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BDK7-01 The Halfling (Living Greyhawk - D&D)
By Keith Symcox. A notorious traitor thought dead has reappeared in a very
dangerous place. Are you brave enough to go get him? Set in Johrase and the Rift Canyon. APL 2-6
BDK7-02 A Manor of Seeking (Living Greyhawk - D&D)
By Casey Brown & Susan Threadgill. Where have the residents of Groucester gone? Can "That Which Slept" be stopped? Since the day the negative energy burst that should have destroyed High Lady Xavendra's city was blocked by the positive energy blast that saved it, these are the questions that need to be answered. Someone claims you are just the person to find out. Are they right? Bandit Kingdoms winter adventure set in Rookroost, the Fellreev Forest , the Deadlands, and Groucester. PCs from Fellreev-based meta-orgs, the Hallorn Fencing Academy , bards interested in the Old Lore, and druids of the Old Faith are encouraged to play this event together. PCs from
Northern Alliance-based meta-orgs, Death Cultists and members of the Circle of Crimson Stone are encouraged to play this event together. APL 6-10.
BDK7-03 Return to Steelbone Meadows (Living Greyhawk - D&D)
By Theo Judd. Steelbone Meadows lies a dark secret regarding the origin of
That Which Slept. Are you strong enough to face the trials that lay therein to recover the forgotten lore? Members of the Northern Alliance, Army of the Warfields, and Death Cultists are encouraged to participate in this adventure. Part one of the Gathering of Fiends series. A Bandit Kingdoms adventure set in the Midlands. APL 8-12.
BDK7-04 Proof of Loyalty (Living Greyhawk - D&D)
An adventurer's wealth and well-being often rely on tracking down rumors to their source. Following rumors of a person long thought dead has led you to the village of Salfrayfields and a potential source. Before you can confirm
or put to rest the rumors, you will need to find something even rarer: proof of loyalty. A one-round adventure set in the Bandit Kingdoms. Part two of the Missing Regent Series. APL 2-6.
BDK7-05 Work of Thieves (Living Greyhawk - D&D)
By David Polansky. In the troubled city of Rookroost, one man seeks to set
things right. Well, at least he wishes to return things to the way they were. Where will you stand in the coming conflict for Rookroost's fate? Members of the Rookroost Thieves' Guild, Drinkers of the Cup of Midnight, and all residents of Rookroost are encouraged to participate in this
adventure. PCs Wanted by the Church of Iuz should have a good disguise before playing this adventure. Adventure set in Rookroost. APL 4-8.
BDK7-06 Trouble at Harpy Hollow (Living Greyhawk - D&D)
By Keith Symcox. The little hamlet of Ankheg Springs has seen more than its
fair share of excitement over the last few years. With the reappearance of the blackguard Arvad Michelson, one wonders if the Lammastide festival presided over by his sister Ilyena will go without a hitch. These could be interesting times in the barrens. A one-round Bandit Kingdoms adventure set in the Rift Barrens. A sequel to BDK2-2 Trouble at Ankheg Springs and BDK3-3 Trouble at Baco Canyon. APL 2-8.
BDK7-07 The Mausoleum (Living Greyhawk - D&D)
By Bill Oppenlander. A troubled man wishes you to locate his liege lord. Are
you willing to brave the sinister depths of a house of death to uncover the rotten truth? Members of the Army of the Warfields, Death Cultists, and Druids of the North are encouraged to participate in this adventure. Part two of the Gathering of Fiends series. A one-round Bandit Kingdoms adventure set in Hallorn. NOTE: This is a combat-intensive module and the management of resources is vital. APL 8-12.
BDK 8-01 The Scourge (Living Greyhawk - D&D)
By Ken Jenks. Trafficking with the diabolic is never a good idea, as one man in
Alhaster has learned. As war returns to the region's only port city,
can you help him save his sister from his own mistakes? Can love truly
redeem all? A one-round role-playing intensive Bandit Kingdoms
regional adventure set in Alhaster for characters level APLs 2-8.
Members of the Brotherhood of the Sundered Axe and other Citizens of
Redhand are encouraged to participate in this adventure.
BDK8-02 Trouble Everywhere You Go (Living Greyhawk - D&D)
By Keith Symcox. Vast forces are on the move as word starts to leak out about a powerful artifact that is rumored to confer the rulership of the Combination of Free Lords to its wearer. Can you win the race for the Iron Crown? A one-round Bandit Kingdoms adventure set in various locales for characters level 4-14
(APLs 6-12). This is the third and final part of the Missing Regent series.
Members of the Army of the Warfields, Brotherhood of the Sundered Axe,
Citizens of Redhand, Johrase Mercenaries and Moskol's Legion, and all those
who wish to return Duke Gellor to power, are encouraged to play this
adventure.
