Scenario Descriptions
Midnight Madness (Living Greyhawk - D&D)

Sign up for midnight madness if you want to play, and then start arranging games on the yahoogroup. Dan is in charge of all midnight madnesss.


SHE7-01: Three to One’s Wonder (APL 8-14) (Living Greyhawk - D&D)
By By Will Dover.
The Knights appear to have the upper hand against the Triumvirate and the fortunes of good appear to be on the rise. So when is the other shoe going to drop?

It is essential to play SHE5-04 A Cup O’erturned, SHE6-01 Flesh Torn Asunder, or SHE6-05 A Book Unburned before playing this scenario.

A Sheldomar Valley metaregional adventure for APLs 8-14, and Part Four of the Turf War Series.


SHE7-02: Dark Whisperer's Return (APL 8-16) (Living Greyhawk - D&D)
By 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 Part Five of the Turf War Series.


SHE7-03: Night of Madness (APL 8-16) (Living Greyhawk - D&D)
By by Sean Hillman.
It had been thought that all accounts had been settled but apparently a few notations in the ledger had been missed. Missed, but not forgotten. Strange merchants, whispered secrets, and odd excavations have aroused suspicions in Newick. It is possible that services performed have not been repaid and for those merchants of the deepest markets, such a debt cannot be allowed to stand.

A Sheldomar Valley metaregional scenario for APLs 8-16.


SHE7-04: Out of Sight, Out of Mind (APL 8-12) (Living Greyhawk - D&D)
By by Steve Hess.
The discovery of an ancient temple deep in the Jotens has brought together many disparate elements in service to the greater good. Where once there was only monster-infested wilderness, a civilized community has been founded: Ladylight Pass offers the miners and explorers gathered there shelter and rest from their work. She also requires adventurers to help keep the darkness at bay. Who knows what threats lurk just outside her 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 (APL 12-16) (Living Greyhawk - D&D)
By by Steve Enzor with Scott Vandenberg, Patty Kinyon 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 the Seekers, Silent Ones, Pomarj, Knights of several orders and others are dogging your heels in a life or death scramble for thaumaturgy that could rock the world.

A one round Sheldomar Valley Metaregional woodlands adventure for APLs 12-16, and Part 6 of the Mysteries of the Suss Series. Racially diverse parties are recommended.


SHE7-06: Topaz Is Forever (Round 1 of 2) (APL 6-12) (Living Greyhawk - D&D)
By by Dave Kayserman.
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.

Part Four of the Shadows over the Sheldomar series, which includes SHE5-05 Eye of the Storm and SHE6-03 Things To Do in Bissel When You’re Dead.

Note: This adventure will be of particular interest to rogues, charismatic PCs, and members of the Dreadwalkers meta-org. 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: Topaz Is Forever (Round 2 of 2) (APL 6-12) (Living Greyhawk - D&D)
By by Dave Kayserman.
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.

Part Four of the Shadows over the Sheldomar series, which includes SHE5-05 Eye of the Storm and SHE6-03 Things To Do in Bissel When You’re Dead.

Note: This adventure will be of particular interest to rogues, charismatic PCs, and members of the Dreadwalkers meta-org. 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.


SHE7-07: Prophecy (APL 8-16) (Living Greyhawk - D&D)
By by Dennis Waltman.
A Prelate is worried about the priests he sent to investigate a sinkhole that disturbed a graveyard that no one knew was there. Those he sends find far more going on than he suspects. Prophecy is dangerous for all involved; trying to fulfill or decrypt one can have unfortunate consequences – to do so with dozens can be catastrophic.

A Sheldomar Valley metaregional adventure for APLs 8-16.

Note: This adventure is of particular interest to Squires and Knights of the Watch and Dispatch and those with the Enmity of the Knights of the Watch and Dispatch. This adventure can run long, especially at higher APLs.


SHE8-01: Severance (Round 1 of 2) (APL 12-16) (Living Greyhawk - D&D)
By by Dave Kayserman.
A shadow of dread has fallen over the Sheldomar Valley. The fates of nations balance precariously on one man’s secrets. Will you do what is necessary to protect the Sheldomar from its greatest foes? Will you risk all that you hold dear to bring it all to an end?

A challenging Sheldomar Valley metaregional adventure for APLs 10-16, sequel to SHE7-06 A Topaz is Forever and the part 5 conclusion to the “Shadows over the Sheldomar” series. This adventure features an optional additional combat encounter at APLs 12-16.

WARNING: This adventure features dangerous challenges, untiered encounters and extreme situations; parties should be well-prepared before embarking on this adventure. Unbalanced parties or parties without arcane spell-casting may find this adventure to be too difficult to complete successfully.


SHE8-01: Severance (Round 2 of 2) (APL 12-16) (Living Greyhawk - D&D)
By by Dave Kayserman.

A shadow of dread has fallen over the Sheldomar Valley. The fates of nations balance precariously on one man’s secrets. Will you do what is necessary to protect the Sheldomar from its greatest foes? Will you risk all that you hold dear to bring it all to an end?

A challenging Sheldomar Valley metaregional adventure for APLs 10-16, sequel to SHE7-06 A Topaz is Forever and the part 5 conclusion to the “Shadows over the Sheldomar” series. This adventure features an optional additional combat encounter at APLs 12-16.

WARNING: This adventure features dangerous challenges, untiered encounters and extreme situations; parties should be well-prepared before embarking on this adventure. Unbalanced parties or parties without arcane spell-casting may find this adventure to be too difficult to complete successfully.


SHE8-02: XXXXX (Round 1 of 2) (APL X-X) (Living Greyhawk - D&D)
By by.
XXXXX.


