A One-round D&D 3E Adventure Living Greyhawk Preview
Robert Wiese
2
2
Adaptable
ADP1-02
A Chance at Fortune
A One-round D&D 3E Dungeon Adventure Living Greyhawk Preview
Robert Wiese
2
2
Adaptable
ADP1-03
A Chance to Serve
A One-round D&D 3E Dungeon Adventure Living Greyhawk Preview
Robert Wiese
2
2
Adaptable
ADP1-04
What Lies Beneath
The characters arrive in a small town to find an elaborate funeral where the guest of honor is staked and beheaded by villagers reeking of garlic. The graveyard is over run by who knows what kind of evil, and the last troupe to try cleansing the graveyard all mysteriously disappeared. An adventure for characters levels 1-8.
Neil Ikerd
5
1-8
Adaptable
ADP1-05
Festival Knight
It's the Festival of the Fallen Knights! There'll be games, food, drink, and a morbid parade as the Flanaess remembers those who died to save it. Keep an eye out, though…you never know which monsters are simply wearing masks, and which are all too real. This is an adaptable scenario for Tiers 1-3.
Brian P. Hudson
4
1-6
Adaptable
ADP1-06
Snake in the Grass
Bandit activity is on the rise, and a traitor may be hiding somewhere in the city. You are asked to find him discreetly before he can disappear again. An adaptable adventure for levels 1-6.
Kim Winz
4
1-6
Adaptable
ADP1-07
An Afternoon Outing (two parts)
Just another day on the road to the next town and hopefully, to your next adventure. An adaptable adventure for characters level 1-6.
Eric Price
4
1-6
Adaptable
ADP1-08
A Plea From Beyond the Grave
A poor, lost soul is locked away from his final peace. His efforts to avenge his family's deaths have cost him his life, and now must haunt his tower until he can achieve a symbolic victory over his murderers. Can you free him from his torment? An adventure for characters level 1-6.
Nicholas Tulach
4
1-6
Adaptable
ADP1-09
Sinkhole
Rumors have spread across the land of buried treasure found on an old widow's farm. Thy say there are gems just lying in a sinkhole for the taking. It can't be that easy, can it?
Christopher Jensen
5
1-8
Adaptable
ADP1-10
An Evil Morning
Text to be entered
6
3-8
Adaptable
ADP2-01
Descent into Darkness
Text to be entered
6
3-8
Adaptable
ADP2-02
Scent of a Demon
Text to be entered
6
3-8
Adaptable
ADP6-01
Fane of the Drow
FANTASTIC LOCATIONS
Gwendolyn F.M. Kestrel
4
4
Adaptable
ADP6-02
Hellspike Prison
FANTASTIC LOCATIONS
Tim Sech, Chris Tulach, Stephen Radney-MacFarland, and Jeff Simpson
11
9-12
Adaptable
ADP6-03
The Red Hand of Doom
Who can stand against the Son of the Dragon? The Cr ystalmists shook with the thunder of ten thousand screaming hobgoblin soldiers. From the phalanx emerged a single champion. One by one the tribes fell silent as the warlord rose up, blue scales gleaming along hi s shoulders, horns swept back from his head. A hundred bright yellow banners stood beneath hi m, each marked with a great red hand. He stood upon a precipice and raised his arms. "I am Azarr Kul, Son of the Dragon , the Azure Prince!" the warlord bellowed. "Hear me! Tomorrow we march to war!" A five-part multi-round ad apted adventure for APL 6, based on the Red Hand of Doom by Richard Baker and James Jacobs.
Harold Austin, Michael Jones, Sean Hillman, Sheldomar Valley triads, the Circle, and Jeff Simpson
9
6-12
Adaptable
ADP6-04
Fields of Ruin
FANTASTIC LOCATIONS
Pieter Sleijpen
8
8
Adaptable
ADP7-01
Dragondown Grotto
The Suss Forest is home to many strange and wondrous beasts. Not the least of which are long rumored ancient dragons that soared the skies in the past. Rumors of the foul god-queen Tiamat have swept through the region that her worshippers are stealing dragon eggs. Then seemingly out of nowhere a strange man asks for help in recovering these precious eggs. A multi-round Core adapted adventure set in the Suss Forest for characters level 8-12 (APL 10). You must have a copy of Fantastic Locations: Dragondown Grotto to run this adventure.
Tim Sech
10
8-12
Adaptable
ADP7-02
Scourge of the Howling Horde
Goblins set upon the quiet town of Barrow's Edge, and the community cries out for heroes to save them. What has turned the secretive and reclusive goblins into bloodthirsty raiders? Who is the mysterious new leader of the tribe? The truth lies deep within the Howling Caves. A multi-round Core Adaptable adventure set in the Domain of Greyhawk for characters level 1 (APL 2).
Pieter Sleijpen
2
2
Adaptable
ADP7-03
The Frostfell Rift (Part 1)
The depths of the Corusk Mountains can be an unforgiving land where cold and terrain can kill as swiftly as the predators that stalk in the desolation. Few sane people would ever dare enter the place. But hidden within the ice and snow are mysteries and challenges that draw the adventurous nonetheless. A two-part adapted adventure for APL 6 (Part 1) and APL 14 (Part 2), based on Fantastic Locations: The Frostfell Rift by Ari Marmell. Each part is played separately, in any order, and you do not have to play Part 1 to play Part 2.
Steven Conforti
6
6
Adaptable
ADP7-04
The Frostfell Rift (Part 2)
The depths of the Corusk Mountains can be an unforgiving land where cold and terrain can kill as swiftly as the predators that stalk in the desolation. Few sane people would ever dare enter the place. But hidden within the ice and snow are mysteries and challenges that draw the adventurous nonetheless. A two-part adapted adventure for APL 6 (Part 1) and APL 14 (Part 2), based on Fantastic Locations: The Frostfell Rift by Ari Marmell. Each part is played separately, in any order, and you do not have to play Part 1 to play Part 2.
Steven Conforti
14
14
Adaptable
ADP7-05
Barrow of the Forgotten King
In a rich and sleepy town set against the Good Hills lays Kingsholm. This little town is just like every other except for one thing – its graveyard. Relatives have gone missing since beginning to make preparations for a funeral and the two local guardsmen that were sent to investigate have not returned. What could have befallen them? Kingsholm no longer seems to be so sleepy. A multi-round Core Adaptable adventure set in the Good Hills for characters level 2 (APLs 4 and 5; two ARs). This adventure costs 11 time units (TUs) to play.
Tim Sech
4
2-5
Adaptable
ADP7-06
Expedition to the Demonweb Pits (three parts)
The word is that the drow are on the attack hitting and destroying numerous temples of Corellon and various elven villages throughout Oerth. The strange thing is that no one seems to know where their exact location is or who the main leader is ordering the attacks. Adventurers are pouring in to help with the cause are you willing and able? A multi-round Core Adaptable adventure set on numerous planes for characters level 9-12 (APL 10; Three ARs).
Tim Sech
11
9-12
Adaptable
ADP8-01
The Sinister Spire
The waters of a sunless sea meet a pebble-strewn shore, beyond which opens a wide Underdark vista shimmering with pale cave-light. Titanic columns as big as castles march miles into the misted distance. The wide, steeply sloping base of the nearest colossal column is carved with streets, walls, and elaborate structures, many with gaping, empty windows. A few glimmer with faint illumination. Are you brave enough to explore the spire-city and face the terrors that lurk within? A multi-round Core adaptable adventure set in the Underoerth for characters level 5-6 (APL 6; two ARs). This adventure costs 14 TUs to play. Sequel to ADP7-05 Barrow of the Forgotten King. It is strongly advised to play ADP7-05 before this adventure, but it is not required.
Pieter Sleijpen
6
6
Adaptable
ADP8-02
Fortess of the Yuan-ti
Castle Serastis, headquarters of the Vanguard of Sertrous, is all that stands between victory and defeat. The denizens have raced to gather the needed components to raise the Risen King for their own dastardly designs. Will there be any brave adventurers that can stop them? A Core Adaptable adventure set in the outer planes for characters level 7-11 (APL
Tim Sech
9
7-11
Adaptable
ADP8-03
Expedition to the Ruins of Greyhawk (four parts)
What secrets protected by fiendish traps and fierce monsters lurk in the dungeons under Castle Greyhawk? A four-part core adapted adventure set in the Domain of Greyhawk for characters level 8-15 (APLs 8-12).
Creighton Broadhurst
10
8-12
Adaptable
ADP9-01
The Fall of Frostsilver
Frostsilver was abandoned centuries ago by the Frostsilver clan of dwarves and lost to history, but with an ancient map discovered in their last adventure the PCs might be able to find it and restore the dwarven clan-home to its former glory. It has been generations since any dwarf has laid eyes on the place. What might now live there, and how far has it fallen? A one round adventure set in the Crystalmist Mountains for characters levels 2-5 (APL 4)
Matthew Sernett
4
4
Adaptable
ADP9-02
The Colorless Spire of Frozen Shadows
When a flying machine crashes into the walls of the City of Greyhawk, the dead pilot requests that his remains and the craft be returned to his home. His home just happens to be the Land of Black Ice. But what waits for you there… A four round adventure set in the Land of Black Ice for characters levels 14-19 (APL 16)
Rick Miller
16
16
Adaptable
ADP9-03
Amid the Deepening Dark
A rough maps provided by the temple of Pelor purports to lead to an ancient temple dedicated to the Reaper. Have the dark practices of the priests forever tainted Areth-Langa in the Suss Forest? A one round adventure set in the Suss Forest for characters levels 2-11 (APL 4-8)
Creighton Broadhurst
6
4-8
Adaptable
ADP9-04
Witching Season
The Hool Marshes are an unpleasant place, particularly those parts in the Hold of the Sea Princes. The people of Aurasburg on the bank of the Hool River are looking for brave adventurers to bring a witch to justice. A two round adapted adventure set in the Hold of the Sea Princes for characters levels 3-7 (APL 6). This adventure requires the web version of the adventure Witching Season (Dungeon 153, free from WotC).
B Matthew Conklin III
6
6
Adaptable
ADP9-05
Tower of the Black Pearl
The Tower of the Black Pearl only rises above the surface of the Solnor ocean once every 10 years. The evidence suggests that, if you want to investigate the tower, tonight's the night... A one/two round adventure set in the North Kingdom for characters levels 1-4 (APL 2)
Harley Stroh
2
2
Adaptable
ADP9-06
Madness at the Mutilated Oak
The Axewood is known as a faerie wood, largely untouched by the Suel and Oeridian invasions. But not all faeries are good, as the small village of Cillabar in the Duchy of Ulek is about to find out. A one round adventure set in the Duchy of Ulek for characters levels 3-9 (APL 6)
Ken Hart
6
6
Adaptable
ADP9-07
The Temple's Tribute
The old painting is hideous, the sort of gift somebody might give to a person they didn't like. But the map behind the picture could tell a different story, as long as you can work out where the treasure is. A two round adventure set in the Amedio Jungle for characters levels 2-7 (APL 4)
Kameron M. Franklin
4
4
Adaptable
ADP9-08
Frozen Whispers
It is cold in the Timberway. Very cold. In this inhospitable forest between the Rakers and Grendep there is a thief named Keller who flees from justice, and maybe there is something worse... A one round adventure set in Ratik for characters levels 2-6 (APL 3). It is not suitable for 1st level characters.
James Jacobs
3
3
Adaptable
AHL1-01
Willkommen im Adri
Ahlissa (Adri/Innspa
AHL1-02
Der Ruhm Vergangener Tage
Ahlissa (Adri/Innspa
AHL1-03
Unheil im Wald
Ahlissa (Adri/Innspa
AHL1-04
Rauber im Adri
Ahlissa (Adri/Innspa
AHL2-01
Mord im Badehaus
Ahlissa (Adri/Innspa
AHL2-02S
Tod im Adri
Ahlissa (Adri/Innspa
AHL3-01
Adri Fiend Follies
When news of an ancient tower somewhere in the Flinty Hills spread about Innspa, you took an old man's advice and tried a different route. Now you're where the Flinty Hills meet the Adri Forest and there is smoke over the next rise, but no tower. Part One of the Elementary Nature Series. A Tale of faith, divine power and the great outdoors. An adventure for APLs 2-6
Chris Chesher
4
2-6
Ahlissa (Adri/Innspa
AHL3-02
Der Letzte Weg
Caleb, einer der berüchtigtsten Verbrecher des Adri, und seine Bande Halsabschneider sind in die Wälder um Herbergsbad zurückgekehrt. Doch sie sind nicht gekommen um abermals zu morden. Was suchen sie hier und wer ist er, der ihnen schon seit geraumer Zeit auf den Fersen ist? Und was hat das alles mit jenem einsamen Gasthaus in den Feuersteinhügeln zu tun? Dieses Abenteuer ist für alle Charakterklassen und Rassen der Erfahrungsstufen 1-8 (Durchschnittliche Gruppenstufe 2-6) geeignet.
Marc „Nimbul" Geiger
5
1-8
Ahlissa (Adri/Innspa
AHL3-03
Aufruhr im Adri
Unerhörte Dinge ereignen sich im Adri. Kreaturen des Wald es fallen unheimlichen Feinden zum Opfer, und selbst die mächtigen Baumhirten scheinen machtlos. Ist der seit über zwei Jahren schwel ende Konflikt der beiden Druidinnen in eine "heiße" Phase getreten? Doch warum greifen sie ihre eige ne Lebensgrundlage an? Oder st eckt mehr dahinter? Dieses Abenteuer ist für alle Charakterklasse n und Rassen der Erfahrungsstufen 1-8 (Durchschnittliche Gruppenstufe 2-8) geeignet.
Rainer Nagel
5
1-8
Ahlissa (Adri/Innspa
AHL3-04
Indigo
Ahlissa (Adri/Innspa
AHL4-??I
Ratselhafter Adri
Ahlissa (Adri/Innspa
AHL4-??I
Gnomisches Treiben
Ahlissa (Adri/Innspa
AHL4-??I
Wahre Liebe
Ahlissa (Adri/Innspa
AHL4-01
Das Gnomische Badehaus
Ahlissa (Adri/Innspa
AHL4-02
Verseuchte Träume
KURZBESCHREIBUNG. In Jennden gibt es viele Gerüchte darüber, dass auf dem Weg nach Herbergsbad in der letzten Zeit weit mehr Reisegruppen verloren gehen als üblich. Auch ist davon die Rede, dass über dem Wald bei Hügelstolz unheilige Lichter über dem Adri aufblitzen. Die Einwohner von Jennden setzen ihre Hoffnung darauf, dass jemand es wagt der Sache auf den Grund zu gehen. Für Charaktere der Stufen 2-11 (Durchschnittliche Gruppenstufe (DGS) 4-10).
Thomas Kathmann
7
4-10
Ahlissa (Adri/Innspa
AHL4-03
Bierselig
Ahlissa (Adri/Innspa
AHL5-01
Totentanz
Ahlissa (Adri/Innspa
AHL5-02
Höllenfeuer
Ahlissa (Adri/Innspa
AHL5-03
Das Hügelgrab
Ahlissa (Adri/Innspa
AHL5-05
Der Grimme Schnitter der Verlorenen Seelen
Ahlissa (Adri/Innspa
AHL6-01
Das Schwarze Albino-Schaf
Ahlissa (Adri/Innspa
AHL6-02
Ein Einfacher Auftrag
Ahlissa (Adri/Innspa
AHL6-03
Harfenspiel
Ahlissa (Adri/Innspa
AHL6-04
Ein Vergessener Tempel
Ahlissa (Adri/Innspa
AHL7-01
Wild Wuchernder Adri
Ahlissa (Adri/Innspa
AHL7-01I
Damals im Adri
Ahlissa (Adri/Innspa
AHL7-02
Ein Güldenes Herz
Ahlissa (Adri/Innspa
AHL7-02I
Endlich! Ein Tempel!