BDKA Intro mod (Living Greyhawk - D&D)
BDK Potpourri (Living Greyhawk - D&D)
Choose any mod on the list labeled BDK
CGR8-01 Crypts of the Forgotten (Living Greyhawk - D&D)
By Creighton Broadhurst, Christopher Lindsay, Stephen Radney-MacFarland and Colleen Simpson. Deep below the ruins of the War Tower, strange and terrifying creatures lurk in the lightless tunnels of a forgotten temple. Meanwhile, cultists dedicated to the Old One stalk the streets of the Free City intent on their master’s diabolical schemes. A Greyhawk Ruins adventure for characters level 1-9 (APLs 2-6) set in the Domain of Greyhawk.
COR7-01 Wrath of the Tomb of Horrors (Living Greyhawk - D&D)
The Bleak Academy has long been quiet. But now the spawn of Acererak have lent their support to the Wastrian armies that threaten to overrun the south of the Kingdom of Sunndi. It is time to put a stop to this...but will you stoop to murder to achieve your goal? A one-round, core adventure set in the Vast Swamp for characters level 9-15 (APLs 10-16). This adventure is a prequel to the Living Greyhawk DM’s Challenges: High-Level Option.
COR7-02 Bitter Fruit (Living Greyhawk - D&D)
"The Scarlet Brotherhood is one of the most powerful institutions in the Flanaess," your employer says, "with dark tendrils that stretch into many lands. But even such a mighty organization as they are dares only cross some people at their peril. For the great loss they have dealt to me, I want you to forcefully remind them of that." A mission of vengeance peripherally related to COR5-03 Atonement for those with no love for the Scarlet Brotherhood. A one-round Core adventure set in Rel Astra and the Olman Islands for characters levels 8-15 (APLs 10-16).
COR7-03 Second Chances (Living Greyhawk - D&D)
The Free City of Greyhawk can be cruel, and in a place where one can find anything, the hardest thing to obtain might be a second chance. Can you solve a decades-old murder and free a needy soul? This adventure is investigative and roleplay intensive. It is a loose sequel to COR5-04 Desecrators of the Lord’s Tomb; however, it is not necessary to have played that adventure to participate in this one. A one-round Core adventure set in the Free City of Greyhawk for characters level 1-8 (APLs 2-8).
COR7-04 A Freak of Nature (Living Greyhawk - D&D)
The Greyhawk soldier shows you the letter from home, which tells of a terror that grips the village of Mardin's Field. A horrific beast prowls in the night, gruesomely killing at random. The war against the Pomarj has called the militia from this hamlet on the edge of the Gnarley Forest, leaving it undefended. "Please help my family," the soldier begs. "I am not there to protect them." A one-round, core adventure set in the Domain of Greyhawk for characters level 1-11 (APLs 2-8).
COR7-05 City of Malice (Living Greyhawk - D&D)
Slaves keep disappearing at an alarming rate and Highport begins to thrive once more. The Wild Coast has been engulfed by Mak’s forces and the last bastion of freedom is Safeton, but for how long? A one-round Core adventure set in the Wild Coast and Highport for characters levels 1-15 (APLs 2-12). This is a sequel to COR6-12 Calm before the Storm.
COR7-06 Drowning by Numbers (Living Greyhawk - D&D)
In the Ahlissan town of Jalpa, a young noblemwoman needs your help. Her betrothed is missing. Her friends are ... indisposed. And whatever is happening, someone (or something) seems intent on making a song and dance about it. A one-round Core adventure set in the United Kingdom of Ahlissa for characters levels 8-15 (APLs 10-16).
COR7-07 Storm Harvest (Living Greyhawk - D&D)
Traps. Treasures. Unspeakable horrors. All of these and more are what springs to mind when a story involves the ancient ruins of a wizard's tower. The Kingdom of Sunndi calls on you to explore such a building out in the wilderness, to negotiate your way across the Vast Swamp and the World Spine Ridge, and hopefully find the answer to the bullywug invasion laying waste to their lands. A dangerous two-round Core adventure set in the Tilvanot Peninsula for characters levels 4-15 (APLs 6-16).
COR7-08 Sins of the Father (Living Greyhawk - D&D)
Thirty years ago, the Churches of Pelor, Pholtus, and St Cuthbert sentenced a man to execution for his crimes. Thirty years later, another trial is convened. Fate has determined the outcome is in your hands. A one-round core adventure set in the Domain of Greyhawk for characters level 1-11 (APLs 2-8).
COR7-09 Past Debts (Living Greyhawk - D&D)
When a debt from the past is called in, the soul of an innocent is at stake and a plea for help is made. Do you have the ability to make the tough moral decisions needed to save the child from eternal damnation? Warning – Paladins may find this adventure difficult. Players may change PCs at the beginning of the adventure if they are unable to participate with their current PC. A one-round core adventure set in the free city of Greyhawk and its surrounds for characters level 1-11 (APLs 2-8).
