the forest. With this brewing chaos, has something dangerous developed, unnoticed by those in power? How will this affect the Warfields? An adventure for character levels 9-15. This is the third part to the Legacy of the Highwayman Series."
BDK4-07 Of Friends, Friars, and Foes (Living Greyhawk - D&D 3.5)
By Theo Judd. A mysterious stranger wishes you to investigate the death of a local wizard in Stoink. But apparently, he is not the only one interested in the unfortunate occurrence. The first part in the Fate of the Avenger series.
BDK5-01 The Body (Living Greyhawk - D&D 3.5)
By Jason Lauer and John Williams. The Northern Alliance has been declared and the search is on for bodies to swell the ranks of the various factions in the Bandit Kingdoms. How can you be sure that the body they get is not yours? In the BK, the more things change, the more they stay the same... Part One of Cold Dead Hands.
BDKA5-01 A Voice in the Darkness (Living Greyhawk - D&D 3.5)
By Patrick Brown. Things have not been going well for the Rookroost Thieve's Guild. In fact, the City of Ravens has become a very dangerous place in which to live nowadays. Murder and betrayal are rife within the walls of Rookroost, so why not get in on the action? An introductory adventure for four to six first level characters only.
BDKM4-01 Rules of Impoundment (Living Greyhawk - D&D 3.5)
By Keith Symcox. A cargo has been impounded in Trallant that Veth wants back. Can you get it back before sunrise? A mini-mission for parties containing one or more members of the Red Planks Meta-organization.
BDKM4-02 On Kobold Farms (Living Greyhawk - D&D 3.5)
By Dan Hass. Someone's kidnapped the best yeoman farmer in the village of Flanhome. The authorities should be searching for the perpetrators, but in the Bandit Kingdoms, heroes have to take up the slack when the authorities come up short. Under the watchful eye of the Johrase Mercenaries, can heroes be found to meet the challenge?
BDKM4-03 A Stroll in the Woods... (Living Greyhawk - D&D 3.5)
By Casey Brown. Ever wondered exactly what it was that you did when you went on patrol for Clan Fanlareshen? An adventure for forest loving adventurers. Each party must contain at least one PC who is a member of clan Fanlareshen. Orcs, half-orcs, clerics of Pholtus, Johrase Mercenaries, and residents of the Theocracy of Dimre need not apply unless they have a Favor with the Elves. PCs with enmity with the Defenders of Greenkeep, Fanlareshen Elves, or Fort Hendricks may not play this adventure.
COR4-10 Riddle in the Dust (Living Greyhawk - D&D 3.5)
By Paul Looby. The Stonelands—all that remains of the proud Duchy of Tenh. A mystery haunts these barrens, one that promises rebirth for a fallen people. (Part of the Children of the Dust Trilogy. The parts of this series, in order, are: COR4-06 Duke of the Dust, COR4-10 Riddle of the Dust, and COR4-15 War Of The Dust.)
COR4-11 Crimson Thorns (Living Greyhawk - D&D 3.5)
By James Zwiers. Embassies are common in this time of tenacious and fragile peace. However, the relative security peace brings 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.
COR4-12 Key to the Grave (Living Greyhawk - D&D 3.5)
By Jason Buhlman. An innkeep has a ghastly problem on his hands. A patron was found dead in his room, but when the guard arrived to investigate, his body was gone. More troubling was the symbol of an evil god found under his bed. The second part of the "Key to Greyhawk" series. The first part is the "Mad God's Key" from Dungeon Magazine #114. Playing that adventure is recommended but not required.
COR4-13 A Wretched Soul (Living Greyhawk - D&D 3.5)
By Mike Hinds. Fresh from a peaceful sea voyage to Hardby your prowess at daring-do is called upon. The far off jungles of Hepmonaland are your destination with their ferocious beasts and wild Olman who sacrifice outlanders to their alien gods. What motivates the jaded adventurer to take on such a mission? The promise of coin? Assisting those with good cause? Or a chance to redeem the unredeemable? Sequel to Through Nature to Eternity.
COR4-16 The Frozen Spire Rnd 1 (Living Greyhawk - D&D 3.5)
By Creighton Broadhurst. For almost 40 years, Ice Spire has dominated the eastern approaches to Dunhead Bay. Recent political events however demand the mystery behind the tower's doom be solved and a surprise discovery links the frigid lands of Ice Spire to the nameless threat lurking in the dark recesses of the Bright Desert. (Part of the Sins of Ages Past series. The parts of this series, in order, are: COR1-08 Future's Bright, COR3-01 The Hidden Fortress, and COR4-16 The Frozen Spire.)
COR4-16 The Frozen Spire Rnd 2 (Living Greyhawk - D&D 3.5)
By Creighton Broadhurst. For almost 40 years, Ice Spire has dominated the eastern approaches to Dunhead Bay. Recent political events however demand the mystery behind the tower's doom be solved and a surprise discovery links the frigid lands of Ice Spire to the nameless threat lurking in the dark recesses of the Bright Desert. (Part of the Sins of Ages Past series. The parts of this series, in order, are: COR1-08 Future's Bright, COR3-01 The Hidden Fortress, and COR4-16 The Frozen Spire.)
IUZ4-03 Chasing Trouble (Living Greyhawk - D&D 3.5)
By Lee Sharp and Michelle Sharp. Why is it good news must always be tainted with a bit of darkness? No one is ever surprised to find trouble in Crockport, you are just amazed it took this long. This time, trouble saw you coming so you'll need to give chase. This module is the second in the Purification Cycle.
IUZ4-06 Shadows of a Dread City (Living Greyhawk - D&D 3.5)
By Bruce Paris. It has been five years since Count Sverdlin took Kendragund Keep from the Urzun Orcs. Since that time, a flourishing city has developed around the keep, and it has become a seat of power (and corruption) in the Land Of Iuz. But there are deep shadows hanging over Kendragund. Count Sverdlin and his brother Sven have become increasingly reclusive, and the Urzun have been asked to oversee a new kind of merchandise, destined to make this dread city live forever in the favour of Old wicked. Players are advised that an APL 4 table will have difficulty unless all PCs are at least Level 3 (and there are six at the table).
IUZ4-08 Shattered Reflections of a Frozen Twilight (Living Greyhawk - D&D 3.5)
By Greg Marks. A late night of celebration turns into an early morning of planar travel. Join the power brokers as useful pawns or equal peers are you negotiate the secrets of the Old One's plans. Part 5 in the Purification Cycle.
LA-SP3-04 Wrong Turn at Coryan (Living Greyhawk - D&D 3.5)
By Eric Wiener and M. Sean Molley. It is not what you know; it is what you can prove…and whether or not you live long enough to tell the tale in the first place. A standard Living Arcanis adventure, designed for 1st to 13th level characters. Characters not within this level range may not be played in this adventure.
LAN-HP2-02 Halatafl: A Game of Fox and Geese (Living Greyhawk - D&D 3.5)
By Kimberly A. Wajer-Scott. Those ‘touched by the gods’ are not all clerics. Some cannot bear revelation, and their souls shrink into themselves. Such ones are often pitied, and sometimes feared. As the city’s Nierites prepare for the celebration of Kindling Dawn, you find yourselves in the presence of just such a group of souls. But what is to become of them, herded by those who seek to care for them ‘for their own good’? Is such a thing to be believed in a city renowned for evil? A Living Arcanis adventure for characters 1st to 7th level. Characters not within this level range may not be played in this scenario.
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