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BIS7-01 It Always Rains Upon the Damned (Living Greyhawk - D&D)
By Jay Babcock, Crystal Babcock, and Cameron Logan. Something in the background, stirring. Stalking. Lurking. Creeping. Blurring. Claws of smoke, desperately raking. Dark. Foreboding. Hidden. Waking. Hunger growing, never abating. Deadly. Maddened. Watching. Waiting. A Bissel regional adventure for APLs 2-16.
BIS7-02 Caravan (Living Greyhawk - D&D)
By Matthew Maranda. Guarding a caravan of military supplies traveling through Bissel should be a piece of cake. But in these dark days supply caravans often travel through the forests of Nightwatch, and then pass into the Bramblewood Gap. Both are wild areas, infrequently patrolled, and prone to accidents. Can you protect these desperately needed supplies and reach the front line troops? A Bissel regional adventure for APLs 2-12.
BIS7-03 All That For A Bag of Silver? (Living Greyhawk - D&D)
By Cam Logan. “To the manse came six, gathered for their great knowledge and experience. A seventh would speed the tasks that were their burden and their destiny. The water bearer was the keystone to success, bound in manacles. The equite, a shade, distorted by avarice, the downfall of one.” A Bissel regional adventure for APLs 2-12, and Part 2 of the Shadows and Sigils series.
BIS7-04 Dark Heart of the Forest (Living Greyhawk - D&D)
By Joe Leo, Jay Babcock, Crystal Babcock, and Cameron Logan. The darkest depths of the Barony of Nightwatch have been covered in a strange forest for over a year. Now, darkness is stirring and the land is responding. Wild things known to be there are emerging, and something must be done to reclaim that which has been lost. A Bissel regional adventure for APLs 2-12
BIS7-05 Bastille (Living Greyhawk - D&D)
By Nopalzin Torres and Matt Maranda. The Knights of the Watch built many towers to aid in the defense of the Sheldomar. Many of them were destroyed and rebuilt but some were left to be lost. Now old memories from the Greyhawk Wars are being dredged up and some must be dealt with. A Bissel regional adventure for APLs 2-12.
BIS7-06 The Golden Masque (Living Greyhawk - D&D)
By Cam Logan. The dark revelers gathered amidst the screams and howls: they plead for death. Two captives are held. Release for them spins out the rescue of the rook. One is the younger of two brothers, a mask of jealousy worn. Darker than that is the other, her secrets are wicked and true things. A Bissel regional adventure for APLs 2-12 and Part 3 of the Shadows and Sigils series.
BIS7-07 Radiance and Resolution (Part 1) (Living Greyhawk - D&D)
By Crystal and Jay Babcock. Two years ago, Bissel unleashed a weapon of great power upon the Necromancer's armies. The forces of darkness were decimated and the tide of the war turned, but in the process the boundaries between planes was torn asunder. Truelight was lost, and the land itself became inhospitable. But you now stand before the breech, and have the chance to change Bissel forever. A two-round Bissel regional adventure for APLs 2-12 and finale of the Sun after the Storm series. This is Part 1 of a two-round adventure. Both parts are required to be played consecutively.
BIS7-07 Radiance and Resolution (Part 2) (Living Greyhawk - D&D)
By Crystal and Jay Babcock. PLACE HOLDER FOR BIS7-07 (a two round adventure). Players will need to sign up for BOTH rounds.
BIS7-08 Under a Platinum Sky (Living Greyhawk - D&D)
By Cam Logan. “Convergences draws near, and with every feint and dodge of blade and arrow extinction draws near. The dead who walk are finished; they know not the truth. All that remains to be seen are all that remains after the death knell.” A Bissel regional adventure for APLs 2-12, and Part 4 of the Shadows and Sigils series. PCs must have played BIS7-06 The Golden Masque before playing this adventure.
Note: This adventure will be of particular interest to members of the Great Army of Bissel or the Paercine Camerata.
Bissel Buffet (Living Greyhawk - D&D)
By Colonel Muster. The Bissel Buffet will feature adventures from the main schedule, on a repeat basis, subject to judge and player availability.
COR6-12 Calm Before the Storm (Living Greyhawk - D&D)
By Tim Sech. Tension is high in and around Safeton since the brutal attack on Narwell. The Pomarj is a flurry of activity and the high seas have once again become rife with danger. Whisperings of the Mak making his move, numerous disappearances in the middle of the night, and most disturbing of all, the sighting of ships sailing the yellow flags has the entire region on edge. A one-round Core adventure set in the Wild Coast and the Orcish Empire of the Pomarj for characters level 1-15 (APLs 2-12). PART 1 of the Slavelord Trilogy.
COR7-05 City of Malice (Living Greyhawk - D&D)
By Tim Sech. Slaves keep disappearing at an alarming rate and Highport begins to thrive once more. The Wild Coast has been engulfed by Maks 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. PART 2 of the Slavelord Trilogy.
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. Its 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 The Densac 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 Domain of Greyhawk for characters level 1-15 (APLs 2-12).
COR7-17 Rivalry and Treachery (Living Greyhawk - D&D)
By Rene Ayala. 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 set 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 level 1-11 (APLs 2-8).
COR7-18 Into the Mists (Living Greyhawk - D&D)
By Sampo Haarlaa. A call for help sends a group of strangers into a trackless swamp to look for a captured child with a familiar name. A one-round core adventure set in Domain of Greyhawk for characters level 1-11 (APLs 2-8).
