Scenario Descriptions
Blackmoor: DAB - DA01 The Comeback Inn (Living Greyhawk - D&D 3.5)
By Dave Arneson and Dustin Clingman. For decades, the infamous ComeBack Inn has been a haven to adventurers. It is rumored that all true Blackmoorian adventurers discover themselves within its strange and mysterious walls. Though none speak of it openly, it is rumored that adventure is but a few steps away. What will you find within the ComeBack Inn? A Dave Arneson’s Blackmoor adventure for first and second level PCs.

Blackmoor: DAB - DA02 A Night Out Under the Stars? (Living Greyhawk - D&D 3.5)
By Christopher Reed. Problems arise for a small town on the edge of the Redwoods. Are you big enough to help the little people in need? Especially, when the request comes from the tavern keeper who's Inn you woke up in. But weren't you just camping out under the stars last night? A Dave Arneson's Blackmoor adventure for first and second level PC's

Blackmoor: DAB - RP01 Blood Wind (Living Greyhawk - D&D 3.5)
By Tad Kilgore. The High Hak is a deadly place for even its hardiest of residents. Peshwah nomads tred carefully for the land is riddled with treachery. Among these nomads, trust is not given lightly, but in this harsh environment, adventurers will quickly learn the true need for trust. A Dave Arneson’s Blackmoor adventure for PCs levels 1-6.

Blackmoor: DAB - WC01 Redwood Distraction (Living Greyhawk - D&D 3.5)
By Dawn Coakley. The southern border of the Redwoods has again become infested with orcs. The elves have dispatched hunting parties to drive them off, but with no success. A dark shadow is falling over the woods. A Dave Arneson’s Blackmoor adventure for levels 1-4.

COR4-07 Full Circle to Oblivion (Living Greyhawk - D&D 3.5)
By Dave Christ. Pride, cowardice, fear, and lack of faith have stripped bare the hearts of many a man of the cloth. Now all that is left is a boy, his broken father, and a village of the once damned on the edge of the Vale of Luna. The journey that started at the Flight of Fiends has come full circle and now all the chess pieces are in place. Powerful forces move in the shadows each with their own agenda on this night of the forsaken. Which has the best interest of the Flanaess in mind and can the heroes find the right path before the shadows step into the light once again? An adventure for characters of Average Party Level 8 through 16. (Part of the To Serve the Greater Good series. The parts of this series, in order, are: COR2-07 Ashes of Innocence, COR3-03 Fury of a Cold Man's Heart, COR3-08 A Man with Nothing, and COR4-07 Full Circle to Oblivion.)

COR5-03 Atonement (Living Greyhawk - D&D 3.5)
By Theron Martin. "I have led a wicked life," the man says, "and paid a dear price for it. I have changed my ways and tried to start anew, but the sins of my past now threaten my family. I need your help." A role-playing intensive adventure for characters of Average Party Level 2 through 8

COR5-04 Desecrators of the Lord's Tomb (Living Greyhawk - D&D 3.5)
By Bruce Paris. Christa, wily Greyhawk City thief and darling of the Green Dragon Inn, was about to retire at the glorious age of 29. However, she had to do one last job for an old friend, so she found a way to break into the legendary Lords' Tomb and steal some priceless jewels which once belonged to the dearly departed of that dread complex. For a while it all looked pretty easy . far too easy. An adventure for characters of Average Party Level 2 though 12.

COR5-05 A Marked Man (Living Greyhawk - D&D 3.5)
By Matt Maddy. Sometimes you make the wrong enemy, and you don't know where to turn. The man in front of you seems to have that look in his eye. Are you willing to stick your nose into something dangerous? An adventure for characters of Average Party Level 2 through 12.

EMH-4 Finding the Way (Living Greyhawk - D&D 3.5)


Gran March Intro mods Pilgrimage and A Week in the Life (Living Greyhawk - D&D 3.5)
By Joe Masden and Ed Tostanoski. GRMN3-01 Pilgrimage A man with a malevolent past has been bathed in the Blinding Light and has taken the first step on the One True Path. The next steps of his path lead him on a pilgrimage from Buxton's Crossing to the Halls of Purity in Hookhill. The Church of Pholtus asks you to aid him walking the physical path that he might survive long enough to learn if his future holds redemption. An introductory scenario for parties consisting of 1st-level characters ONLY. GRMN4-01 A Week in the Life It is a month before Richfest, and the Weaning is underway. Warriors about to muster out of the military mix with recruits in their last two months of basic training. The barracks talk is about graduation, reassignment, and life as a veteran. What could spoil this beautiful summer morning? An adventure for 1st level characters that are either active duty members or veterans of the Gran March military.