Ahlissa (Adri/Innspa
AHL7-02S
Vermachtnisse eines Hochkonigs
Ahlissa (Adri/Innspa
AHL7-03I
Into the Light
Ahlissa (Adri/Innspa
AHL7-04
Der Siebte Tempel
Ahlissa (Adri/Innspa
AHL7-06
Die Grube
Ahlissa (Adri/Innspa
AHL7-07
Quelle des Zorns
Ahlissa (Adri/Innspa
AHL7-08
Schatten über Herbergsbad
Ahlissa (Adri/Innspa
AHL8-01
Im Gasthof "Zum Roten Eber"
Ahlissa (Adri/Innspa
AHL8-02
Von Mittag bis Mitternacht
Ahlissa (Adri/Innspa
AHL8-03
Drachen unter Herbergsbad
Ahlissa (Adri/Innspa
AHL8-04
Brunnen in Flammen
Ahlissa (Adri/Innspa
AHLE-01
Wiedersehen im Adri
Ahlissa (Adri/Innspa
AHLE-02
Unheil über Sicherwald
Ahlissa (Adri/Innspa
AHLE-03
Mord im Badehaus
Ahlissa (Adri/Innspa
AHLE-04
Banditen des Adri
Ahlissa (Adri/Innspa
AHLE-05
Totentanz
Ahlissa (Adri/Innspa
AHLI6-01
In Tiefster Oerde
Ahlissa (Adri/Innspa
AHLME-01
Jäger der gestohlenen Statuette
Ahlissa (Adri/Innspa
AHLME-02
Der lachende Weinberg
Ahlissa (Adri/Innspa
AHLS1-03
Die Gestohlene Statuette
Ahlissa (Adri/Innspa
AHLS4-01
Weather Witch of the Adri
Ahlissa (Adri/Innspa
AHLSM4-01
Dark Wings over Downslope
Though it would be nice to have time to stay in the pleasurable city of Innspa, the Adri Forest is calling you. The peaceful forest village of Downslope needs your help once again. With the terrain you are heading for, perhaps its best to leave the mounts in the stables. And you had better gear up on those healing potions… this might get nasty. A Special Mission for adventurers of levels 2 to 12 (APL 2 to 12).
Chris Chesher
7
2-12
Ahlissa (Adri/Innspa
Backstab 33
La Mort et son Cheval Blanc
Ekbir
Backstab 34
La Guerre de la 73e sourate
Ekbir
Backstab 36
Histoire de Mines
Ekbir
BDK0-00
Bandit Kingdom user guide
Bandit Kingdoms
BDKR1
The Unofficial Living Greyhawk Bandit Kingdoms Summary (April 2012)
Bandit Kingdoms
BDK?s-??
A Charming Person Indeed
Bandit Kingdoms
BDK?s-??
The Once and Future Human
Bandit Kingdoms
BDK?s-??
Theories of Relativity
Bandit Kingdoms
BDK?s-??
Ghost
Bandit Kingdoms
BDK1-00
Bandit Kingdom Gazetteer
< GAZETTEER >
Bandit Kingdoms
BDK1-01
The Package
First in the Hiring Trouble series, the characters find themselves hired in Rookroost to intercept a package and deliver it to their new employer. Recommended for well-balanced parties with at least one rogue, capable of both urban and rural adventuring. For characters levels 1-6.
Clayton F. Hinton
4
1-6
Bandit Kingdoms
BDK1-02
Bleeding Moon
First in the "Steelbone Meadows" series—there are many evils roaming the streets of Hallorn but none compare to the secrets above it. To avenge a friend, the heroes must choose sides in a power play for the control of the town. It is a game where the most sinister adversary can become an unlikely ally. An urban adventure recommended for well-balanced parties with at least one rogue, character levels 1-6.
Tom Harrison
4
1-6
Bandit Kingdoms
BDK1-03
The Fortress
Second in the "Hiring Trouble" series, this 8-hour adventure pits the characters against an (almost) impenetrable fortress, with help from Gaiyle Markhalla. This "breaking & entering" mission almost certainly requires at least one rogue. An adventure for character levels 1-8.
Clayton F. Hinton
5
1-8
Bandit Kingdoms
BDK1-04
Angry Bones
A young boy's gift becomes a curse and now the most sinister forces of the Bandit Kingdoms want him for their own. But why? And what is the nature of the lonely shrine in his dreams? An adventure for character levels 1-6.
Tom Harrison
4
1-6
Bandit Kingdoms
BDK1-05
Peiper's Ferry
Text to be entered
Gerald Blakemore
4
1-6
Bandit Kingdoms
BDK1-06
Elven Connection
Text to be entered
Rob Little and Chuck Walbourn
6
3-8
Bandit Kingdoms
BDK1-07
Torrock's Lair
Text to be entered
Jimmy B. Ellis
4
1-6
Bandit Kingdoms
BDK1-08
"X" Marks the Spot
Text to be entered
Tom Thowe
4
1-6
Bandit Kingdoms
BDK1-09
The Bender
Text to be entered
Chris Gorsuch
4
1-6
Bandit Kingdoms
BDK1-10
Up Close and Personal
Text to be entered
Jason Covitz
6
3-8
Bandit Kingdoms
BDK1-11
The Evil From Beyond
Text to be entered
John F. Petty
4
1-6
Bandit Kingdoms
BDK1i-01
A Night in Rookroost
BK Triad
Bandit Kingdoms
BDK1i-02
In Desperate Need
Jason Covitz
Bandit Kingdoms
BDK1i-03
The Great Hunt
Jason Covitz
Bandit Kingdoms
BDK1i-04
A Marriage Made in Hell
Prince Zeech is having a celebration in honor of his new wife. The main attraction is a jousting tournament with a reward of truly royal proportions. An interactive for hearty characters of all levels, although higher level PC's are recommended. Characters will have the opportunity to spend between 1 to 3 TU's.
Jason Covitz and Tom Harrison
Bandit Kingdoms
BDK2-01
The Gauntlet
Text to be entered
Jonathan Cary
6
3-8
Bandit Kingdoms
BDK2-02
Trouble At Ankheg Springs
Text to be entered
Keith Symcox
4
1-6
Bandit Kingdoms
BDK2-03
Body and Soul
Text to be entered
Chris Gorsuch
5
1-8
Bandit Kingdoms
BDK2-04
Rising Shadow
Text to be entered
Tom Harrison
7
3-10
Bandit Kingdoms
BDK2-05
Retribution
Text to be entered
Tom Thowe
6
1-10
Bandit Kingdoms
BDK2-06
Fifty Silver Ingots
Text to be entered
Jerry Blakemore
5
1-8
Bandit Kingdoms
BDK2-07
Spirits of Vengeance
Text to be entered
Chris Gorsuch
6
1-10
Bandit Kingdoms
BDK2-08
The Quick and The Dead
Text to be entered
Jason Covitz
7
3-10
Bandit Kingdoms
BDK2i-01
Blood and Silver
Keith McAleer
Bandit Kingdoms
BDK2i-02
Founding Day
Michael Dean and Jason Covitz
Bandit Kingdoms
BDK2i-03
Evil, Most Foul
Rumors abound of evil rituals, ghastly shapes, and evil humanoids swarming throughout the Rift Canyon. Something this sinister can't be good for the neighborhood, and you're here to put an end to it. A Bandit Kingdoms interactive using Master Maze terrain and Reaper Miniatures, for characters of all levels, although higher level PC's are recommended. Characters will have the opportunity to spend between 1 and 3 TUs.
Jason Covit
Bandit Kingdoms
BDK2i-04
Evil Tidings
Ed Wetterman
Bandit Kingdoms
BDK2i-05
The Great Hunt
BK Triad
Bandit Kingdoms
BDK2i-06
The Return...
While rumors of unknown horrors beneath Hallorn are true, you've just signed up for a return trip on account of a kindly old man interested in preserving the remains of his great-great grandfather. Hopefully this quest will be as easy as the old man believes it will be, as you're kind of short on sleep. A Bandit Kingdoms interactive using Master Maze terrain and Reaper Miniatures, for characters of all levels, although higher level PC's are recommended. Characters will have the opportunity to spend between 1 and 3 TUs
Jason Covitz
Bandit Kingdoms
BDK3-01
Pawn
The arrival of the Bonefist Legion in Rookroost has everyone on edge. An adventure for characters levels 3-10.
Rob Little
7
3-10
Bandit Kingdoms
BDK3-02
Alhaster Fog
Rumors of an army forming in the Warfields lead prudent individuals to move as far from the battlefield as possible. Prince Zeech's capital at Alhaster should be a quiet place to avoid the upcoming war — until His Grace summons you for a personal interview. An adventure for Character Levels 4-12.
Jonathan Cary
8
4-12
Bandit Kingdoms
BDK3-03
Trouble at Baco Canyon
A request to escort a funeral wagon of an old acquaintance seemed like a good way of getting out of sight after some of the things you have done to Old Wicked's forces. After all, who would ever come looking for you in the Rift Barrens? An adventure for parties of APL 4 – 12.
Keith Symcox
8
4-12
Bandit Kingdoms
BDK3-04
Torrock's Bane
Torrock, a powerful ogre leader, continues to spread evil, death and ruin throughout the Bluff Hills region. Can you bring an end to his rampage? An adventure for characters levels 3-13. Part two of the Bluff Hills Silver series.
Jimmy B. Ellis
8
3-13
Bandit Kingdoms
BDK3-05
High Ho Silver
The forces of Cranzer have long held the silver mines in the Rift Barrens, but now is the chance for his enemies to strike back! An adventure for characters level 4 to 12.
Dan Deasy and Jeff Moore
8
4-12
Bandit Kingdoms
BDK3-06
Quick 'n' Easy
One of Rookroost's social elites is missing. Where has she gone? Why should you care? An adventure for less than honorable characters, APLs 2-12.
Jerry Blakemore
7
2-12
Bandit Kingdoms
BDK3-07
The Pale Lady
Rumors abound about strange happenings in the Fellreev Forest. Nothing unusual there, right...wrong! You have received a message from Fort Hendricks requesting your assistance. Will you go to their aid or will you leave them to perish? An adventure for characters level 3-12.
Micah Mogle and Cray Crouse
8
3-12
Bandit Kingdoms
BDK3-08
Change in the Air
General Hok is preparing to find a stronghold to use as a base of operations. As he initiates this final campaign before the winter, he has another matter that must be dealt with
Jerry Blakemore
Bandit Kingdoms
BDK3a-01
The Artonsamay Falcon
A gem long thought lost has suddenly reappeared in Trallant. Can the heroes keep it out of the hands of the forces of Iuz? An adventure for first level characters only.
Keith Symcox
1
1
Bandit Kingdoms
BDK3a-02
Johrase Jailbreak
The heroes encounter a wounded Johrase Mercenary, left for dead after an ambush gone bad. One of his comrades has been taken captive by the victorious orcs, and he asks the PCs to ensure his safe return… or his permanent silence. An adventure for first level characters only.
Benjamin J. Krauter and Leslie A. Maynard
1
1
Bandit Kingdoms
BDK3a-03
You've Got Missive
Fresh in off the farm, you find yourselves taking your ease in the Dirty Dog Tavern in Rookroost. The pretty serving girl, a high-elf, wants you to do her a favor. "No problem," you think, "piece of cake." That's when she tells you that she wants you to deliver a letter to her sister…in the Fellreev. An adventure for first level characters only
Casey Brown
1
1
Bandit Kingdoms
BDK3a-04
Disappearance of Innocence
The road from Hallorn has lead you to a most unusual place. However, even strange things can happen in the most strange of places. A mysterious song is the key to troubled tidings.
Jono Hinkle
1
1
Bandit Kingdoms
BDK3i-01
Rebellion?!?
Jason Covitz
Bandit Kingdoms
BDK3i-02
Shadowkeep
Patrick Brown
Bandit Kingdoms
BDK3i-03
The Road to Perdition
Patrick Brown
Bandit Kingdoms
BDK3i-04
The Great Hunt
Once abandoned, the Lodge of Borjed has been claimed by the mysterious General of the Warfields, Hok. The recent discovery of a herd of fantastic creatures has ensured one thing: the tradition of the Great Hunt will continue for another year, but will the hunter become the hunted? An interactive adventure for characters level 1-14.
Thomas Brister, Karl Johnson, and Carlos Ovalle
8
1-14
Bandit Kingdoms
BDK3i-05
Coming of the Road
The Festival of the Blood-Moon is an occasion celebrated by not only Iuzian priests and Nerull followers throughout the Combination, but also by numerous lesser-known fell deities across the Flanaess. It is during this dark time that you have been invited by messenger to attend a special event in the village of Ethelmere. (Sequel to BDK1-03: The Fortress)
Chris Gorsuch, Tom Thowe, and Jon Cary
Bandit Kingdoms
BDK4-01
Let Loose the Hounds
A man, a dog, and a broken down wagon lead the adventurers on a path towards retribution and redemption. An eight hour adventure for APL's 4-10.
Rob Little
7
4-10
Bandit Kingdoms
BDK4-02
Trouble at Centaur Mesa
A clan of the Rift Barren's Nomads has awakened something that should stay sleeping. Can you determine what it is and keep the disaster from spreading? An Adventure for characters level 1-8 who are not outlawed by the Rift Barren's Nomads, with special significance to members of the Initiates of the Tangles Meta-organization
Keith Symcox
5
1-8
Bandit Kingdoms
BDK4-03
A Hin of Trouble
A chance meeting with an aged halfling leads you to travel to Mercy's Bluff and search a long abandoned battleground
Jeff Moore
Bandit Kingdoms
BDK4-04
Emissary
An emissary of the Old One travels to the Fellreev. What his mission is, no one knows. The only thing certain is that things are about to get interesting. An adventure for APLs 2-8.
David Finan and Tom Thowe
5
2-8
Bandit Kingdoms
BDK4-05
Torrock's Legacy
A person's actions in life create a ripple effect that can continue to spread well beyond that person's lifespan. Torrock is dead. Will Torrock's legacy continue to spread death and destruction even after his death, or can a few determined heroes create a better ending? An adventure for characters level 1-13. Part three of the Bluff Hills Silver series.
Jimmy B. Ellis and Patrick Brown
7
1-13
Bandit Kingdoms
BDK4-06
Scales and Secrets
Life in the Combination of Free Lords is often about choosing your battles. Sent with a straightforward mission towards the Tangles, perhaps today is a little different. Or is it? With the changes in Hallorn's leadership, fighting has broken out along parts of the forest. With this brewing chaos, has something dangerous developed, unnoticed by those in power? How will this affect the Warfields? An adventure for character levels 9-15 (APL 10-14). This is the third part to the "Legacy of the Highwayman" Series.
Tom Thowe
12
10-14
Bandit Kingdoms
BDK4-07
Of Friends, Friars and Foes
A mysterious stranger wishes you to investigate the death of a local wizard in Stoink. But apparently, he is not the only one interested in the unfortunate occurrence. A Bandit Kingdoms regional scenario for APLs 4-12. The first part in the Fate of the Avenger series
Theo Judd
8
4-12
Bandit Kingdoms
BDK4a-01
Swamped
Lizardmen have been attacking villages and towns in the northern parts of the Theocracy of Dimre. Rumors abound that the attacks have been particularly savage. Now a town-crier gives news of a reward out for brave adventurers willing to eliminate the source of the threat. A Bandit Kingdoms Introductory module for 1st-level characters only.
Austin "Theo" Judd
1
1
Bandit Kingdoms
BDK4i-01
Dogs of War
Rob Little and Britt Frey
Bandit Kingdoms
BDK4i-02
The Siege of Hallorn
Britt Frey
Bandit Kingdoms
BDK4i-03
Old Enemies, New Friends
Patrick Brown
Bandit Kingdoms
BDK4i-04
It Came From the Deep
Tom Brister, Casey Brown, Keith McAleer, Don Wolf, Rob Little, and Patrick Brown
Bandit Kingdoms
BDK4i-05
The Demon Inside
The whole land seems to be going to hell in a hand basket, and Mortoth is throwing a masquerade ball? This is your opportunity; can you strike a blow for goodness? A Bandit Kingdoms interactive for PCs level 1-16.
Thomas Brister, Carlos Ovalle and Karl Johnson
8
1-16
Bandit Kingdoms
BDK4i-05
Where Angels Fear to Tread
Thomas Brister, Carlos Ovalle, and Karl Johnson
Bandit Kingdoms
BDK4i-06
Into Riftcrag
Britt Frey
Bandit Kingdoms
BDK4m-01
The Rules of Impoundment
A cargo has been impounded in Trallant that the Veth wants back. Can you get it back before sunrise? A mini mission for parties of apl 4 – 10. For parties containing one or more members of The Red Planks Metaorganization
Keith Symcox
7
4-10
Bandit Kingdoms
BDK4m-02
On Kobold Farms
Someone's kidnapped the best yeoman farmer in the village of Flanhome. The authorities should be searching for the perpetrators, but in the Bandit Kingdoms heroes have to take up the slack when the authorities come up short. Under the watchful eye of the Johrase Mercenaries, can heroes be found to meet the challenge? A ½ half round Dungeons and Dragons® mini-mission for APLs 2-8.