SHE8-02: XXXXX (Round 2 of 2) (APL X-X) (Living Greyhawk - D&D)
By by.
XXXXX.


YEO 7-01: A Curious Diversion (APL 2-6) (Living Greyhawk - D&D)
By by Matthew Crook.
You have heard that the mines in the mountains are having problems with bandits, but what is that woman doing lying in the road?

A one-round Yeomanry adventure for character levels 1 to 9 (APLs 2 to 6).

Note: This adventure will be of particular interest to members and students of the Academy of Lore.

Militia - No


YEO7-02: Skin Deep (APL 2-6) (Living Greyhawk - D&D)
By By Rick Middlebrooks & Kenneth Austin.
Students from the University at Loftwick are disappearing without a trace. The city watch is mystified. The students are terrified. The president, in desperation, calls on a group of adventurers to get to the bottom of the mystery before another tragedy occurs.

An investigative Yeomanry regional adventure for APLs 2-6. Note: This adventure will be of particular interest to members of the University of Loftwick and military characters.

Militia - Yes


YEO7-03: Another Bride. Another Groom? (APL 2-6) (Living Greyhawk - D&D)
By by Beverly Eldred.
A wedding, an investigation, and a mysterious groom…what else do you need to know?

A Yeomanry regional adventure for APLs 2-6 and Part 2 of the Brides series.

Note: Having already played Part 1 YEO5-IS1 “Here Comes the Bride” is recommended but not required. However, you may not play YEO5-IS1 after playing this adventure.

Militia - No


YEO7-04: Dusty Tomes (APL 2-6) (Living Greyhawk - D&D)
By by David Gloss.
Reference materials have been stolen from the University at Loftwick. Can you help recover them without loosing your head? If the clash of steel on steel is your only love, you might choose another locale.

A Yeomanry regional adventure for APLs 2-6.

Note: This adventure will be of particular interest to members of the University at Loftwick.

Militia - Yes


YEO7-05: Honor Among Friends (APL 2-8) (Living Greyhawk - D&D)
By by Jay H. Anderson.
Men and women of the Yeomanry are known for always answering the call of duty. What happens when one’s personal honor to one’s fellow man is threatened before the completion of that duty? Can you help someone satisfy his personal honor and complete his Yeomanry duty? Or must one be sacrificed for the other?

A Yeomanry regional adventure for APLs 2-8.

Note: This adventure will be of particular interest to anyone with aspirations of joining or membership in the Brotherhood of Duelists, members of the military, and Rascals.

Militia: Yes


YEO7-06: A Betrayal Most Foul (APL 2-8) (Living Greyhawk - D&D)
By by Thomas and Jessica Robichaux.
The city of Loftwick goes on its day-to-day workings. Markets thrive, citizens hustle about, and children play; however, in the Tower of High Sorcery, things are missing. A master has been betrayed and the call has gone out to loyal Yeoman and any others who fight on the side of justice. Heroes should be prepared to root out an ungrateful thief and return what is not rightfully his.

A Yeomanry regional adventure for APLs 2-8.

Note: This adventure will be of particular interest to Members of the University at Loftwick.

Militia: No


YEO7-07: Dark Gate Stalkers (Round 1 of 2) (APL 2-12) (Living Greyhawk - D&D)
By by Ron Lundeen.
Brave Heroes: Our town of Dark Gate is being terrorized by forces unknown. Someone or something is kidnapping residents who step outdoors after dark. Some say the ghostly Lerara Suel are to blame, ranging out at night from Slerotin’s Passage. The Border Guard here in Dark Gate are brave, but are stymied by these attacks. If you can help us, please hurry to Dark Gate. –Spokesman Olmir.

A two-round Yeomanry regional adventure for APLs 2-12.

Militia: No


YEO7-07: Dark Gate Stalkers (Round 2 of 2) (APL 2-12) (Living Greyhawk - D&D)
By by Ron Lundeen.
Brave Heroes: Our town of Dark Gate is being terrorized by forces unknown. Someone or something is kidnapping residents who step outdoors after dark. Some say the ghostly Lerara Suel are to blame, ranging out at night from Slerotin’s Passage. The Border Guard here in Dark Gate are brave, but are stymied by these attacks. If you can help us, please hurry to Dark Gate. –Spokesman Olmir.

A two-round Yeomanry regional adventure for APLs 2-12.

Militia: No


YEO8-01: A Widow's Tears (APL 2-10) (Living Greyhawk - D&D)
By by G. Havard Albright, Jr..
What solace can any adventurer give an aging crone, alone in the woods, her missing husband unreturned for a fortnight now? What solace indeed can slack the flow of a widowʼs tears?

A Yeomanry regional adventure for APLs 2-10, and Part Two (and the Conclusion) of the Sins of Our Fathers series, which includes YEO6-06 Howl at the Moon.

Note: This adventure will be of particular interest to outdoorsy types and members of the military.

Militia: Yes


YEO8-02: XXXXX (APL X-X) (Living Greyhawk - D&D)

XXXXX.


YEO8-03:XXXXX (APL X-X) (Living Greyhawk - D&D)

XXXXX.


YEO8-IN1: There Will Be Blood (APL 2-14) (Living Greyhawk - D&D)
By by Philip Loyer, David Gloss, Brad Ellis.
The hamlet of Bogspur has been overrun by the denizens of the Hool swamp. The bullywugs are on the march! Strike teams are forming and will be sent on exceedingly dangerous combat missions where members of the regular army are very likely to fail. Only expert adventurers of all levels need to apply.

A Yeomanry interactive adventure for APLs 2-14.

Note: This adventure will be of particular interest to members of the Yeoman military.

Militia: Yes



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