 |
COR4-19 That which was not meant to be known APL 2-6 (Living Greyhawk - D&D 3.5)
A favor takes you from the town of Diamond Lake to the tiny village of Rowanfen on the edge of the Mistmarsh where nothing is quite as it seems. A core adventure in the Domain of Greyhawk for APLs 2 to 6.
INTERACTIVE (Living Greyhawk - D&D 3.5)
Almor, a land forgotten... A battle interative for the lands of Almor
Living Spycraft (Living Greyhawk - D&D 3.5)
Event TBA
Mid-Night Maddness (Living Greyhawk - D&D 3.5)
Get a judge and run what you want
NMR5-03: Borne Upon an Ill Wind (Living Greyhawk - D&D 3.5)
By Bill Benham and Peter Williams. All is not well in Nyrond. His August Supremacy, Emperor Sewardnt has disrupted more than the life of his own people. From the Pale to the Duchy of Urnst the aftershocks of Sewardnts treachery resonate, deep and discordant. A former King now lies deposed and disgraced; a people squirm under the thumb of a tyrant and the drums of war may well begin to beat again. Heroes of exceptional skill must step forth and risk the daggers of intrigue and treachery to learn the truth and right that which was wronged. For APLs 2-14.
NYR4-03 He Loves, He Loves Me Not APL 5-14 (Living Greyhawk - D&D 3.5)
It is the biggest event in Nyrond a Royal Wedding is to take place! In celebration you are invited to participate in a special costume ball on the eve of the grand nuptials. A Royal Adventure for characters of 5th to 14th level.
Part Four of the Scavenger Hunt series. (The parts of this series, in order, are: NYR1-10 The Great Scavenger Hunt, NYR3-07 To Catch a Falling Star, NYR3-09 Kiss of Incabulous, and NYR4-03 He Loves Me, He Loves Me Not.)
NYR4-07 And All the Kings Men 6-16 a two round event (Living Greyhawk - D&D 3.5)
Surely the King must know. Not even the maze of crime and treachery known as Oldred could hide a secret of this magnitude. Why then hasn't he acted? Perhaps he doesn't know then. But should we tell him? Conceivably this information might even hold value in other markets. How much does an audience with the Duke cost these days anyway? An investigation module full of danger and political intrigue. Set in the Kingdom of Nyrond. Are you ready to take the risk? For APLS 6-16. A two round event
NYR5-01 Don't Cry for Me Nyrond APL 2-10 (Living Greyhawk - D&D 3.5)
Well, it finally happened. Many thought it never would, but they were wrong. Now you're a stranger in your own country, but just what is to be done about it? You can sit around and wait to see what happens next, or you can get up and fight for what you believe in. Sure, it might be a wild goose chase, but nothing ever came from not trying. A one-round scenario for loyal and patriotic characters. APL2-10. It is strongly recommended that PCs play at least a few Year 4 Nyrond Regional scenarios before playing this scenario.
NYR5-02 Divine Right APL 2-12 (Living Greyhawk - D&D 3.5)
A brutal killing. A mysterious package. Another glorious day in the Nyrond Imperium. An adventure for characters of APLs 2-12
NYR5-03 For the Duchess of Woodwych APL2-12 (Living Greyhawk - D&D 3.5)
Gritting his teeth against the stabbing pain, the wood elf with decorative facial tattoos heaved the body of the half-elven lass over his right shoulder. Her bejeweled hand swung limply in response to his movements. Quickly, yet with care, he scooped up the bundle resting on the muddy floor with his other arm and cast a final gaze at the carnage before limping out of the cave. As he plodded through the muck, he could feel warm blood running down the side of his torso and down his leg as the strain of the unbalanced load put pressure on his grievous wounds. At long last, he reached his destination: the Knobs of Cullidor. It would be here he would take refuge. It would be here he would await the Duchess of Woodwych.
An outdoor-based Nyrond regional "call to war" scenario that welcomes animal companions. For adventurers of average party level 2 through 12 and featuring a Butt-Kicker Option for tables who'd like a little more 'game' in their game. This adventure has an optional encounter that can be played for 1 extra TU.
NYR5-04 The Mad Duke APL 2-12 (Living Greyhawk - D&D 3.5)
In the city of Mithat the forces of Sewarndt have effectively taken control. Scarlet robes and Hextorian cloaks patrol the streets. Trade is strangled, as ships are often searched or seized and most refuse to run the harbor blockade. Citizens are questioned and many disappear never to be seen again. And through it all the Mad Duke Younard still suffers from his mental collapse of the night Rel Mord fell. A mere shell of his former self, the new government uses his mad ravings and periodic fits to issue whatever proclamations they desire. Now, as the resistance grows in strength, you have been sent to Mithat to see if the city can be saved. An intelligence-gathering mission for those loyal to Nyrond. For characters of 1st to 14th level (APLs 2-12).
|
|