Dan Hass
5
2-8
Bandit Kingdoms
BDK4m-03
A Stroll in the Woods…
Ever wondered exactly what it was that you did when on patrol for Clan Fanlareshen? An adventure for forest loving adventurers, APLs 4-10. Each party must contain at least one PC who is a member of Clan Fanlareshen. Orcs, half-orcs, Johrase mercenaries, clerics of Pholtus, and residents of the Theocracy of Dimre need not apply unless they have a Favor with the Elves. PCs with Enmity with the Defenders of the Greenkeep, Fanlareshen Elves, or Fort Hendricks may not play this adventure.
Casey Brown
7
4-10
Bandit Kingdoms
BDK4s-01
A Stitch in Time
Bandit Kingdoms
BDK4s-02
Strangers in the Night
Bandit Kingdoms
BDK4sm-03
The Two Gentlemen of Veluna
How do you value friendship? How do you value love? What if life pits one against the other? A Bandit Kingdoms Special Mission for worshipers of Rao at APL 4.
Bandit Kingdoms
BDK4s-04
To Save a Friend
Bandit Kingdoms
BDK5-01
The Body
Your drinks are interrupted by a screaming woman. What is it that she screams of you ask? She found a body. You think to your self the more things appear different, the more they are really the same. Part One of Cold Dead Hands. A scenario for APLs 6-12.
Jason Lauer and John Williams
9
6-12
Bandit Kingdoms
BDK5-02
Trouble at Dragon Rift
"Let's all live in peace and harmony" has to be one of the most uncommon phrases heard amongst the denizens of the Rift Canyon, yet someone is preaching exactly that to the evil humanoids of the Rift. Can you help keep this messenger of peace alive long enough for the message to spread? An adventure for APLs 4-12.
Keith Symcox
8
4-12
Bandit Kingdoms
BDK5-03
The Secret Ingredient
The Port of Alhaster has been locked down, causing hardship for the local Rhenee traders. A barge captain wants you to recover cargo from his impounded vessel. Do you dare risk the ire of Prince Zeech to recover the man's precious cargo? A Bandit Kingdoms adventure set in Redhand for APLs 2-8. PCs that are "Banned from Redhand" may not play this adventure. Part One of Breaking Up is Hard to Do.
Jeff Moore
5
2-8
Bandit Kingdoms
BDK5-04
Leather Bound Tome
A letter from a previous acquaintance sends you on travels of exploration and discovery in the Warfields. When you have multiple options, how do you determine which choice could save the region, or doom the world? A Bandit Kingdoms adventure for APLs 6-12. Part Two of The Cold Dead Hands Series.
Jason Covitz
9
6-12
Bandit Kingdoms
BDK5-05
The Art of Deception
A kinder, gentler Grand Theocracy of Dimre? You would not have believed it without seeing it for yourself. In light of the changes, the door has been opened for negotiations to end the eternal struggle between Szek Winvid of Dimre and Boss Renfus of Stoink over the lower Phostwood. Renfus is looking for an impartial escort for his envoy, and your group seems like just the pawns, err, heroes for the job. Characters that are Banned in Dimre or have the Enmity of Dimre are warned to play at their own risk. A one-round Bandit Kingdoms adventure for APLs 6-12.
Theo Judd
9
6-12
Bandit Kingdoms
BDK5-06
Necropolis of the Endless Dawn
The legend of Nerull's Bane is not the fantasy of a child's tale. The city of the ageless dead truly exists. Rumor comes to you that forces of Iuz desire the Reaper's Ire for themselves. Now the race is on for this ancient hidden myth. The question is…can you beat the Old One to it? The third adventure in the "Cold Dead Hands" series (APL 8-14).
Tom Thowe
11
8-14
Bandit Kingdoms
BDK5-07
Ebongleam
"Does not the sun bring comfort against the biting cold of Winter? How can one appreciate a good leader if they have not known a taskmaster's whip? Is it not acceptable to work with the forces of darkness if some good purpose is ultimately served? To understand the glory of Light, one must first walk hand-in-hand with Darkness. Dimre and Stoink have begun a new era of cooperation, and through this the glory of the Blinding Light shall purge these lands of evil! But who will be the true power behind the throne?" A Bandit Kingdoms regional adventure set in the Free City-State Stoink for APLs 2-8.
Chris Gorsuch
5
2-8
Bandit Kingdoms
BDK5-08
Hirelings
Adventurers don't spend every day saving old ladies with lost kittens from marauding orcs. Sometimes you have to take the work of a lowly mercenary. An adventure for APLs 2-8. Part Three of the ‘Breaking Up is Hard to Do' series. Characters that are Banned in Redhand or have similar negative influence are advised to not play this adventure without a good Disguise check.
Britt Frey
5
2-8
Bandit Kingdoms
BDK5a-01
Voice in the Dark
Things have not been going well for the Rookroost Thieves' Guild. In fact, the City of Ravens has become a very dangerous place in which to live nowadays. Murder and betrayal are rife within the walls of Rookroost, so why not get in on the action? An introductory adventure for first level characters only.
Patrick Brown
1
1
Bandit Kingdoms
BDK5a-02
Of Men and Beasts
Varied groups of rebels and thieves use the concealment of the Fellreev Forest to avoid capture by the forces of the Old One. However, only a select few know the true secrets – and horrors – that lie hidden in the heart of this great wilderness. This is an introductory module for 1st level characters only.
Tom Thowe
1
1
Bandit Kingdoms
BDK5a-03
The Mad Mage
You have heard only stories about the mad mage who lives in the northwestern Fellreev. "He claims to be the sole surviving priest of Iuz on Oerth...It is said he razed an entire town to recreate it in Iuz's image!" Now a mortician in Hallorn humbly requests a mission of daring to recover a holy relic: enter the domain of the Mad Mage! A two-round Bandit Kingdoms Introductory Adventure for 1st level heroes only.
Theo Judd
1
1
Bandit Kingdoms
BDK5i-01
A Weird Experience
Theo Judd
Bandit Kingdoms
BDK5i-02
Closure
Who would believe a weapon could force people to attack the person who held it and why would such an abomination ever be forged? The storyteller lost all credibility when he swore that those who fell while wielding it vanished in a flash of white light. But somewhere deep his tale stirred a memory... A Bandit Kingdoms regional adventure for APLs 2-16, and Part 5 of the Bender Series
Chris Gorsuch and Beth McCullers
9
2-16
Bandit Kingdoms
BDK5i-03
The Battle of the Bazaar
Casey Brown, Brian Chalmers, Robert Love, and Chuck Willis
Bandit Kingdoms
BDK5i-04
New Beginnings
An Acolyte of Joramy, a Disciple of Norebo, and a Deacon of Delleb enter a bar. What is this, some kind of joke? A Bandit Kingdoms / Yeomanry cross-regional interactive for APLs 2-16.
Chris Gorsuch and Beth McCullers
9
2-16
Bandit Kingdoms
BDK5i-05
All for Hok?
In an effort to continue his rebuilding efforts in the town of Hallorn, General Hok has recently completed the second wall of his new capital, offering protection to both the poor and exploited. With the city streets of Hallorn newly paved, he is in need of hearty explorers to search and destroy any threats that below the surface that could threaten the newly established peace and prosperity. A BK interactive adventure for APL's 2-12.
Jason Covitz
7
2-12
Bandit Kingdoms
BDK5i-06
Scratch My Back
The parchment is still crisp and the lettering clear and unweathered, but you still can't believe what you just read: "The High Lady Xavendra seeks the services of skilled adventurers. Amnesty for any crimes against the Church of Iuz is extended within the Northern Alliance for anyone who wishes to answer her call." A regional interactive set in the Bandit Kingdoms, APLs 2-16.
Bill Oppenlander, Susan Threadgill, and Tim Harr
9
2-16
Bandit Kingdoms
BDK5i-07
Dawn's End
Three days ago, you received a letter in the middle of the night. It contained only two lines,"Your help is needed. Meet at the Drunken Unicorn in Ethelmere on the 17th of Patchwall." The signature was merely a stylized G.
Britt Frey
9
Bandit Kingdoms
BDK5s-??
Wanna Fight?
Bandit Kingdoms
BDK5s-??
Return to Mercy's Bluff
Bandit Kingdoms
BDK5s-02
We're On a Mission from Some God?
Bandit Kingdoms
BDK6-01
That Which Slept
302 years ago, a blood-red Luna appeared over the Flanaess. Since that time, evil cults have celebrated the Festival of the Blood-Moon from the 10th to the 12th of Coldeven. It is at this ominous time that Gaiyle Markhalla has asked you for help. This will turn out to be a Festival the Flanaess does not soon forget. An adventure recommended for characters levels 5-13 (APLs 6-12).
Britt Frey
9
6-12
Bandit Kingdoms
BDK6-02
Of Gambits, Gauntlets and Graves
A holy weapon of enormous power is hidden in the Grey Stone Cemetery of Rookroost. The forces of good must move fast lest the forces of evil find it first. But such politics makes strange bedfellows, and successfully retrieving the weapon may require help from less-than-savory sorts. A Bandit Kingdoms Regional Adventure for APLs 8-12 and Part Two of the Fate of the Avenger series.
Theo Judd
10
8-12
Bandit Kingdoms
BDK6-03
Trouble at the Gul Bortha
Sometimes secrets thought forgotten are uncovered and problems thought solved are only suppressed. Can you keep the priests of Iuz from discovering a long lost secret before the entire Fellreev is overrun with orcs? A sequel to BDK2-02 Trouble at Ankheg Springs and BDK3-03 Trouble at Baco Canyon. Members of any of the Fellreev Factions and Red Planks are especially encouraged to participate in this adventure. A Bandit Kingdoms Regional Adventure for APLs 8-12.
Keith Symcox
10
8-12
Bandit Kingdoms
BDK6-04
The Last Word
A simple man in Balmund has a simple task: guard a small shipment of cargo for a few days. But even the simplest missions tend to embroil you in a complex political web that proves tricky to escape. Who will have the last word when the sun finally sets on this tale of adventure and daring? Citizens of Redhand, Defenders of Morannon, members of Hellstone Tower, and members of the Brotherhood of the Sundered Axe are encouraged to participate in this adventure. Part three of the Breaking Up is Hard to Do series. A one-round Bandit Kingdoms adventure set in Balmund for characters level 1-7 (APLs 2-6).
Theo Judd and Susan Threadgill
4
2-6
Bandit Kingdoms
BDK6-05
Grass Roots
Cranzer continues his agenda of terror to gain more power; a mysterious woman wishes to find out what his next move will be. Perhaps then his enemies could be a step ahead of him. But she needs help. Are there any brave adventurers willing to aid her? Old Faith Druids, Men of the Rift and members of Moskol's Legion are encouraged to participate in this adventure. A one-round Bandit Kingdoms adventure set in Riftcrag for characters level 1-7 (APLs 2-6).
John Filipek
4
2-6
Bandit Kingdoms
BDK6-06
Never Stir the Wasp's Nest
"Do not stir a wasp's nest unless you wish to be stung," says an old saying. Boss Renfus and the Free City of Stoink have been stirred. Do you wish to be stung? Members of the Stoink Thieves Guild and the Grand Theocracy of Dimre are encouraged to participate in this adventure. A Bandit Kingdoms Regional Adventure set in Stoink for APLs 2 to 6.
Patrick Walsh
4
2-6
Bandit Kingdoms
BDK6-07
Love Letter
A charming man with strange red eyes needs your help delivering a note to his beloved. Where does she live? Somewhere deep in the Fellreev, near Lake Aqal. To get there, you'll have to avoid the patrols of Fleishchriver, the dangers of Dahlvier's County, and the various denizens of the Fellreev. Who are you to say no to a man in love? Members of Fellreev Factions meta-organizations and Old Faith druids are encouraged to participate in this adventure. Having a wilderness oriented PC at the table will prove beneficial during this adventure. A Bandit Kingdoms Regional Adventure set in the Rift Barrens, the Kingdom of Johrase, the formerly mighty Freehold, and the western Fellreev for APLs 2 to 6.
Casey Brown
4
2-6
Bandit Kingdoms
BDK6-08
Of Ruin, Restitution, and Revival
As an aged ruler lies on his deathbed, he passes on a dying revelation of a cataclysmic disaster. Now, you must race against time to prevent the prophecy from coming to fruition by venturing to a place where mortals were not meant to tread. All heroes who call the Bandit Kingdoms home are encouraged to participate in this adventure. Part three and the conclusion of the Fate of the Avenger series. A one-round Bandit Kingdoms adventure set in realms beyond for characters level 11-15 (APLs 12-16).
Theo Judd
14
12-16
Bandit Kingdoms
BDK6-09
To Bleed or to Die
Either Prince Zeech is preparing for the biggest party of the century or a massive war. Commander Marionnen's garrison has declared their undying allegiance to the Prince of Redhand and has mobilized along the borders. The cambion commander now looks east towards the former lands of the Reyhu and Duchy of the Artonsomay while Alhaster begins a grand celebration. The armies of the Prince now chant "To bleed or to die for Redhand!" Members of Hellstone Tower, Citizens of Redhand, members of the Brotherhood of the Sundered Axe and the Defenders of Morannon, are encouraged to participate in this adventure. Part four and the conclusion of the Breaking Up is Hard to Do series. A one-round Bandit Kingdoms adventure set in Redhand for characters level 7-13 (APLs 8-12).
David "Keyoke" Polansky
10
8-12
Bandit Kingdoms
BDK6a-01
Badgered by Problems
The Boss is livin' fat and happy on the outskirts of the lands of Iuz. Boss Beare is a man of such stature (or, more appropriately, girth) that not much riles him, but growing troubles have been upsetting his digestion as of late. First is the increasing number of fledgling adventurers in Salfrayfields, piling up like cordwood on the woodpile because they're not yet strong enough to venture farther into the Bandit Kingdoms. And on top of that, the Boss has lost a number of his men (and some of the villagers he is supposed to be protecting) to a series of animal attacks just north of the village. Boss Beare is looking for a solution that will cover his backside and ease his unsettled stomach, all while maintainin' his grip on this cushy job. He knows the shadows hold both the eyes of Iuz and the ears of the resistance, so he has to be careful in what he does. Maybe he can play his problems off against each other. It will be up to you to determine if Boss Beare will feast in peace, or remain badgered by problems. A one-round Bandit Kingdoms Introductory Adventure for 1st level characters only.
Patrick Walsh, Eric Cooley, and Holly Feray
1
1
Bandit Kingdoms
BDK6a-02
Two Sides to Every Story
A lieutenant of the Rookroost guard requests you to hunt down a renegade cult of Iuzian heretics. It seems the perfect task; fight followers of the Lord of Pain while contributing to in-fighting. But is the task really that simple? Your story could be one to tell fellow adventurers around a camp fire, or it may be one only fit to speak of at inns with ones you can trust. Which tale will you be telling? A Bandit Kingdoms Introductory adventure set in Rookroost for 1st level heroes only.
Joe Aker
1
1
Bandit Kingdoms
BDK6a-03
The Final Sundering (unreleased)
(NEVER WRITTEN)
Robert Watson
Bandit Kingdoms
BDK6a-04
A General Errand
A chance encounter in the Freehold leads to a job offer. A fellow who claims to be a supporter of freedom and independence has associates curious about the recent happenings in the nearby Barony of Wormhall. Running a general errand is all he asks. A Bandit Kingdoms Introductory Adventure set in the Barony of Wormhall for 1st level heroes only.
Bill Oppenlander
1
1
Bandit Kingdoms
BDK6i-01
The Great Hunt
A premonition has led the druids of the Tangles to make peace with Hok this year. Given their past opposition to the Great Hunt, this turn of events seems strange. However, judging from the worried look on the druids' faces the Great Hunt of 596 CY may be one of the most memorable yet. You hope it isn't a memory you'll soon wish to forget. Citizens of the Western Reaches and Old Faith Druids are encouraged to participate in this adventure. This event will include numerous Live-Action Role-Playing opportunities. A Bandit Kingdoms Access Interactive set in the Tangles for APLs 2 to 16.