COR7-10 The Dark Gem (Living Greyhawk - D&D)
Sometimes adventure finds you. Long ago something dark was trapped and hidden. Now it will be released unless heroes can be found to secure it. A one-round core adventure set in the Cairn Hills for characters level 1-15 (APLs 2-12).
COR7-11 Hidden Cache (Living Greyhawk - D&D)
Rumors of a hidden trove of magic and weapons lead you deep into the Mistmarsh. A one-round core adventure set in the free city of Greyhawk and its surrounds for characters level 1-11 (APLs 2-8).
COR7-12 Heart's Desire (Living Greyhawk - D&D)
By Eric Menge. The thief showed his heart's desire to his wife. Worth more than anything they had seen before, the stolen jewel promised a new life for them if only they could get far enough from Greyhawk and the criminals for whom he worked. Running would make many enemies, but he knew of a small village near the Gnarley Forest where he could lay low until the heat passed. "I'll send for you in a month," he told her. "It will all work out. Don't you worry about a thing." A one-round core adventure set in the Domain of Greyhawk for characters level 1-11 (APLs 2-8).
COR7-13 Journey to the Hidden Shrine (Living Greyhawk - D&D)
By Brian DiTullio. It’s a quick trip to the Gnarley Forest. How hard can it be? A one-round core adventure set in the Domain of Greyhawk for characters level 1-11 (APLs 2-8).
COR7-14 Sign of the Rhennee Queen (Living Greyhawk - D&D)
By Chris Chesher and Gordon Smith. Years ago a sailing ship mysteriously appeared inland on the busy trade route into the Wild Coast towns. It was quickly turned into a way-station. Not long after, the Pomarj pushed north and trade dropped to a trickle. Nowadays only a few desperate souls are willing to brave this rainy night in the name of the Greyhawk Guilds. A one-round core adventure set in the Domain of Greyhawk for characters level 1-15 (APLs 2-12).
COR7-15 Taking Flight (Living Greyhawk - D&D)
The primordial force known as The Serpent grows stronger, longing to regain the power it lost to the gods at the beginning of time. At the center of its plans are a young Flan girl, preternaturally gifted in the arcane arts; an honorable kobold following his destiny; and a group of adventurers willing to brave the infernal wastes to end the threat. A combat-intensive, one-round Core adventure set in the Burneal Forest, Greyhawk City, and the plane of Avernus for characters levels 9-15 (APLs 10-14). This is the final adventure in the Windows to the Serpent's Soul series, comprising COR4-01 Shedding Scales, COR5-07 Clipping Wings, and COR6-08 Catching Breath
COR7-16 Divided We Stand (Living Greyhawk - D&D)
The Tenh has been shattered by the might of armies, decimated by the voracity of Ether creatures, and subjugated to the power of the Pale. Duke Labahlah now seeks to lead his land into a new era of greatness, but a formidable foe arising in Stonehold could dash his hopes. Can you secure the realm long enough to grant it a chance to recover? A one-round Core adventure set in the Duchy of Tenh for characters levels 8-15 (APLs 10-14) who remember that the enemy of my enemy might be my friend. The final part of "Legacy of Life".
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).
COR7-18 Into the Mist (Living Greyhawk - D&D)
A call for help sends a group of strangers into a trackless swamp to look for a captured child with a familiar name. This adventure is recommended for groups with at least some outdoors experience. A one-round Core adventure set in the Domain of Greyhawk for characters levels 1-11 (APLs 2-8).
COR7-19 Wrath of the Slave Lords (Living Greyhawk - D&D)
Thanks to the quick thinking of many adventurers, Greyhawk was warned of the impending doom of Safeton months ago. The Greyhawk Militia sent some 200 men to the walled city in hopes to stop this supposed new slavelord and it looks like it may have. Nothing unusual has happened since the troops arrived. Could it be the slavelord decided it best not to contend with the might of Greyhawk, or was he simply biding his time? A one-round Core adventure set in Safeton for characters levels 2-15 (APLs 4 to 12). This is the third and final adventure in the Slavers series.
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)
By Bradley Lester. 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 level 1-15 (APLs 2-12) and the first intrigue of Honor Among Thieves.
COR8-02 Raiders of the Chaos Fields (Living Greyhawk - D&D)
By Creighton Broadhurst. 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 level 1-11 (APLs 2-8).
COR8-03 Aspirations (Living Greyhawk - D&D)
By Gregory Hanigan and Ron Lundeen. 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 level 1 to 15 (APLs 2 to 12) and the second intrigue of Honor Among Thieves
COR8-04 Bridge over Svartjet (Living Greyhawk - D&D)
By Jeff A. Dobberpuhl. Deep below the western mountains ancient evils once defeated stir from the pyre of their defeat. A one-round core adventure set in the Kingdom of Sterich for characters level 7-15 (APLs 8-14).