GRM4-01 Homecoming (Living Greyhawk - D&D 3.5)
By Michael D. Moore and Jenna Moore. "I need an immediate escort to Shiboleth," says the old man. "Some disturbing developments have endangered some family interests there, and I must address the issues quickly. I would be willing to pay you if you can get me there as soon as possible." A Gran March regional adventure for APLs 2-12, and Part One of the "For Commandant and Country" Series.

GRM4-02 The Royal Road to Hookhill (Living Greyhawk - D&D 3.5)
By John Freeman. You are tasked to escort an important dignitary across Gran March for an important meeting. A more tedious task could not be imagined, but at least you are out of harm's way and can earn some coin. It is recommended this adventure be played after GRM4-01 Homecoming. This module counts as Gran March military time.A Gran March regional adventure for APLs 2-12, and Part Two of the "For Commandant and Country" Series.

GRM4-03 Ripe for the Picking (Living Greyhawk - D&D 3.5)
By Will Dover. A military prisoner seeks atonement for past misdeeds and what he confesses leads to a terrible secret. Military TUs may be used. Players are encouraged to play GRM3-02 Rotting on the Vine beforehand. A Gran March regional adventure for APLs 2 - 12, and Part Two of the "Shadow, Sun, and Sword" Series.

GRM4-05 Operation Black Knight (Living Greyhawk - D&D 3.5)
By Jenna Moore and Michael D. Moore. One year ago, the military discovered the existence of a secret training camp in which boys and young men were being taught to hate their homeland and work for a new master. Now a threat has reached the top-most levels of the Gran March military. The safety of the realm is at stake, but the army is already spread thin. Can the PCs help them track down the culprits before the chain of command falls? A Gran March regional adventure for APLs 2 - 12, and Part Three of the "For Commandant and Country" Series.

GRM4-06 Harvest Time (Living Greyhawk - D&D 3.5)
By Will Dover and Sean Molley. The Commandant himself is gravely concerned over the disturbing incidents in Orlane and elsewhere over the past two years. He has demanded an accounting for all that has happened and you have been summoned to Hookhill to participate in the investigation. Whenever the light of justice is focused too tightly on one place, however, its brilliance causes all of the surrounding shadows to become that much deeper. An evil plot has been set in motion -- a plot that could shake the very foundations of the nation. A Gran March regional adventure for APLs 2 - 18, and Part Three of the "Shadow, Sun, and Sword" Series.

GRM5-01 The Commandant's Parlor (Living Greyhawk - D&D 3.5)
By Sean Flaherty and John Richardson. Petros Gwalchen has more dire tidings for the Commandant of Gran March. Another plot against the strongest military power in the Sheldomar Valley and its duly appointed leader is about to manifest and once again the Commandant appears to be uninterested or unaware of unfolding events. Politics and surveillance prevent Petros from delivering the message himself, but you are another matter… A Gran March regional adventure for APLs 6-12, and Part One of The Outsiders In series.

GRM5-03 Pruning at the Root (Living Greyhawk - D&D 3.5)
By Will Dover. The last assassination attempt on the Commandant was indeed the last straw in Gran March. The Commandant has called on all available resources in order to find them. Yet, there is another (and less forgiving) group that wants to see the end to this band as well. Parties should be formed into lawful and non-lawful groups. A Gran March regional adventure for APLs 4-18, and Part Four of the "Shadow, Sun, and Sword" Series.

GRM5-05 Familiar Territory (Living Greyhawk - D&D 3.5)
By James Lell. Although you were initially contracted to escort some work gang members to Fort Tribulation, the military actually needs help in a diplomatic mission in the Rush March. A Gran March regional adventure for APLs 2-12.

GRM5-IN2 Trouble at Tribulation (Living Greyhawk - D&D 3.5)
By James Lell. Fort Tribulation has been attacked by bullywugs three times in as many weeks but the military has stood their ground, although not without heavy casualties. Even with an initial group of reinforcements, the number of soldiers is few and Warden Tragorn has sent word calling for reserves and volunteers to help protect the fort until more reinforcements can arrive. The fate of Fort Tribulation may well rest upon who answers the warden’s call to temporarily serve in his command. A two-round Gran March military Battle Interactive for characters of APL 2 through 18.

LA-AP3-03 A Pebble Upon Still Waters (Living Greyhawk - D&D 3.5)
By Chris Sanders. An elder Elorii bids the players to journey deep into the cursed Golden Boughs of Saluwe and to an outpost near the haunted city of Arkosia. And while Arkosia would never easily surrender her treasures, it is when the forgotten events from the past wash over the players that true horror is known.

Living Spycraft - The Beast of Dunvegan (Living Greyhawk - D&D 3.5)


Living Spycraft - The Maltese Experiment (Living Greyhawk - D&D 3.5)


Mark of Heroes (module tba) (D&D 3.5)



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