Theo Judd
9
2-16
Bandit Kingdoms
BDK6i-02
Of Weapons, War, and Woe
A weapon of great power has been claimed by the minions of Ol' Wicked and is being held in the border city of Marsakeer. The Theocracy of Dimre has gathered it allies, and this coalition is ready to do war with the Northern Alliance in order to stop what ever woe the Pale Lady has planned. A Bandit Kingdom Mass Battle Interactive for APLs 2 to 12
Joe Aker and Theo Judd
7
2-12
Bandit Kingdoms
BDK6i-03
Tomb of Thieves
It is said that the master thief Latavius scuttled a horde of plundered treasure in a hidden location near Rookroost. The Rookroost Thieves Guild wishes to sponsor adventurers to locate Latavius' tomb and "liberate" the valuables within. Do you have what it takes to survive the Tomb of Thieves? Members of the Rookroost Thieves Guild are encouraged to participate in this adventure. This event will include a Master Maze dungeon crawl. A Bandit Kingdoms Generic Interactive set in the Midlands for APLs 2 to 12.
Theo Judd
7
2-12
Bandit Kingdoms
BDK6i-04
Master of Rooks
Rumors have been circulating for weeks in the City of Rooks that the Guild Training Master Rhaedrick Avenfear has forged a coalition with the recently revived Gaiyle Markhalla. The High Lord's administration has attempted to repress such seditious rumors but everyone seems to be expecting something exciting to happen soon, very soon. Citizens of the Northern Alliance and members of the Rookroost Thieves Guild are encouraged to participate in this adventure. This event will include numerous Live-Action RolePlaying opportunities. A Bandit Kingdoms Generic Interactive set in Rookroost for APLs 2 to 12.
David "Keyoke" Polansky
7
2-12
Bandit Kingdoms
BDK6i-05
A Heroic Return
The word is out! The orcs have scattered, and the Johrase are on the march for Kinemeet. Mercenaries need not apply. This is a battle for the true heart and soul of the Johrase Kingdom. Only heroes of impeccable courage are invited to take part in the re-taking of Kinemeet so that a new king of Johrase may be crowned! Members of the Johrase Mercenaries are encouraged to participate in this adventure. This event will include numerous Live-Action Role-Playing opportunities. A Bandit Kingdoms Generic Interactive set in Kinemeet for APLs 2 to 12. Premiere: AbisCon Apr. 21st, 2006. Note: This interactive will NOT be a mass battle Interactive.
Casey Brown and Theo Judd
7
2-12
Bandit Kingdoms
BDK6i-06
A Place to Call Home
After a chasm opened in the ground near Thunk's Hunting Lodge during a ceremony held to honor the fallen dwarf Ulfgar, a secret city of duergar was discovered. Can you help the dwarves of the Combination clear out a city of their evil, grey-skinned cousins and, in doing so, help them lay claim to a home of their own? A Bandit Kingdoms Regional Master Maze Interactive Adventure set below the Tangles during the 8th through 14th of Flocktime, for APLs 2 to 14. This event will allow regional PCs to spend up to 5 TUs, and does NOT have an item access AR.
Casey Brown
8
2-14
Bandit Kingdoms
BDK6i-07
As the Worm Crawls
Lord Mayor Marwald of Hallorn seeks brave heroes to recover a lost relic from deep within the Wormcrawl Fissure. Why have so many mages and death cultists arrived to help? Why do they seem so interested in this geographical oddity? More importantly, do you dare enter the haunt of an ancient demigod of death whose followers bear the sign of the worm? Members of the Army of the Warfields, Death Cultists, and Hellstone Tower are encouraged to participate in this event. This event will include a Master Maze dungeon crawl. A one-round Bandit Kingdoms Interactive adventure set in the Wormcrawl Fissure for characters level 1-15 (APLs 2-14). PCs will have the option of spending up to 5 TUs during this event.
Casey Brown and Susan Threadgill
8
2-14
Bandit Kingdoms
BDK6i-08
The Count of Dahlvier
A hero from ages past has returned and wishes to carve out a fief of his own within the Bandit Kingdoms. However he certainly could have picked a more hospitable location. Dahlvier County is crawling with undead and overrun by ogres, not to mention the numerous magical wards that most assuredly protect the castle. The aid of adventurers will be required to quell the inhabitants and make the realm safe for the hero's rule. This event will include numerous Live-Action Role-Playing opportunities. A sequel to BDKI5- 07 Dawn's End. A Bandit Kingdoms Access Interactive set in Dahlvier's County for APLs 2 to 16. Premiere: BK Con Queso 2006, Oct. 19th, 2006.
Casey Brown, Theo Judd, and Susan Threadgill
9
2-16
Bandit Kingdoms
BDK6i-09
Negative Outcome
What does a dying ruler's prophecy and a series of black pools beneath Hallorn have to do with the fate of the Bluff Hills? Everything! An unlikely alliance of factions have banded together in a desperate attempt to prevent or at least mitigate what may very well be the most disastrous event to strike the Bandit Kingdoms in all of recorded history. Citizens of the Northern Alliance, the Western Reaches, and the Theocracy of Dimre are encouraged to participate in this event. A one-round Bandit Kingdoms Access Interactive adventure for characters level 1-15 (APLs 2 to 14).
Casey Brown, Britt Frey, Theo Judd and Susan Threadgill
8
2-14
Bandit Kingdoms
BDK6s-01
Mother of my Child
Bandit Kingdoms
BDK6s-02
To Honor a Friend
Casey Brown
Bandit Kingdoms
BDK6s-03
Natural Healing
Bandit Kingdoms
BDK7-01
The Halfling
A notorious traitor thought dead has reappeared in a very dangerous place. Are you brave enough to go get him? A oneround Bandit Kingdoms Regional adventure set in Johrase and the Rift Canyon for APLs 2-6. Resources for this adventure include material first appearing in IUZ6-02 Red Scales, Blue Secrets by Casey Brown.
Keith Symcox
4
2-6
Bandit Kingdoms
BDK7-02
In A Manor of Seeking
Where have the residents of Groucester gone? Can That Which Slept be stopped? Ever since the negative energy burst almost destroyed High Lady Xavendra's city, these are the questions that need to be answered. Luckily, you are just the person to find out, or so someone claims. Are they right? A one-round Bandit Kingdoms winter adventure set in Rookroost, the Fellreev Forest, the Deadlands, and Groucester for characters level 4-12 (APLs 6-10). PCs from Fellreevbased 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.
Casey Brown and Susan Threadgill
8
6-10
Bandit Kingdoms
BDK7-03
Return to Steelborne Meadows
Within the haunted grounds of 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 for characters levels 7 to 13 (APLs 8 to 12).
Theo Jud
10
8-12
Bandit Kingdoms
BDK7-04
Proof of Loyalty
An adventurer's wealth and well-being often relies 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 Bandit Kingdoms adventure set in the Bandit Kingdoms for APLs 2 to 6. Part Two of the Missing Regent Series.
Patrick Walsh
4
2-6
Bandit Kingdoms
BDK7-05
The Work of Thieves
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. A one-round Bandit Kingdoms adventure set in Rookroost for APLs 4-8.
David "Keyoke" Polansky
6
4-8
Bandit Kingdoms
BDK7-06
Trouble at Harpy Hollow
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 for characters level 1-10 (APLs 2-8). A sequel to BDK2-02 Trouble at Ankheg Springs and BDK3-03 Trouble at Baco Canyon. Members of the Old Faith and Citizens of Johrase are encouraged to play this adventure. Kobold PCs will find the thorp of Ankheg Springs to be very unwelcoming of their kind.
Keith Symcox
5
2-8
Bandit Kingdoms
BDK7-07
The Mausoleum
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 for characters level 6 to 14 (APLs 8 to 12). NOTE: This is a combat-intensive module and the management of resources is vital.
Bill Oppenlander
10
8-12
Bandit Kingdoms
BDK7-08
Little Bit o' Payback
As the Johrase make their final preparations before attacking Boneheart Cranzer and Riftcrag, a bold group of adventurers has been called upon to find a way to secretly steal into Splinter Keep, rumored prison of the Johrase King's soul gem, at the edge of the Rift Canyon. Mission? Determine if the keep holds the gem by kidnapping a high-ranking Iuzian officer. Sounds simple, right? It's not like there is a gate to the Abyss there or anything. Oh wait, there is? You wouldn't let that stop you from getting a little bit of payback against the Iuzians, would you? A two-round combat intensive Bandit Kingdoms Regional adventure set in the Tangles Forest for characters level APLs 6-12. Those who are squeamish at heart should stay home. You have been warned. Citizens of Johrase and followers of St. Cuthbert, members of Moskol's Legion and followers of Trithereon, Drinkers of the Cup of Midnight, Druids and followers of the Old Faith, and Dwarves of Morakduum, are especially encouraged to participate in this adventure.
John Filipek
9
6-12
Bandit Kingdoms
BDK7a-01
Perpetual Motion
Caravan guard duty in the Combination of Free Lords is rarely boring. As you escort a merchant, a young man needs you to protect him from the forces that want to see him dead. Can you keep him alive while protecting the merchant and her wares? A three-round Bandit Kingdoms introductory adventure set in the cities of Rookroost, Kinemeet and Alhaster and lands in between for BRAND NEW 1st level characters only (APL 2). This event is designed to run in two convention slots. It is HIGHLY recommended that a balanced table of six PCs be present for this adventure. Players whose PC dies will be allowed to create a new character at the beginning of the following round.
Katie Simpson and Patrick Walsh
2
2
Bandit Kingdoms
BDKNAI7-01
The Ruins of Stonehill Fortress
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Casey Brown
Bandit Kingdoms
BDK7i-01
Through the Silver Mines
Chancellor Marischal Calmert Hind's birthday is approaching. As it is his first birthday in a free Kinemeet, the Johrase are planning a festival and all friends of the Johrase are encouraged to attend. Of course, as all friends of the Johrase know, even celebrations in Kinemeet can take a martial turn without warning, so it is always advisable for those who are not combat ready to avoid Johrase celebrations. Perhaps a plan can be formulated to help recover the missing King of the Johrase...A one-round Bandit Kingdoms interactive adventure for characters level 1-15 (APLs 2-14. Note: APL 16 is playable, but PCs cannot earn gp or xp above the APL 14 amounts. Consider it a bonus APL to challenge the toughest of PCs. Partake at your own risk. You have been warned. Seriously. No whining in the BK.)
Dan Hass and Brian Chalmers
8
2-14
Bandit Kingdoms
BDK7i-02
The Villainy of the Baron of Wormhall
Rhelt Kor of Abarra has been seen in the Barony of Wormhall, and you have heard wild rumors of rioting in the streets of Obresthrope. Something strange is going on in the western barony and there are numerous patrons in the Bandit Kingdoms who would like to have operatives in place when it all comes full circle. Members of the Death Cultists, Army of the Warfields, and Citizens of the Western Reaches are encouraged to participate in this adventure. This event will include Live Action Role Playing opportunities. A tie-in to the Gathering of Fiends series. A Bandit Kingdoms Access Interactive adventure set in the Barony of Wormhall for characters level 1 to 15 (APLs 2 to 14).
Theo Judd
8
2-14
Bandit Kingdoms
BDK7i-03A
Demonic Possessions (Azzagat)
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Bandit Kingdoms
BDK7i-03P
Demonic Possessions (Pazunia)
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Bandit Kingdoms
BDK7i-03P
Assault on Wraith Keep
Bandit Kingdoms
BDK7i-03
The Madness of the Baron Ulik
Six years ago, a young warrior bested all opponents in the jousting tournament held by Prince Zeech. His reward was a dilapidated place known as Morannon Keep. Now, the eccentric, and often called insane, Baron Ulik has decided to retire and name a suitable successor to his keep, his title, and possibly much more. Heroes and notables from far and wide have arrived to stake their claim in this open competition, but what surprises will the Mad Baron of Morannon Keep have in store? A Bandit Kingdoms regional interactive for characters levels 1-15. Note: The competition is open to characters of all levels, and all characters will be equally capable of winning the prize.
Katie Simpson, Charlie Smith, and Doug Emes
8
1-15
Bandit Kingdoms
BDK7i-04
Decision: Hallorn
The choices one makes can dictate the course of history. Recent hard-won successes against the forces of the Old One have emboldened the factions in the occupied lands. Lord Mayor Marwald agrees to allow interested parties to meet in Hallorn to decide the next move. Some demand another strike against Riftcrag, but the shadow of That Which Slept looms large over the entire Combination of the Free Lords and perhaps the Flanaess itself. What course will heroes support? A one-round Bandit Kingdoms interactive set in Hallorn for characters level 1-15 (APLs 2-16).
Bill Oppenlander and Susan Threadgill
9
2-16
BDK7i-05
Bandits in the County
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Casey Brown and Jean-Philipe ‘JP' Chapleau
Bandit Kingdoms
BDK7i-06
Celebration in the Caves
After discovering a secret city of duergar, the dwarves of the Combination clear out a city of their evil, grey-skinned cousins with the help of other friends last year, and, in doing so, help them lay claim to a home of their own. A year has passed and it is time to celebrate this anniversary the way only dwarves can, with ale, feast, and ritual holiday of Harnekiah, cleaning out the caves near the city, come join in the fun. A Bandit Kingdoms Regional Master Maze Interactive Adventure set below the Tangles during the 8th through 14th of Flocktime, for APLs 2 to 16. This event will allow regional PCs to spend up to 5 TUs, and does NOT have an item access AR.
Joe Aker and Robert Watson
9
2-16
Bandit Kingdoms
BDK7i-07
Barren's Secrets
Casey Brown
Bandit Kingdoms
BDK7i-08
Abyss Bound Soul (aka Soul Train)
Casey Brown and Konrad Brandemuhl
Bandit Kingdoms
BDK7s-01
An Elf in Need
Bandit Kingdoms
BDK7s-02
Red Blooded Man
Bandit Kingdoms
BDK8-01
The Scourge
A new temple. An old scourge. The fate of Redhand will be settled this day. Whose side are you really on? Citizens of Redhand and members of the Brotherhood of the Sundered Axe are encouraged to participate in this adventure. PCs that are "Banned from Redhand" may not play this adventure. A one-round Bandit Kingdoms Regional adventure set in the Principality of Redhand for APLs 2-8. (Roleplay intensive module.)
Ken Jenks
5
2-8
Bandit Kingdoms
BDK8-02
Trouble Everywhere You Go
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.
Keith Symcox
9
6-12
Bandit Kingdoms
BDK8-03
Brute Cold Force (unreleased)
(NEVER WRITTEN)
Britt Frey
Bandit Kingdoms
BDK8-04
For Country, Kings, Friends, and Neighbors
Finally, the plans have been made, morningstars sharpened, and armor made ready. The Johrase march to war on Riftcrag and Boneheart Cranzer! During the final days before the assault, can you help the Johrase accomplish a variety of missions that will give them the tactical edge in the conflict to come? A one-round Bandit Kingdoms Regional adventure set in the Tangles, the Rift Barrens, and the Rift Canyon for APLs 2-16. The results of the premiere of this event will directly influence the BK finale interactive, BDKi8-04 All Evil Things. WARNING! This event features VERY difficult fights at all APLs and should only be played by balanced tables consisting of at least five characters. Printing Warning: This event contains color maps.
Casey Brown
9
2-16
Bandit Kingdoms
BDK8-05
The Demon That You Know (unreleased)
Bandit Kingdoms
BDK8i-01
For the Fellreev!
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Casey Brown and Quad Heinicken
Bandit Kingdoms
BDK8i-02
Loot Free or Die Hard
When adventurers across the Bandit Kingdoms receive invitations to the retirement party of Thunk, half-orc archer, many suspect a hidden agenda. Thus, they are not surprised when Rhaedrick Avenfear gives an impassioned plea to those gathered to join him in freeing Rookroost from Tadurinal and the forces of Old Wicked for all time. Will you follow Rhaedrick and Gaiyle to glory, or will you follow them to death? A Bandit Kingdoms urban-battle-interactive set in Rookroost for APLs 2-16. All PCs who call Rookroost home or just believe in freedom are encouraged to play.
David "Keyoke" Polansk
9
2-16
Bandit Kingdoms
BDK8i-03
To Save a Soul (unreleased)
(NEVER WRITTEN)
Britt Frey
Bandit Kingdoms
BDK8i-04
All Evil Things...