COR7-19 Wrath of the Slavelord (Living Greyhawk - D&D)
By Tim Sech. Thanks to the quick thinking of many adventurers, Greyhawk was warned of the impending doom of Safeton months ago. The Greyhawk Militia sent some 500 hundred men to the walled city in hopes of stopping 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 level 2-15 (APL 4 to 12). This is the final adventure in the Slaver series. It is recommended that you have played COR5-12 Calm Before the Storm and COR7-05 City of Malice before playing this adventure. PART 3 of the Slavelord Trilogy.
COR7-20 Murder in the River Quarter (Living Greyhawk - D&D)
By Mike McKeown and Steve Yee. 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 level 1-11 (APLs 2-8). Half-orc PCs may encounter some difficulty in this adventure.
CORS7-02 Rise of the Spider Queen (Living Greyhawk - D&D)
By Creighton Broadhurst and Colleen Simpson. Sterich is once more in need of heroes to stand between it and the rising tide of darkness. Humanoid and giant raids boiling out of the Crystalmist Mountains are again increasing in frequency and boldness. Rumors swirling thickly through Istivins shadowed streets speak of the malevolent Spider Queen and her resurgent interest in the sunlit lands of the Flanaess.
This adventure is divided into low (APLs 2-8) and high (APLs 10-14) levels of play; a player may only play one of them. A one-round core special Living Greyhawk adventure for characters levels 1-15 (APLs 2-14).
Midnight Madness (Living Greyhawk - D&D)
By Night Owl. Midnight Madness will muster each night at 11:45pm and run from 12am to 4am. All one round scenarios will be offered on a repeat basis only. Midgnight Madness games are subject to player and judge availability.
SHE7-03 Night of Madness (Living Greyhawk - D&D)
By Will Dover. Bad news typically comes in threes and now there are three items of evil loose in the city of Hochoch. Can you find them before anyone uses them? It is essential to play Three to One's Wonder before playing this scenario. A Sheldomar Valley metaregional adventure for APLs 8-16, and the conclusion of the Turf War Series.
SHE7-04 Out of Sight, Out of Mind (Living Greyhawk - D&D)
By Steve Hess. The discovery of an ancient temple dedicated to the benign Suel deity Lydia deep in the Jotens has brought together many disparate elements in service to the greater good. A community has been founded, offering the miners and explorers gathered there shelter and rest from their work; such a project also requires adventurers to help keep the darkness at bay. Who knows what threats lurk just outside those comfortable confines? A Sheldomar Valley meta-regional adventure for APLs 8-12 and Part Two of the “Not One of Us” series.
SHE7-05 Bones of Contention (Living Greyhawk - D&D)
By Steve Enzor with Patty Kinyon, Scott Vandenberg, and James Maissen. The “high and the mighty” is how your old pap put it, when discussing the powerful men and women who made things happen and ruled the world. Hard to believe, but you seem to have entered that lofty sphere yourself, and your companions with you. How else to explain why disparate factions of weal and woe dog your heels in a desperate scramble for thaumaturgy that has drawn the attention of the high and mighty in the Sheldomar Valley. A one-round Sheldomar Valley Metaregional woodlands adventure for APLs 10-14 and Part 6 of the Secrets of the Suss Series. Racially diverse parties are recommended.
Note: This adventure will be of particular interest to PCs that are members of the Silent Ones, Seekers and Knights of Luna metaorganizations
SHE7-06 A Topaz is Forever (Part 1) (Living Greyhawk - D&D)
By Dave Kayserman (special thanks to Ben McFarland). SHE7-06 A Topaz is Forever by Dave Kayserman (special thanks to Ben McFarland)
"A powerful force is on the verge of being released into the Sheldomar and you have been called upon to prevent it. The mission seems simple enough: infiltrate an impregnable fortress and rub elbows with some of the most powerful villains in the Sheldomar. Will you have the jewels to handle it? A role-playing intensive, Sheldomar Valley metaregional espionage adventure for APLs 6-12 and part 4 of the “Shadows over the Sheldomar” series.
Note: This adventure will be of particular interest to rogues, charismatic PCs, and members of the Dreadwalkers meta-org.
Player Note: Players with animal companions or exotic cohorts may not be able to bring them along for the majority of the adventure. Players of Centaur or other non-humanoid PCs may find themselves at a disadvantage in this adventure."
SHE7-06 A Topaz is Forever (Part 2) (Living Greyhawk - D&D)
By Dave Kayserman (special thanks to Ben McFarland). PLACE HOLDER for SHE7-06 (a two round aventure). Players will need to sign up for BOTH rounds.
SHE8-INT01 Above and Below (Living Greyhawk - D&D)
By Dave Kayserman with Cameron Logan, Ben McFarland and Jason Isolda (Special thanks to Britt Frey).. "The Court of the Land calls you to battle! The mercenary lord Drakhmar builds an ever-growing force in service to the Spider Queen and only a daring assault can burn the web of shadow that threatens the entire Sheldomar Valley. A combat-intensive Sheldomar Valley metaregional battle and delve interactive for APLs 4-14 and an interlude in the "Shadows over the Sheldomar" series. It is strongly recommended that PCs play SHE7-06 A Topaz is Forever before participating in this event."
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