COR8-05 Pyre of the Righteous (Living Greyhawk - D&D)
By Theron Martin. Adventurers have thwarted Rary on most fronts in his quest to unmake the Scorpion Crown, but that has only irritated the former Circle member and forced him into more direct action. Some may soon learn that continuing to defy one of the most powerful wizards on Oerth comes at a hefty price. A one-round core adventure set in Hardby and the Abbor-Alz Hills for characters level 4-15 (APLs 6-14) who know where their Rary/Karistyne loyalties lie. Part one of Rise of the Ancients and a sequel to Blight on Bright Sands.
Core Potpourri (Living Greyhawk - D&D)
Choose any mod on the list labeled COR
Game Day Module (D&D)
By Unknown. This is the module that Wizards will be publishing for the game day on June 7.
IUZ7-01 The Seven Tests of Irinna Qu'lla (Living Greyhawk - D&D)
By Patrick Williamson. In 596 adventurers discovered what is best described as a living Ur-Flan culture, the Hursik within the Burneal forest. Now interested parties are funding a new expedition to better explore these archaic folk. This adventure continues the "Dragon Scales" adventure path (IUZ6-01, IUZ6-02, IUZ6-04, IUZ6-06, IUZ6-07 and IUZ6-08) and for best
enjoyment these adventures should have been played in order before this adventure is played. This adventure is the second installment of the Great Northern Expedition IUZ6-01. A one-round Iuz's Border States Metaregional adventure set in the Burneal Forest. APL 8-14.
IUZ7-02 Affinity & Discord (Living Greyhawk - D&D)
By Chris R Hoffman. Being tipped off by Gildor about several 'draconic' hives within Chendl, the capital of Furyondy, you've been tasked with removal of one such location. What will you find within the depths of Chendl, and what is up with all the recent draconic activity? Perhaps cleaning house in Chendl might answer that and more. Afterwards what rewards would King Belvor have for one such as you? A one-round Iuz's Border States Metaregional adventure set in Furyondy. APL 8-14.
IUZ7-03 Horde & Hoard (Living Greyhawk - D&D)
By Paul Kulbitski. You have received a vision requesting your aid. Gildor Arcanix has asked that you go and defend a dreaming oracle in her lair. Let nothing awake her from her dreams, because her dreams are our only hope. She must be defended at all cost! A one-round Iuz's Border States Metaregional adventure set in the Howling Hills for APLs 6-14.
IUZ7-04 Blue with Envy (Living Greyhawk - D&D)
By Casey Brown. Draconic cults stir in the north, their reach and power becoming more powerful by the day. A concerned Gildor Arcanix, confused by recent divination answers, has once more called upon you to help find out just what these chromatic cults are up to. This time, the signs point to the dead Tangles Forest. At the same time, the Old Faith needs to learn more about how Boneheart Cranzer killed the forest. Perhaps you can kill two birds with one stone. A one-round Iuz's Border States Metaregional adventure set in the decimated Tangles Forest in the Combination of Free Lords. This is Part Two of the Seeker of the Flesh Series and is a loose sequel to BDK4-06 Scales and Secrets, Iuz6-02 Blue Scales, Red Secrets, and BDK6-07 Love Letter. PCs that have earned the favor of Gildor Arcanix, the Old Faith Druids, the Kingdom of Johrase or the clergy of St. Cuthbert are encouraged to play this adventure. Having at least one wilderness-oriented PC at the table will prove beneficial. APL 4-10.
IUZ7-05 Know Thy Enemy (Living Greyhawk - D&D)
By Todd Ammerman and Joe Cirillo. The Drinkers of the Cup of Midnight, in an attempt to prevent history from repeating itself, have decided that turnabout is definitely fair play. To that end, the Shade wants to learn of the Old One's darkest secrets behind his recent machinations - she asks you to infiltrate a religious center of the Old One himself. A one-round Iuz's Border States Metaregional adventure set in the occupied Shield Lands. WARNING: Mature content. No players under 13. APL 6-12.
IUZ7-07 Any Means (Living Greyhawk - D&D)
By Gary Affeldt. Contacted by the Shade, the mysterious and beautiful leader of the Drinkers of the Cup of Midnight, you agree to undertake a mission to retrieve the Draco Mystere, a legendary book of lore regarding dragonkind. The book is located in the Howling Hills, deep inside Iuz's evil lands.
Discover the secrets it reveals. A one-round Iuz's Border States Metaregional adventure set in the Howling Hills and the Crystalmist Mountains. APL 8-14.
IUZ Potpourri (Living Greyhawk - D&D)
Choose any mod on the list labeled IUZ
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