All evil things must come to an end...or so the Johrase hope! Can you help the Johrase force Cranzer into revealing where their missing king's soul gem is hidden? Can you survive the bloodiest battle the region will see since the Greyhawk Wars? The final two-round Bandit Kingdoms battle-interactive set in Riftcrag for APLs 2-16 pits heroes against the region's most powerful villians in a battle-royale that will finalize the shape of the region for years to come. Will also feature one unique master maze table event for a few brave souls. Do you have what it takes to venture forth into Cranzer's tower? Faint of heart or most brave hero need not apply!! Swag will be given away to volunteers who decide to judge the interactive.
Casey Brown
9
2-16
Bandit Kingdoms
BDK8i-05
The Demon that You Know (unreleased)
(NEVER WRITTEN)
Casey Brown, Britt Frey, Konrad Brandemuhl, and Susan Threadgill
Bandit Kingdoms
BIS1-00
Bissel Gazetteer
< GAZETTEER >
BIS1-01
Winter Wonderland
A wizard has hired you to deliver some items to a colleague before winter blocks the roads and makes travel near impossible. But when Mother Nature wont cooperate, you must find shelter or die. What can go wrong in a small walled trading town anyway? An adventure for characters levels 1-6.
Alex Lombardi
4
1-6
Bissel
BIS1-02
The Quest for the Alabaster Palace
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4
1-6
Bissel
BIS1-03
The Feast of Fate
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4
1-6
Bissel
BIS1-04
A Walk in the Woods
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4
1-6
Bissel
BIS1-05
A Deadly Bloom
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4
1-6
Bissel
BIS1-06
A Baron's Tax
Text to be entered
4
1-6
Bissel
BIS1-07
Blind Faith
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4
1-6
Bissel
BIS1-08
Barrier Brew
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4
1-6
Bissel
BIS1-09
The Barrenford Festival
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4
1-6
Bissel
BIS1-10
A Knife in the Dark
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4
1-6
Bissel
BIS2-01
Legacy of the Mask
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5
1-8
Bissel
BIS2-02
Totem
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5
1-8
Bissel
BIS2-03
The Bodkin
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6
1-10
Bissel
BIS2-04
All That Withers
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7
3-10
Bissel
BIS2-05
Chasing the Crown
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6
1-10
Bissel
BIS2-A1
Wizardly Plans
A high-ranking member of the Guild of the Arcane Path has been working with the new army leadership on plans for the training and organization of the Battlecaster specialists. But he's gone missing and so have the plans. Time to go find both. A Living Greyhawk Bissel mini-module for characters levels 1-8 which counts a military scenario.
Steven Conforti
5
1-8
Bissel
BIS2-A2
Armored Caravan
The army needs some volunteers to escort a shipment of shiny new weapons and armor to Griffon Battle. How hard could that be? A Living Greyhawk Bissel minimodule for characters levels 1-8 which counts a military scenario.
Steven Conforti
5
1-8
Bissel
BIS2-A3
One Fine Morning
As dawn breaks in the gateway to the Sheldomar Valley, a quiet beauty whispers across a lake. When a quick trip for the day's water turns deadly, has this fine morning turned foul? A Living Greyhawk Bissel mini-module for characters levels 1-8 which counts a military scenario
Kevin P. Hogan
5
1-8
Bissel
BIS2-A4
The Horror Under Wrekin
In the township of Wrekin, something is wrong. You've been summoned by the Master of the House of Sense in a cloud of secrecy. What mystery could prompt such a summons, and why are you being sent in an official military capacity? A Living Greyhawk Bissel mini-module for characters levels 1-8 which counts a military scenario.
Christopher Ravlin
5
1-8
Bissel
BIS2-B1
Death to Flesh
Bissel
BIS2-B2
Unwanted Visitors
Bissel
BIS2-IN2
Grand Festival of Bissel
Bissel
BIS2-IN3
A Baron's Fate
Bissel
BIS3-01
Old Friends and Fens
An undead menace in the Fetid Fens was defeated only to reveal a powerful item of Evard's evil creation. After the artifact is stolen, it appears the forces of evil are as active as ever and the signs point back to Arvenshire … this can't be good? A Bissel two-round regional adventure for APLs 4-10 and Part Two in the Fetid Fens saga.
Kevin P. Hogan
7
4-10
Bissel
BIS3-02
Shadows in the Woods
The Whispering Woods of Khartizanum are the source of numerous stories of hauntings and ghosts in the mists. When a nearby village is beset by a strange occurrence, some brave Knights of the Watch enter the woods to investigate. When they don't return, who will brave the haunted mists? A Bissel regional adventure for APLs 2-12 and Part One of The March of Shadows.
Kevin P. Hogan and Steven Conforti
7
2-12
Bissel
BIS3-03
Oakstaff
He stood seven feet tall and had wings like an eagle. His father was a solar and his mother, a fire elemental. He shot lightning from his eyes and no weapon made by mortals could hurt him. His name was Kanner the Tall and he was … a hero of Bissel? Many are willing to kill for the answer, but are you ready to die for it? A Bissel regional adventure for inquisitive PCs at APLs 2-10.
Cameron Logan
6
2-10
Bissel
BIS3-04
First Comes Marriage
Lord Darius of Bessellar is holding his annual Grand Festival, but rumors fly that this year will finally be the year that Lady Jasmine, his sole daughter, marries. Suitors have come from all across the March to aim for her heart, but for what reasons? A Living Greyhawk investigative adventure for parties of APL 2-12. Part 1 of the Council of Barons Arc.
Adam Morse, Anise Strong, Rebecca Slitt, and Raj Shah
7
2-12
Bissel
BIS3-05
Circles of Life
Ketzia, Baroness of Gerorgos, is deeply worried about some missing children in the remote regions of her barony. What darker secrets lie behind the disappearance of children into a healthy verdant forest, and why are they all the kin of dead Bisselite soldiers?
Anise K. Strong
Bissel
BIS3-06
Loyal to a Fault
A Bissel regional adventure for APLs 2-12, and Part Three of the Council Of Barons Series.
Adam Morse
7
2-12
Bissel
BIS4-01
Murder in Pellak
The city of Pellak is the current heart of Bissel, filled to the brim with the most important and influential people in the country. Perhaps this is why people are so upset about the recent rash of madness and feeblemindedness. Is this a strange magical contagion or something worse? In any case you will need your wits as well as your sword to get to the bottom of this dilemma. Just be careful not to get too involved. A Bissel regional adventure for APLs 2-12.
Charles Jason Albitz
7
2-12
Bissel
BIS4-02
Two Halves of the Whole
New leaders are beginning to prepare Bissel for the growing threat. A potential weapon has been located, but retrieving it may be more complicated than originally expected – but complications are part of any good adventurer's life. A Bissel Regional adventure for APLs 2-12.
Raj Shah
7
2-12
Bissel
BIS4-03
Face of the Enemy
Fourteen years ago, the Necromancer, Evard, nearly conquered the March, and paid with his life. Or did he? Current events have led many to believe him still active and a once-in-a-lifetime chance to explore his past has appeared. But are you willing to investigate the tales that have scared the children of Bissel for a generation? A Bissel Regional adventure for APLs 8 -12, and Part One of the Dusk Before the Dark series.
Matthew Pennington
10
8-12
Bissel
BIS4-04
Such a Great Weight of Water
Amidst the chaos created by a phantom threat, isolated incidents go unnoticed. Now, while the March is focused elsewhere, an old foe returns. Part one of the Cataclysm Arc. A Bissel regional adventure for APLs 4-12.
Raj Shah and Nopalzin Torres
8
4-12
Bissel
BIS4-05
Darkest Depths
The March is still in shock from an unforeseen attack. Now, as it rebuilds, it appears that the worst is yet to come. How can that which you have already lost be used against you? Part two of the Cataclysm Arc. PCs must have played BIS4-04 prior to playing this module. A Bissel regional adventure for APLs 4-12.
Raj Shah and Tanis O'Connor
8
4-12
Bissel
BIS4-06
Shadows Unearthed
A year ago, the Whispering Woods were haunted by servants of the Necromancer Evard. Since then, life has returned to normal in that area. So why is a bizarre artifact from that encounter with evil leading you back? A Bissel regional adventure for APLs 6-12, and Part Two of the March of Shadows Series.
Matthew Pennington
9
6-12
Bissel
BIS4-07
Legions of Extinction
Evard's secrets are slowly being brought to light, but could there be one so foul that it could spell the end of the March? That's what His Lofty Grace needs YOU to find out. Part Two of the Dusk Before the Dark series. A Bissel regional adventure for APLs 6 -16, and Part Two of the Dusk Before the Dark Series.
Matthew Pennington
11
6-16
Bissel
BIS4-08
Keeps Your Friends Close
A message with ramifications that could shake the March. Undecided and conflicted leaders. Who do they trust? Who can they trust? You? A Bissel regional adventure for APLs 2-12.
Raj Shah
7
2-12
Bissel
BIS4-IN03
A Little Help for Our Friends
Bissel
BIS5-01
That's Rhomstaff!
The undead plague from within the Barony of Rhomstaff has deeply affected the lives of many in the March. Many have suffered and perished at the hands of Evard's minions, and entire generations have been forever scarred … now that's entertainment! Can you uncover the evil plot? Can you save the day? Can you think of a word that rhymes with ‘Evard', finish the closing number, and bring the house down? A Bissel regional adventure for inquisitive PCs of APLs 2-12.
Jay Babcock
7
2-12
Bissel
BIS5-02
Occupation
Evard has established control over Thornward, but now a fledgling resistance movement has reached out, seeking aid. Can you make contact with them and retrieve intelligence valuable to the March in time? A Bissel regional adventure for APLs 2-12.
Raj Shah, Chad Brown, Tanis Oconnor, Nopalzin Torres
7
2-12
Bissel
BIS5-03
Trials and Triumphs
All eyes are focused on the front lines, but the true glimmer of hope is hiding in the background. A tome was recovered from the Necromancer's own collection, and it is believed that a great weapon might hide within. Many have worked tirelessly for the past year, and now it is time to test the fruits of that labor. A Bissel regional adventure for PCs of APLs 2-12, sequel to BIS4-02 Two Halves of a Whole, and Part One of the Sun after the Storm series
Crystal and Jay Babcock
7
2-12
Bissel
BIS5-04
Uncovered Truths
Knowing time is running out, Bissel is willing to sacrifice the lives of a few for the good of the many - and today your number has come up. Will you surrender, or will you fight your way clear? A two-round Bissel regional adventure for PCs of APLs 2-12
Raj Shah, Jay Babcock, and Tanis O'Connor
7
2-12
Bissel
BIS5-05
Strange Bedfellows
The honor of your presence is requested at the marriage of Baroness Jasmine Besselar and Baron Cainlain Rashedra on the 20th day of Goodmonth, 595 CY; to occur when the sun drops below the horizon as viewed from Besselar Keep, Calpius Craft. Formal attire requested. A Bissel regional adventure for PCs of APLs 2-12.
Cameron Logan and Jay Babcock
7
2-12
Bissel
BIS5-06
Vanity and Vexation
In any story there are heroes and villains, and the distinctions between them are usually clear. In Bissel, however, a few of those celebrated heroes have become accustomed to the prestige that comes with the role, and have blurred the lines. Their greed and short-sightedness may cause the downfall of the March. A Bissel regional adventure for PCs of APLs 212, and Part Two of the Sun after the Storm series.
Crystal and Jay Babcock
7
2-12
Bissel
BIS5-07
Evard
The end of the war is at hand, but Evard is not entirely powerless. A final, daring mission has been conceived to hamstring the Necromancer. Can you complete the mission that will save untold lives? Or will Bissel need to fight the Necromancer on even footing? A Bissel regional adventure for PCs of APLs 2-16, for PCs who have playedBIS5-06 Vanity and Vexation and are familiar with the Bissel region.
Raj Shah, Chad Brown, Tanis O'Connor, and Jay Babcock
9
2-16
Bissel
BIS5-IN1
Everything You Ever Wanted to Know about War (But Were Afraid to Ask)
Bissel
BIS5-IN2
Battle of Sholem
Bissel
BIS5-IN3
Closing Arguments
Bissel
BIS5-IN4
Thornward
Bissel
BIS5S-01
Lizards in the Mist
An undercover agent has disappeared in Thornward, lost behind enemy lines. You've been recruited to find out what happened to him, but you don't even know why he was there. Can you retrace his movements, finish his work, and get out alive? An introductory LG adventure set in the March of Bissel.
Jay Babcock
1
1
Bissel
BIS5S-02
A Day at the GAP
The Guild of the Arcane Path has been the premier school and haven for Arcane Spellcasters in Bissel for as long as anyone can remember. One professor has wishes to continue on in his duties, but needs the help of a few brave souls to accomplish this task. Will you be up for the challenge? An introductory LG adventure set in the March of Bissel.
Mike Rosenberg
1
1
Bissel
BIS5S-03
Words of Wisdom
Every year the Nightwatch hosts Remembrance Day in honor of those who made sacrifices in the service of the March. But in times like these, when new heroes are made every day, who knows what people will have left to remember for next year? An introductory LG adventure set in the March of Bisse
Michael Hallet
1
1
Bissel
BIS5S-04
Faith No More
It's all about perspective – something unimportant to one, may be crucial to another. Two young souls decided to run away from home, and all they needed was a little help. When they found themselves on their own, it shook their faith to its very foundations. An introductory LG adventure set in the March of Bissel.
Jay Babcock and Lee Burton
1
1
Bissel
BIS6-01
Splitting Heirs
It is the dawn of a new era for the March of Bissel. With new beginnings comes a new opportunity to rule… and several powerful individuals would kill for the chance. The question is: who did kill for it? A Bissel regional adventure for APLs 2-12, and Part One of the Rebuilding the March series.
Chris and Jay Babcock
7
2-12
Bissel
BIS6-02
Seeking Refuge
Evard has been vanquished and the ancient capital of Bissel is once again under control of the March. But these grand things mean very little to the common folk. The dispossessed, the disenfranchised, and those just tired of seeing their lives in ruin seek something - anything to make their lives whole once again. They seek refuge. A Bissel regional adventure for APLs 2-12, and Part 2 of the Rebuilding the March series.
Christopher Ravlin and Jay Babcock
7
2-12
Bissel
BIS6-03
Back Taxes
A clerk at the Department of Tax Collection has discovered that the makers of Barrier Brew haven't paid their taxes in years. During the Ketite occupation records were misplaced and this oversight is just now coming to light. How will the Medigkin clan react to this news? How will you fair as a tax collector? A Bissel regional adventure for APLs 2-12, and Part 3 of the Rebuilding the March series.
Don Walker and Jay Babcock
7
2-12
Bissel
BIS6-04
Face of Copper
"Out of the shadows come the flash of blades and howls plaintive for mercy. Hope like a robber steals into the hearts of some and shuns the ramparts. Let us reflect back on the tragedies of past times with new fervor. Without doing so would be detrimental to the task before us." A Bissel regional adventure for APLs 2-12, and Part 1 of the Shadows and Sigils series.
Cameron Logan
7
2-12
Bissel
BIS6-05
The Unauthorized Biography of Lady Constance Lendel
As her husband lay expiring, Lady Constance was already plotting her way to the top. Now that she has been named Baroness of Kynneret, her first move has been to silence her detractors. But not everyone has gone down without a fight. Are you a patriot, or a revolutionary? A Bissel regional adventure for APLs 2-16, and Part 4 of the Rebuilding the March series
Jay Babcock
9
2-16
Bissel
BIS6-06
Opportunity NOCs
"The mission is simple," he said. "Travel through hostile, uncharted lands… to a place that few men have ever seen… break into a secure fortress… sneak past the Sheldomar's most skilled rogues… and steal something that might not even be there." His featureless grey face leaned closer, and his yellow eyes met yours. "…all for Bissel. What do you say?" A Bissel regional adventure for APLs 2-12, Part 6 of the Rebuilding the March series, and sequel to BIS5-IS1 Lizards in the Mist.
Jay Babcock and Becky Slitt
7
2-12
Bissel
BIS6-07
Grace Under Fire
Rumors abound of bonfires in Bandalar. They are reported to be villages put to the torch. But are these rumors true? The refugees seeking aid claim it so. If these rumors can be substantiated, then who or what is behind them? And how can they be stopped? A Bissel regional adventure for APLs 2-12 and Part 6 of the Rebuilding the March series.
Matthew Maranda
7
2-12
Bissel
BIS6-IN1
All Roads Lead…
Bissel
BIS6-IN2
We're Gonna Party Like it's CY 595
Bissel
BIS6-IN3
Forests for the Trees
Bissel
BIS6-IN4
Barons Gone Wild
Bissel
BIS6-IN5
If on a Winter's Night an Adventurer...
Bissel
BIS7-01
It Always Rains on the Damned
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.
Jay Babcock, Crystal Babcock, and Cam Logan
9
2-16
Bissel
BIS7-02
Caravan
Guarding a caravan of military supplies traveling through Bissel should be a "Milk Run". But in these dark days a Caravan must travel through the Forest of Nightwatch, and then pass the Bramblewood Gap. Both are wild areas infrequently patrolled and prone to having accidents. Can you prevent this from happening and allow these desperately needed supplies to reach the front line troops? A Bissel regional adventure for APLs 2-12.
Matthew Maranda
7
2-12
Bissel
BIS7-03
All That For a Bag of Silver?
"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.
Cameron Logan
7
2-12
Bissel
BIS7-04
Dark Heart of the Forest
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.
Joe Leo, Jay Babcock, Crystal Babcock, and Cameron Logan
7
2-12
Bissel
BIS7-05
Bastille
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
Nopalzin Torres and Matt Maranda
7
2-12
Bissel
BIS7-06
The Golden Masque
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 cruel 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.
Cameron Logan
7
2-12
Bissel
BIS7-07
Radiance and Resolution
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.
Crystal and Jay Babcock
7
2-12
Bissel
BIS7-08
Under a Platinum Sky
"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.
Cameron Logan
7
2-12
Bissel
BIS7-IN1
Advantage of Numbers
Bissel
BIS7-IN2
Acceptable Losses
Bissel
BIS7-IN3
Unwelcome Guests
Bissel
BIS7-IN4
Embers of the Most Holy
Bissel
BIS7-IN5
Steady Currents Beneath Still Waters
Bissel
BIS7-IN6
The Tenth Day
Bissel
BIS8-01
A Terrible Thing to Waste
A horrible legacy lurks in the background. If brought to bear, it could slay thousands of innocents in but a few moments. Only one person knows of its existence, but she is trapped in the most secure of prisons. Setting her free may change the way you think about your chosen profession. A challenging Bissel regional adventure for APLs 2-12, and part of the ongoing War with Ket series.
Jay Babcock, Crystal Babcock, and Lee Burton
7
2-12
Bissel
BIS8-02
Wealth Beyond the Measure of Coin
"Convergence arrives, mark it with the death of the oasis who walks. Extinction draws close; the agenda of the spheres is righted at end. All memory fades of the ones who walk and move into the dark lands." A Bissel regional adventure for APLs 2-12, and finale of the Shadows and Sigils series.
Cameron Logan
7
2-12
Bissel
BIS8-03
Battle of the Bands
In a world where the success of a nation depends on the courage of a few, strength and valor must… no, that's not right. Imagine, the greatest heroes of the March together for one last adventure! Hmm… no. I'll start again. An epic quest, 598 years in the making… You'll laugh. You'll cry… Curse it all, this just isn't working out… Looks like I'm going to need a little help. A Bissel regional adventure for APLs 2-16, and Part 1 of That's Rhomstaff! II, the Bissel finale
Jay and Crystal Babcock
9
2-16
Bissel
BIS8-04
Flailing in the Dark
They have long chiseled away at the stone of Bissel's foundation… but to what end? Finally, the key is in their grasp, and their plan is beginning to take shape. Soon, that which lurks in shadow will be brought to light… but will it be too late? A Bissel regional adventure for APLs 2-16, and Part 2 of That's Rhomstaff! II, the Bissel finale
Jay and Crystal Babcock
9
2-16
Bissel
BIS8-05
Necromancers on Ice
From the shadows, Bissel's greatest enemy has planned a bid for control. The March's heroes are trapped, far from home, while the final insurrection begins. Can you fight your way free, and make a difference? Can you tell friend from foe? A Bissel regional adventure for APLs 2-16, and Part 3 of That's Rhomstaff! II, the Bissel finale. It is highly recommended that all four parts be run in order, with the same character.
Jay and Crystal Babcock
9
2-16
Bissel
BIS8-06
All Good Things
The end is nigh. Bissel's two strongest enemies have taken the field, each vying for control of the land. Without the help of her heroes, the forces of good do not stand a chance. A Bissel regional adventure for APLs 2-16, and Part 4 of That's Rhomstaff! II, the Bissel finale. It is highly recommended that all four parts be run in order, with the same character
Jay and Crystal Babcock
9
2-16
Bissel
BNM1-00
Bone March Gazetteer
< GAZETTEER >
Bone March
BNM-IN1
Red Water
Bone March
BNM-IN2
Bad Lands
Bone March
BNM-IN3
Frigid Blade
Bone March
BNM-IN4
Horror Acres
Bone March
BNM4-01
First Blood
A ranger of the village of Nlul discovers two small Orc scout camps at the outskirts of the village. The PCs are hired by the garrison (the military) to neutralize the threat. The PCs will have to get familiar with the Nlul surroundings and by using the Ranger's map, go undetected and neutralize the camps.
Spyridon Giannoutsos
2
2
Bone March
BNM4-02
Run Like Hell!
The PCs are hired to protect a wagon which is carrying important documents, from the village of Nlul to the town of Nivlek. However things will soon get out of control… An adventure for APL's 2-6.
Spyridon D. Giannoutsos
4
2-6
Bone March
BNM4-03
Bright Sun
The PCs are charged with the responsibility of clearing up a part of the dwarven abandoned mine residing in the County of Knurl, so that it can be used by miners once more. With the ore running fluently from the hills, the village of Nlul might be able to raise funds so that it can be in a position to repel the orc invasion. An adventure made for APLs 28.
Spyridon D. Giannoutsos
5
2-8
Bone March
BNM4-04
Call to Arms!
The much-anticipated orc assault on the village of Nlul is about ready to begin. The PCs have the difficult task of neutralizing the officers of the enemy horde and capturing their battle plans. Can a handful of heroes change the tide of the upcoming great battle? A two-round scenario for APLs 2-8.
Spyridon D. Giannoutsos
5
2-8
Bone March
BNM5-01
Deadly Alliance
A beautiful damsel in distress turns to the PCs for aid to save her brother. The poor young man is being held captive by a mysterious powerful humanoid. Can the PCs infiltrate the cave, and rescue the young man? A Bone March adventure near the Blemu Hills for APLs 2-8
Spyridon D. Giannoutsos
5
2-8
Bone March
BNM5-02
A Paladin on the Run
A paladin runs for his life and stumbles across a group of adventurers. The poor man is badly wounded and in a state of shock, screaming about a mysterious tower and very dangerous opponents. Can this be true, or it is the raving of a young man on the verge of insanity? Do the adventurers have what it takes to check out for themselves the horrors of this mysterious building? An Adventure for APLs 2-8.
Spyridon D. Giannoutsos
5
2-8
Bone March
BNM5-03
Deadly Games
Bone March
BNM5-04
Ride the Dragon
Bone March
CGR7-01
Ruins of Discovery
Neophyte adventurers have long flocked to the City of Greyhawk to seek fame and fortune. This year, however, is different; intrigue and the reawakening of a site of legend, provide the brave and the lucky with plenty of opportunities for glory (or ignominy). It is a shame that murder is the catalyst for rivals to come together in a time of need. A tworound Greyhawk Ruins adventure for 1st-level characters (APL 2) set in the Domain of Greyhawk.
Creighton Broadhurst, Chris Chesher, and Sam Weis
2
2
CORE
CGR7-02
The Silent Barracks
The discovery of a hidden staircase and the ruins of past battles lure brave adventurers ever deeper into the bowels of Castle Greyhawk. What dangers (and treasures) lie hidden there in the wrack of past battles? A "Greyhawk Ruins" adventure for characters level 1-7 (APLs 2-4) set in the Domain of Greyhawk.
Christian J. Alipounarian, Creighton Broadhurst, and Christopher Lindsay
3
2-4
CORE
CGR8-01
Crypts of the Forgotten
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
Creighton Broadhurst, Christopher Lindsay, and Colleen Simpson
4
2-6
CORE
CGR8-02
Shatterstone
Rumors of cults once again stalking the underside of the free city and the discovery of a long-thought destroyed dungeon level under the War Tpwer call once again for brave (or foolhardy) adventurers to invstigate. The final part of "Greyhawk Ruins". A three-round core adventure for characters level 1-11 (APLs 2-8) set in the Domain of Greyhawk.
Creighton Broadhurst, Jean-Philipe "JP" Chapleau, R. Michael Hinds, and Colleen Simpson
5
2-8
CORE
COR1-00
The Citadel
Before there was the Circle of Eight, before even the Citadel of Eight, Mordenkainen saw the need for a personal group of heroes to help maintain the balance in Oerth. See how the Citadel of Eight formed in this daring adventure. This adventure is background for the Living Greyhawk campaign. An adventure for characters levels 7-8, characters provided
Robert Wiese
8
7-8
CORE
COR1-01
Dragon Scales at Morningtide
Strange black currents and droves of beached fish are being linked to a strange new cult in the city of Greyhawk. Are the cultists responsible, or just part of a larger danger? An adventure for beginning characters, using 3rd edition D&D® rules. For characters levels 1-4.
Sean K Reynolds
3
1-4
CORE
COR1-02
The Reckoning
A struggling merchant house may hold the key to untold wealth and adventure in the Cairn Hills. An adventure for characters level 1-6.
Sean Flaherty and John Richardson
4
1-6
CORE
COR1-03
River of Blood
The Millstream runs red with the blood of the abducted children of Greyhawk's lower class, triggering memories of a crisis thought averted long ago. Absolute Power series, part one. For characters levels 1-3.
Erik Mona
2
1-3
CORE
COR1-04
Fires of the Storm Tower
While on a ship from the city of Greyhawk to Gryrax in the Principality of Ulek, you are blown off-course by a freak storm, and stranded on the shores of the Pomarj. While the sailors do emergency repairs, you search for an important passenger missing since the shipwreck. An adventure for characters level 1-6.
Sean K. Reynolds
4
1-6
CORE
COR1-05
Brendingund's Bride
Auldon Brendingund is getting married, and you have been chosen to escort the groom to Hardby. All's not bliss, though. Even though Bendingund fortunes are in the black, his luck is still foul. Bleak swamps, a dwarven laird, and that strange necklace all stand in the way of the nuptials. Will your aid determine whether Brendingund stays a bachelor or not? A core adventure for characters level 1-6.
Sean Flaherty and John Richardson
4
1-6
CORE
COR1-06
The Forbidden Choice
Thought lost to antiquity, the remains of an ancient elven chest have been recovered. Why is this relic so important that Iuz's followers would take interest in it? An adventure for heroic characters of levels 1-6.
Jason Bulmahn and Chris Tulach
4
1-6
CORE
COR1-07
Brendingund's Blood
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4
1-6
CORE
COR1-08
The Future's Bright
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4
1-6
CORE
COR1-09
Swamp Things
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4
1-6
CORE
COR2-01
As He Lay Dying
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7
4-10
CORE
COR2-02
Brendingund's Brood
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5
1-8
CORE
COR2-03
Amidst the Mists and Coldest Frosts
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5
1-8
CORE
COR2-04
Birthday Bash
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8
3-12
CORE
COR2-05
Beneath the Veil
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8
3-12
CORE
COR2-06
Finder's Keepers
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7
3-10
CORE
COR2-07
Ashes of Innocence
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8
3-12
CORE
COR2-08
Echo
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7
1-12
CORE
COR2-09
The Final Reckoning
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7
2-12
CORE
COR2-10
Forgotten Echoes
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6
1-10
CORE
COR2-11
Escape from Tenh
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6
1-10
CORE
COR2-12
The Plague of the Third Season
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8
6-10
CORE
COR2-13
Into the Dying Lands
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6
1-10
CORE
COR3-01
The Hidden Fortress
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7
4-10
CORE
COR3-02
Return to the Isles
The eerie words of a decrepit seer lead you back to the mysterious Isles of Woe, now an ominous landmark of the mighty Nyr Dyv. Somewhere deep within this ancient dark tomb lies vital information concerning the destruction of Tenh and possibly the key to sparing other countries from a similar fate. An adventure for foolish mortal characters of APL 2-12. Part three of the Ether Threat story arc.
Chris Tulach
7
2-12
CORE
COR3-03
Fury of a Cold Man's Heart
Something has drawn the Old Ones attention away from his war torn border dispute with Furyondy and an old Knight of Veluna seeks to gain advantage from it. An incursion into the heart of Iuz's domain has been assembled to seek an item to right an old wrong. The question lingers though, how many wrongs can be justified for the greater good? A Core scenario for APLs 2-12. Part Two of the To Serve the Greater Good series
David Christ
7
2-12
CORE
COR3-04
By Cunning and Forced Cause
You are asked to deliver a book to a wizard living in Longfield, a hamlet just within the borders of Theocracy of the Pale. Longfield is a quiet hamlet plagued by the legendary Swampwood Beast. The beast's next target asks you to help defeat the evil creature. Your investigation may reveal how to send the beast to the afterlife, or you may become its next victim. An adventure for characters levels 2 through 12.
David W. Baker
7
2-12
CORE
COR3-05
Circle of Sin
Something is wrong in the Free City of Greyhawk. Tensions in the River Quarter have begun to rise as what was good has become evil, a demented dying man sc reams something about iniquity being yo ur downfall and a zealot is one step ahead of you everywhere you turn. The bonds that kept an ol d and terrible evil in check are being loosened by an insane circle of malcontents in this scenario for levels 1 to 12.
Stuart Kerrigan
7
1-12
CORE
COR3-06
Witch Hunt
"‘Ware the old ways, my son, and suffer not the servants of the Old Ones to live. Raise stake and flame, that their evil may be cleansed from the land in the fires of purity." The old admonition has been passed down for generations in Dunmarsh, but has manifested. An adventure for characters of levels 3-14.
Theron Martin
9
3-14
CORE
COR3-08
A Man With Nothing
Deceit in the College of Bishops, buried temples, and priests of Iuz have turned what was once thought to be Rao's greatest triumph over the Old One into a sham. The Flight of Fiends, thought to have once banished thousands of devils and demons from the Flanaess, was just a ruse used by Iuz for some unknown purpose. Where is the third bishop? Where did the 303 devils go? Why would Iuz betray his own? These questions lead the adventurers into the darkest prison imaginable. Where the most horrid are held until the time of reckoning. There they meet a man with a small child who likes to play with string. A man the boy only calls 'Father'. A one-round Living Greyhawk adventure for APLs 6 thru 14. Part Three of the To Serve the Greater Good series.
David Christ
10
6-14
CORE
COR3-09
Face Value
It seems that every time you head to or from the City of Greyhawk some sort of misadventure befalls you. This time seems to be different. Well, at least some of your traveling companions are. A group of pacifist monks joined your small band a few days back. They seemed quite pleased to have adventurers to travel with. You wonder if they are prepared for the adventure that you know must surely follow. APL 2-12. Part 1 of the Tome of Clarity and Mists series.
Craig Hier
7
2-12
CORE
COR3-10
Sepulchre of the Wizard-King
Deep in the lands of the Old One is a tomb long forgotten. Sealed deep inside a labyrinth, behind powerful wards and terrible guardians, waits a guide to defeating the hordes of ether creatures infesting Tenh. Deep within the dungeon is part of the most powerful mage ever to walk the face of Oerth. A 2 round event, part 4 of the Ether Threat story Arc. An adventure for characters levels 6 – 12.
Jason Bulmahn
9
6-12
CORE
COR3-11
Forlorn Memories
Choices of the past and echoes of the present, the future may make memories to resonate through all time. Deep beneath the waves, a terror sleeps no more. The dread voice returns, corrupting those who draw near it. Will it be released onto Oerth, or will it be put to a final rest? Sequel to Forbidden Choice and Forgotten Echoes. An adventure for characters levels 3 – 14.
CHRIS TULACH
9
3-14
CORE
COR3-12
Endgame
The wheel turns and turns, from the doomed city of Vrennmii to the famed Isles of Woe. Through it all the heroes have faced adversity at every turn and somehow managed to come through. Now the end is in sight. The item that will lead you to the location of the book is in your hands. The tools to find what can lock away the ethers are almost at your fingertips and all you need to do is reach out and grab it. Who else has their hands in the mix is the problem. An adventure for character levels 6 – 14.
David Christ
10
6-14
CORE
COR3-13
Traitor's Road
A lady in distress—a diplomat, not a damsel. In the machinations of the great, the good and the not-so good, appearances are not all that deceive. A LIVING GREYHAWK Core adventure for APLs 2-10
PAUL LOOBY
6
2-10
CORE
COR3-14
Hunt for the Rogue
Once every 289 years, the Great Modron March passes through the multiverse. It last touched Greyhawk in the Blemu Hills, in the Northern Kingdom of Aerdy. Usually, some modrons die. Usually, a few get left behind. Sometimes, the modrons come back for them. This time, they're coming in force, with the fate of an entire village at stake…. An adventure for APLs 4-10.
RAINER NAGEL
7
4-10
CORE
COR3-15
Nine Lives
Magic is such a wonderful thing. Its complexity challenges its students, its beauty dazzles the blooded, and its mystery impresses all. But one day in Greyhawk, magic shows its unpredictable side and unleashes something never before seen. One plea, one in need, one to bare witness, and six to complete the task, nine lives intertwined for one day. An adventure for APLs 2-10
Jason R. O'Gorman
6
2-10
CORE
COR3-16
Lerara
The fabled Passage of Slerotin leads deep beneath the Hellfurnace Mountains, rumored to hold mysteries and treasure. Your group has prepared for a cautious and perhaps lengthy expedition deep under the Flanaess. The town of Dark Gate is your last stop in civilization before leaving on your sunless journey. As you approach Dark Gate, however, you see an ominous column of smoke reaching into the sky. And where there's smoke. An adventure for APLs 2 to 16.
Ron Lundeen
9
2-16
CORE
COR3-17
When Orcs Attack
Welcome to the city of Eastfair, capital of the North Kingdom. Within its great granite walls, the people are safe from all that might harm them from amongst the countryside. But what of the threats from within? There are children in trouble and the forces of good are greatly in the minority. You are needed to go into the countryside and rescue an orphanage. Sounds simple, right? It would have been. But, with one too many drinks and a fistfight with a human officer, one of the local orc regiments has gone on yet another drunken rampage. Now the population gets another first hand view of… when orcs attack. An adventure for APL 2-6. Part One of the "Running with the Baatezu" series.
Chris Chesher
4
2-6
CORE
COR3-18
Through Nature to Eternity
Recent discoveries in the Grand Duchy of Geoff point to a plot whose endpoint is so hideous, the entire world of Oerth would be at stake. The Old Faith of Gyruff desperately requires your intervention. An adventure for APLs 10 to 16.
R. Michael Hinds
13
10-16
CORE
COR3-19
Folly
The mad priest Entropimus recently made a pilgrimage to the far northern wastes. He hasn't yet returned. His former adventuring companion Lebarat is now concerned he is up to no good. Lebarat invites you to help him investigate what has waylaid Entropimus in Folly, a town rumored to have been built by Entropimus' deity—Zagyg. Recommended especially for adventuring parties who have played together before. A one-round Living Greyhawk core adventure for APL 4-12.
The Head Brothers
8
4-12
CORE
COR4-01
Shedding Scales
A knightly order dedicated to stopping a nameless evil, a mysterious sect of an ancient Suel goddess, and a diviner charged with undoing a diabolical ritual: these diverse forces struggle to end a threat in the cradle of the former Occluded Empire of the Whispered One. Is the danger confined to a backwater barony on the edge of the Rushmoors, or is something more at stake? A Core scenario for APLs 2-12. Part One of the "Windows to the Serpent's Soul" series.
Shawn Merwin
7
2-12
CORE
COR4-02
The Stone Man's Puzzle
The town of Hardby was in complete disarray when you arrived. The Law Courts were broken into and the accused whisked away by a giant man of stone. The tracks should be easy enough to follow—but who would want to spirit away a mere bookkeeper? An adventure for APLs 6 through 10.
RON LUNDEEN
8
6-10
CORE
COR4-03
Tropical Intrigue
In the taverns of the Free City stories have passed down over the years of a shipwrecked adventuring party that explored the Amedio Hook eighteen years ago. However, now the area is controlled by the Scarlet Sign. A beautiful Ahilissan merchant wants to know more. She asks for volunteers for a journey across the Azure Sea. Not another sea voyage! An adventure for APLs 2-12. Part One of the Amedio Hook Series.
Michael McKeown
7
2-12
CORE
COR4-04
Red Tide
Stuck on the blue waters of the Azure Sea, stranded in the calms, a simple voyage he said—ferrying goods from Hardby to Marner. Anything can happen on the deep blue waters of the Azure. A two-round continuous play adventure for characters level 4-12. Written for Suel human characters but survivable by all.
James Zwiers
8
4-12
CORE
COR4-05
Crystal Caverns of the Cairn Hills
Outside of the Free City of Greyhawk lie the burial grounds containing the relics of a era long past. Near one of these cairns is the town Crystalhollow — a settlement of gnomes who mine for precious metals and gems of incredible value. Greed drives them deep beneath Oerth where they've uncovered something... A two-round adventure recommended for characters levels 1-9.
Nicholas K. Tulach
5
2-8
CORE
COR4-06
Duke of the Dust
The fertile fields of Tenh lie devastated and lifeless. The fate of the Tenha people lies in the balance. Will they unite and survive or be scattered to oblivion like wind-blown dust? Part 1 of the Children of the Dust Trilogy. An adventure for APLs 2-10
Paul Looby
6
2-10
CORE
COR4-07
Full Circle to Oblivion
Pride, cowardice, fear, and lack of faith have stripped bare the hearts of many a man of the cloth. Now all that remains 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 pieces are in place. Powerful forces move in the shadows each on this night of the forsaken. Who 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? Part Four of Five in the "To Serve the Greater Good" series. For APLs 8-16.
David Christ
12
8-16
CORE
COR4-08
The Letter
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7
2-12
CORE
COR4-09
A Tiger? In Ahlissa?
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4
2-6
CORE
COR4-10
Riddle of the Dust
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6
2-10
CORE
COR4-11
Crimson Thorns
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8
2-14
CORE
COR4-12
Key to the Grave
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4
2-6
CORE
COR4-13
A Wretched Soul
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13
10-16
CORE
COR4-14
Sympathy for the Baatezu
Digging deeper into the dark alleys of Eastfair has cleared up some puzzles, but the sickly dust quickly settles to create new obfuscation. Perhaps it is time to step out for some fresh air. A favor for a favor, new friends may be able to help you help yourself and get to the bottom of this mystery. With the who's and how's covered, its time to gather up a motive. The pillows and linen are freshly changed, so head on over to The Whirling Dervish and get a good rest, you'll need it. An adventure for APL 2-8. Part Three of the "Running with the Baatezu" series
Chris Chesher
5
2-8
CORE
COR4-15
War of the Dust
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9
4-14
CORE
COR4-16
The Frozen Spire
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10
6-14
CORE
COR4-17
Real Hero Blues
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12
8-16
CORE
COR4-18
In Never Rains in Nyrond
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5
2-8
CORE
COR4-19
That Which Was Not Meant To Be Known
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4
2-6
CORE
COR4-20
Like Salt on an Open Wound
CORE
COR5-01
The Stone Man's Missive
Drell, the peaceful and reclusive stone giant, has gone visiting some local miners in the Abbor-Alz Hills. All he finds are empty homes, and signs that his friends disappeared in the middle of their daily tasks. Drell asks the help of trusted adventurers to solve this mystery: who would want to spirit away a clan of miners? A loose sequel to COR4-02 The Stone Man's Puzzle . A scenario for APLs 6 to 12.
Ron Lundeen
9
6-12
CORE
COR5-02
The Voice of Reason
Something stalks the people of Moorwych. Something steals their cattle and invades their homes. The people of Moorwych know who it is… and they seek justice. But, are the usual suspects the enemy this time? Countess Tasali Bregohan hopes the truth will prevent blood being shed. But if the truth can be found, it had better be found quickly. The pitchforks are readied and the torches set aflame. A two-round core adventure set in the Solnor Compact, and sequel to the Sunndi regional adventure SND4-01 Arrows of the Sun .
Pierre van Rooden
7
2-12
CORE
COR5-03
Atonement
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 roleplaying-intensive adventure set in the City of Greyhawk for APLs 2 to 8.
Theron Martin
5
2-8
CORE
COR5-04
Desecrators of the Lord's Tomb
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 level 1 to 12.
Bruce Paris
7
2-12
CORE
COR5-05
A Marked Man
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 APLs 2-12.
Matthew Maddy
7
2-12
CORE
COR5-06
Blood on Bright Sands
War rages across the Bright Sands. Scouting the wastes at the behest of the paladin Karistyne the PCs are caught up in a battle between forces loyal to Rary and nomads yet free from his insidious influence. They must win free to reach their goal, the mysterious and dragon-infested pinnacle of Dagger Rock. The first adventure for the "Blight on Bright Sands" adventure arc. Only newly created characters for this adventure arc may be played in this adventure.
Creighton Broadhurst
2
2
CORE
COR5-07
Rings Within Rings
You are en route in the North Kingdom, near the city of Nonsburgh in the Blemu Hills. While investigating some unusual phenomena of nature, the PCs stumble upon… a giant-size dead frog with some weird skin coloring? But that's not all… There is also a human corpse, literally torn apart, and a very weird trail leading to Nonsburgh… reminding some of you of an incident a year and a half ago… A loose sequel to COR3-14 Hunt for the Rogue .
Rainer Nagel
9
6-12
CORE
COR5-08
Clipping Wings
Many secrets lie hidden in the obsidian darkness of the Land of Black Ice. The fate of the afflicted children of a Keoish barony may rest in the hands of a few adventurers willing to brave the unknown. But are forces in the North hiding a bigger threat? A Living Greyhawk Core scenario for APLs 2-14, and Part Two of the "Windows to the Serpent's Soul" series, which began with COR4-01 Shedding Scales .
Shawn Merwin and William Muench
8
2-14
CORE
COR5-09
Gateway to the Bright Sands
Hardby, City of the Scorned, was for centuries a bastion of independence and female rule, but that changed when it fell under Greyhawk's control in 582 CY. Now the word is out that Despotrix Ilena, the city's nominal leader, is dying. Many factions—both within and without—have begun to vie for the right to fill her influential position. Surely a city so fraught with intrigue is a fertile ground for adventure. . . An event set in Hardby for APLs 2-8. Part 2 of the "Blight on Bright Sands" series.
Theron Martin
5
2-8
CORE
COR5-11
Dark Deceit on Bright Sands
At the behest of Lady Karistyne, you are needed to travel into the Bright Desert. There are rumors of dragons afoot, and some things just don't add up. Some claim to have slain, others claim to have allied, whiles others still just scratch their heads. The only fact that is for certain is that the sinister sands have something to hide. A core adventure for APL 2-8 set in the Empire of the Bright Sands. Part four of the "Blight on Bright Sands " series.
Chris Chesher
5
2-8
CORE
COR5-12
Return to the Undercity
Homes are burned to the ground and whole families vanish. There have been humanoid raids on lands within the elven nation of Celene itself. Along the Wild Coast, dark rumors are spoken about slaver vessels flying yellow sails along the Wild Coast. And now an agent sent to investigate the rumors of the return of the Slavelords has disappeared. Can you ascertain if this sinister force has returned? A one-round core scenario set in the Faerie Kingdom of Celene and the Empire of the Pomarj, for APLs 2-8. This adventure is a prequel to the upcoming "Return of the Slavers" series.
Christian J. Alipounarian
5
2-8
CORE
COR5-13
The Price of Power
Ages ago a lone group of monks sought the secrets of the mind. Time has almost removed them from the knowledge of Oerth. Scattered tales and misremembered legends still encourage some to seek the lost treasures and knowledge of these monks. Will you tempt fate and search for the monastery? This adventure is a continuation of the " Tome of Clarity and Mists " series. An adventure for characters level 1-17.
Craig Hier
8
2-14
CORE
COR5-14
All Roads Lead to Rauxes
"When there is no more room in Acheron, the dead shall dwell upon the Oerth ..." — Battle Hymns of the Herald , Scriptures of Hextor. From the border barony of Stel, pursuit of the Footmen leads towards the magical wasteland that was once Rauxes, Capital of the Great Kingdom. To even penetrate the magical veil that surrounds the wasteland is a feat, thus it is not something you or your enemies would do lightly. Whatever waits on the other side will be extremely powerful and deadly, but answers and results never come free for a true (anti)hero. A two-round adventure for APL 6-12 and not for the faint of heart. Part five in the Running with the Baatezu series.
Chris Chesher
9
6-12
CORE
COR5-15
Immortal Longings
The agents of the Whispered One are everywhere! Too much is happening around the Flanaess for all things to be merely coincidental. A grand plot has spawned, clawed its way past infancy, and seems ready for a horrific emergence. The Voice of Vecna has gained in power—what is next? A one-round Core adventure set throughout the Flanaess for Characters level 10-18 (APLs 10 to 16).
R. Michael Hinds
13
10-16
CORE
COR5-16
Here Comes the Sun!
Blistering heat has plagued the town of Hardby for weeks, and it has not been without incidents—people get irate, all work has slowed to a crawl, and now the tinder-dry homes fall victim to frequent fires. Mere incidents? Or is there a history to it all? A one-round Core adventure for APL 2-8.
Pierre van Rooden
5
2-8
CORE
COR5-17
Time's Tide of Bright Sands
Time is running out, and gathering what you need to change the future, may only be found by looking to the past. This adventure is Part 5 in the "Blight on Bright Sands" series for APLs 2-16.
Bruce Paris and James Dempsey
9
2-16
CORE
COR5-18
Kusnir
The world of the Oerth is ever changing one, with a sense of irony. In the Duchy of Berghof slavers are now in shackles while the slaves rules. For those who were neither one constant in these times has been suffering. A morally ambiguous adventure for characters level 1-11 (APLs 2-8). Part One of the I r o n F i s t series
Stuart Kerrigan
6
1-11
CORE
COR5-19
Retribution
An old map purporting to show the location of a hitherto unknown tomb and an eccentric cartographer have sent you tramping around the Cairn Hills for a week of fruitless searching. Your expedition ending in failure, you have returned to the Free City; perhaps there adventure can be found! A one-round Core adventure set in the Free City of Greyhawk for characters level 1-11 (APLs 2-8).
Christopher Wills
5
2-8
CORE
COR5-20
Phantoms on Bright Sands
The legacy of Clan Highforge is once again sought. Dark forces move in the desert, searching for the knowledge to reclaim the lost star metal. The lady Karistyne, fears that the metal is vital to Rary's dark schemes and needs brave adventurers to thwart the Traitor's plans. An expedition for the brave of heart. A Core adventure for APLs 2-16 set in the Bright Lands. Part Six of "Blight on Bright Sands."
Tom Kee
9
2-16
CORE
COR6-01
A Story For Another Day
Thirty-two years ago, deliberately false accusations resulted in the death of two innocent women in Dunmarsh, which reopened a channel to an ancient evil near the village. Twice in the last three years adventurers have dealt with the deadly consequences of those actions, but the source of the problem remains. It is time to put this tragic story to rest, lest a greater evil grows from it. This concluding sequel to C O R 3 - 0 8 W i t c h H u n t and C O R 4 - 1 7 R e a l H e r o B l u e s is a roleplaying-intensive adventure for characters level 8-16 (APLs 10-16).
Theron Martin
13
10-16
CORE
COR6-02
Rallying Point for the Bright Sands
Lady Karistyne requires you to travel to Hardby to retrieve a package on her behalf, but errand boys are not adventurers. To be an adventurer, you need to make choices, not just travel between two points. Are you ready to look within yourself and discover if you are an adventurer willing to fight for a cause or just an errand boy, sent by a patron, to collect a chest? A two-round Core adventure set in Hardy for character level 1-15 (APLs 2-16). Part 7 of "Blight on Bright Sands."
Chris Chesher and Greg Marks
9
2-16
CORE
COR6-03
Riders of the Grave
A hint of treasure leads to adventure in the outskirts of Greyhawk City. A grizzly adventure set in the Free City of Greyhawk and its environs for characters level 1-11 (APLs 2-8).
Jeffery A. Dobberpuhl, Esq.
5
2-8
CORE
COR6-04
A Long Way For A Little Knowledge
A merchant of the Mouqollad Consortium lies dying in a temple in Greyhawk. Magic cannot save him, but maybe someone knows how to keep him alive. It's a long way for a little knowledge. An adventure for characters level 1 to 10 (APL 2 – 8)
Jean-Philipe ‘JP' Chapleau
5
2-8
CORE
COR6-05
The Barbarous Coast
Members of the Dyvers Anti-Slavery League wer captured while conducting a raid on an orc slave caravan along the Wild Coast. There is talk that a mole in the organization may be aiding the forces of Turrosh Mak. They ask for your help to fight the evils of the Pomarj. A Core adventure of deception and infiltration for characters level 1 to 14 (APLs 212). Part One of the Dogs of War series.
Joseph L. Selby
7
2-12
CORE
COR6-06
Elegy for a Broken King
The trail of a missing son leads you to Dustbridge, in the lands of the former Great Kingdom. A cold wind blows through Prince Strychan's town; something very new, and surpassingly old, is in the offing. A one-round Core adventure set in Dustbridge and North Kingdom for characters level 8-15 (APLs 10-16).
Luke Pitcher
13
10-16
CORE
COR6-07
From the Dust
The dust has settled and a new Duke has placed his claim on Tenh. His lands are devastated. His shattered people— rebels-turned-supporters, old guard, or zealous faithful—squabble in their divided loyalties. With such infighting, where will Duke Labahlah begin rebuilding his nation? A one-round Core adventure set in the Stonelands of Tenh for characters level 4-15 (APLs 6-14). Part 1 of the "Legacy of Life" series.
Donovan Hicks and Derek Schubert
10
6-14
CORE
COR6-08
Catching Breath
A friend in need calls upon a group of heroes to help him deal with problems in a far-off land. These troubles, however, may be ones that even the bravest and experienced of adventurers are not equipped to handle. A roleplaying-intensive one-round Living Greyhawk core adventure set in the Sultanate of Zeif for characters level 1-15 (APLs 2-16), and Part 3 of the "Windows to the Serpent's Soul" series, which began with COR4-01 S h e d d i n g S c a l e s and COR5-07 C l i p p i n g W i n g s .
Shawn Merwin
9
2-16
CORE
COR6-09
Beneath the Bright Sands
Time has buried an ancient evil. Such things are typically left alone to be lost to history. For a millennium this was so. Now a visitor snatched from the distant past wants this evil retrieved to right a terrible wrong. A one-round Core adventure set in the Bright Desert for characters level 1-15 (APLs 2-12). PCs should have completed C O R 5 - 1 7 T i m e's T i d e o n B r i g h t S a n d s before playing this adventure. Part nine of "Blight on Bright Sands."
R. Michael Hinds
7
2-12
CORE
COR6-10
Murder in Elmshire
An embattled plea from a halfling village leads to dark secrets. What has happened to the poor citizens of this quiet community along the Lake of Unknown Depths? A one-round Core adventure set in the Domain of Greyhawk for characters level 1-11 (APLs 2-8).
Michael McKeown and Steve Yee
5
2-8
CORE
COR6-11
Return to the Storm Tower
Five years ago, a dwarven artisan and a cleric of Fharlanghn were stranded on the shores of the Pomarj. These two unfortunates have been presumed dead for years. New information has revealed they are alive in a mysterious keep called the Storm Tower and may be in great danger. Brave heroes are needed to venture into the Pomarj and bring them home. A one-round Core adventure set in the Pomarj for characters level 1-15 (APLs 2-12).
Ron Lundeen
7
2-12
CORE
COR6-12
The Calm Before the Storm
Tension runs high in and around Safeton since the Narwell attacks left many brutally slain. The Pomarj is a flurry of activity and the high seas are once again rife with danger. Whisperings of the Mak making his move, numerous disappearances in the middle of the night, and most disturbing of all, sightings of ships sailing the yellow flags sets the entire region on edge. This adventure is loosely a sequel of C O R 5 - 1 2 R e t u r n t o t h e U n d e r c i t y and C O R 5 - 0 5 A M a r k e d M a n. 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).
Tim Sech
7
2-12
CORE
COR6-13
Tears for Bright Sands
According to legend, Sulm defeated ancient Itar, using dark magic to slay its patron deity and to collapse its capital into the sea. Two thousand years later a relic of those cataclysmic events may be critical to the future of the Bright Lands, but seeking it will require a journey beneath the waves. A one-round core adventure for characters level 2-15 (APLs 4-14). The penultimate part of "Blight on Bright Sands."
Theron Martin
9
4-14
CORE
COR6-14
Cloud of Darkness
A dark cloud hangs motionless above an ancient sacred site buried deep in the Bright Lands. An ancient power is awaking in the Bright Lands but its true purpose remains occluded. The concluding part of "Sins of Ages Past." A LIVING GREYHAWK core adventure set in the Empire of the Bright Lands for character levels 8- 15 (APLs 10 – 16).
Creighton Broadhurst
13
10-16
CORE
COR6-15
The Shrouded Shores of Abanfyl
His capital city retaken, Duke Labahlah extends his healing embrace over more of western Tenh, but perilawaits at every border. The young ruler needs staunch friends to fight old enemies and win new allies. Turn your face toward the chill winds blowing from the Griff Mountains and pierce the mysteries of the lost lake. Part 2 of the "Legacy of Life" series. A two-round Core adventure set in and around the Duchy of Tenh for characters level 6-15 (APLs 8-16). Note: Additional TU expenditures are possible.
Derek Schubert and Donovan Hicks
12
8-16
CORE
COR6-16
Dominion Over Bright Sands
For two years, the paladin Karistyne has sought to stymie the Archmage Rary's seemingly insatiable lust for power. Now, at the threshold of a darkness beyond even the reason of light, the fate of the Bright Lands must be decided. You must make the choice. A two-round Core adventure set in the Empire of the Bright Lands for characters level 6-15 (APLs 6-16). The concluding part of "Blight on Bright Sands."
Creighton Broadhurst and Greg Marks
11
6-16
CORE
COR6-17
Something of Value
All adventurers dream of finding that one thing that will make them wealthy beyond their wildest dreams. Unfortunately, you seem to have found it. Now what are you going to do? A one-round Core adventure set in the Free City of Greyhawk for characters level 10-15 (APLs 10-16).
Sam Weiss and Rick Miller
13
10-16
CORE
COR6-18
Storm Ebb
A natural disaster has struck the small fishing villages sprinkled along Woolly Bay. Refugees need heroes adept at building as well as battling or else something si nister may chooses to nest in their submerged homes. A one-round Core adventure set in Hardby and it s environs for characters level 1-11 (APLs 2-8).
David LoTempio
5
2-8
CORE
COR6-19
Heir Aberrant
"Do not dabble with denizens of forbidden plac es, lest ye would become one." – Zashnichar A bizarre creature needs help rescuing his master. Not a ll damsels in distress are as beautiful as the ones in the storybooks but this one may very well give you ni ghtmares! The players of this adventure should be prepared for several unique challenges and puzzles in addition to more typical dangers. A one-round core adventure set in the Mistmarsh for characters level 1-11 (APLs 2-8).
Andrew Lloyd and Andrew Nuxoll
5
2-8
CORE
COR6-20
Shades of Grey
A merchants' convention and a stop at an out of the way inn leads to a chance for adventure in the land of a despot. Will you brave tyranny to recover something treasured? A one-round, core adventure set in the domain of G REYHAWK and the Pomarj for characters level 1-15 (APLs 2-12).
Gary Milakovic
7
2-12
CORE
COR6i-01
The Rushmoors Have Eyes
9
2-16
CORE
COR6i-01
Beneath the Rushmoors
8
6-10
CORE
COR7-01
Wrath of the Tomb of Horrors
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).
Pierre van Rooden
13
10-16
CORE
COR7-02
Bitter Fruit
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 level 8-15 (APLs 10-16).
Theron Martin
13
10-16
CORE
COR7-03
Second Chances
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).
Christian J. Alipounarian
5
2-8
CORE
COR7-04
Freak of Nature
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).
Eric Menge
5
2-8
CORE
COR7-05
City of Malice
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 level 1-15 (APLs 2-12). This is a sequel to COR6-12 Calm before the Storm.
Tim Sech
7
2-12
CORE
COR7-06
Drowning by Numbers
In the Ahlissan town of Jalpa, a young noblewoman needs your help. Her betrothed is missing. His 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 level 8-15 (APLs 10-16).
Luke Pitcher
13
10-16
CORE
COR7-07
Storm Harvest
Traps. Treasures. Unspeakable horrors. All of these and more spring 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 Spine Ridge, and hopefully find the answer to the bullywug invasion laying waste to their lands. A two-round core adventure set in Tilvanot Peninsula for characters level 4-15 (APLs 6-14). The final part of "When the Wind Blows" (SND3-01 Harvest Time, ESA4-06 Wind Reaping, and ESA5-02 Seeds). It is not necessary to have played these adventures.
Maya Deva Kniese
10
6-14
CORE
COR7-08
Sins of the Father
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).
Jean-Philipe ‘JP' Chapleau
5
2-8
CORE
COR7-09
Past Debts
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).
Dean Bailey
5
2-8
CORE
COR7-10
The Dark Gem
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).
Dan Hass
7
2-12
CORE
COR7-11
Hidden Cache
Rumors of a hidden trove of magic and weapons lead you deep into the Mistmarsh. A one-round Core adventure set in the Domain of Greyhawk for characters level 1-10 (APLs 2-8).
Christopher Lindsay
5
2-8
CORE
COR7-12
Heart's Desire
The thief showed his heart's desire to his wife. The stolen pendant 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).
Eric Menge
5
2-8
CORE
COR7-13
Journey to the Hidden Shrine
It's a quick trip to the Gnarley Forest. How hard can it be? A one-round Core adventure set in Greyhawk for characters level 2-11 (APLs 2-8).
Brian DiTullio
5
2-8
CORE
COR7-14
The Densac Queen
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).
Chris Chesher and Gordon Smith
7
2-12
CORE
COR7-15
Taking Flight
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 level 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.
Shawn Merwin and Bill Muench
12
10-14
CORE
COR7-16
Divided We Stand
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 level 8-15 (APLs 10-14) who remember that the enemy of my enemy might be my friend. The final part of "Legacy of Life".
Donovan Hicks and Derek Schubert
12
10-14
CORE
COR7-17
Rivalry and Treachery
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).
Rene Ayala
5
2-8
CORE
COR7-18
Into the Mist
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 Domain of Greyhawk for characters level 1-11 (APLs 2-8).
Sampo Haarlaa
5
2-8
CORE
COR7-19
Wrath of the Slavelords
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 level 2-14 (APL 4 to 12). This is the third and 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.
Tim Sech
8
4-12
CORE
COR7-20
Murder in the River Quarter
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 1st-11th (APLs 2-8). Half-orc PCs may encounter some difficulty in this adventure. This is a sequel to COR6-10 Murder in Elmshire.
Michael McKeown and Steve Yee
5
2-8
CORE
COR8-01
Machinations
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."
Bradley Lester
7
2-12
CORE
COR8-02
Raiders of the Chaos Fields
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).
Creighton Broadhurst
5
2-8
CORE
COR8-03
Aspirations
Powerful residents of 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."
Gregory Hanigan and Ron Lundeen
7
2-12
CORE
COR8-04
Bridge Over Svartjet
Deep below the western mountains, ancient evils once defeated stir from the pyre of their defeat. A one-round core adventure set in the March of Sterich for characters level 1-15 (APLs 2-14). The fifth and final adventure in the "Gloom and Disunion Cycle."
Jeff A. Dobberpuhl, Ken Jenks and Sam Shyamani
8
2-14
CORE
COR8-05
Pyre of the Righteous
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 AbborAlz Hills for characters level 4-15 (APLs 6-14) who know where their loyalties lie. Part one of "Rise of the Ancients" and a sequel to "Blight on Bright Sands."
Theron Martin
10
6-14
CORE
COR8-06
Entrapment
Old Wicked has set in motion a plot years in the making and two of the most powerful wizards on Oerth, once allies, seem to stand on different sides. You must choose between them; pray that you are correct. Part two of "Ascension", the final core plot arc for the Living Greyhawk campaign and part four and the conclusion of "The Idyll of Tysiln", a Sheldomar Valley plot arc. A two-round core adventure of investigation, danger, and wheels within wheels, set in the Free City of Greyhawk, the Valley of the Mage, and realms beyond for APLs 8 to 16.
Joe Fitzgerald, Britt F. Frey, Dave Kayserman, and Joseph Selby
12
8-16
CORE
COR8-07
Celebrations
The centennial of Greyhawk City's independence from the Great Kingdom is here. For most, the weeklong festivities are a celebration of the Gem of the Flanaess, featuring the best Greyhawk has to offer. For a few, exultation quickly turns to terror as the gala cloaks deadly intentions. A one-round Core adventure set in the Domain of Greyhawk for characters level 1 to 15 (APLs 2 to 12) and the third intrigue of "Honor Among Thieves."
Kevin Lawson and Shawn Merwin
7
2-12
CORE
COR8-08
Lost Souls Eternal
You find yourselves in a race against time and the servants of an ancient foe with an island of ill-repute as your destination. Your mission is to discover, and return with, what your rivals wish to obtain... if you can. Not recommended for those with a fear of the sea or a dislike for water. A one-round Core adventure set in the Northern Kingdom for PCs of levels 4-16 (APLs 6-9). Part 3 of the "Ascension" series. A one-round Core adventure set in and around the Isle of Lost Souls for characters level 4-15 (APLs 6-16).
Colleen Simpson
10
6-14
CORE
COR8-09
Ruins of Slumber
The Tower of Sleep, home to Shemaya, the last human survivor of ancient Sulm has reappeared in the Bright Desert. But something is not right. The tower is changing and decaying. Sounds of great conflict and screams of terror have been heard from inside. Could it be that time's tide has finally run its course? A one-round core adventure set in the Empire of the Bright Lands for characters level 5-15 (APLs 6-14).
Bruce Paris and James Dempsey
10
6-14
CORE
COR8-10
Chains of Darkness
Old Wicked is on the verge of success, and the forces of good are desperately looking for ways to stop him. When Tenser hears of knowledge hidden on the Abyss, he suspects a trap, but he cannot ignore any chance at victory, however slim it might be - and Iuz is not without enemies in that place. So now he is looking for adventurers, hoping that they have an easier time of remaining undetected in that dismal place than he would have. Are you willing to go in his stead? A 2round core adventure set in the Abyss for character levels 9 to 15 (APLs 10-16). Part four of "Ascension".
Pieter Sleijpen
13
10-16
CORE
COR8-11
Restoration & Empire
The forces of light have fallen and darkness seems poised to swallow the Bright Lands once again. Karistyne lies dead and the Tower of Sleep has fallen; its lady driven mad and its protective wards sundered. Much that was won by the heroic sacrifice of so many has been lost. A dark light grows in the northeast and rumors of terrible and unimaginably powerful dweomers woken from the deranged dreams of He Who Must Not Awaken spew from the Bright Lands like s poison to weaken the greatest warrior. The machinations of Rary are finally laid clear and at this final time the brave and the true must step forth. A one-round Core adventure set in the Empire of the Bright Lands for characters level 9-15 (APLs 10-14). The concluding part of "Rise of the Ancients" and sequel to both "Blight on Bright Sands" and "Sins of Ages Past."
Creighton Broadhurst
12
10-14
CORE
COR8-12
Foundations
The City of Greyhawk teeters on the edge of revolution. The Directing Oligarchy is in shambles, and the constabulary holds the city together by a thread. As the political rivalry between the Lord Mayor and the High Priest of St. Cuthbert escalates the very future of the Gem of the Flanaess lies in the balance. A one-round Core adventure set in the Free City of Greyhawk for characters level 1-15 (APLs 2-12) and the fourth and final intrigue of "Honor Among Thieves".
Eric Menge
7
2-12
CORE
CORS1-01
Return to the Temple of Elemental Evil I
Evil Never Dies. The folk of the village of Hommlet fear that a new evil might be rising in the nearby temple, once a bastion of a cult dedicated to wicked elementalism.
Monte Cook
1
1
CORE
CORS1-02
Return to the Temple of Elemental Evil II
CORE
CORS2-01
The Fright at Tristor (reissue)
The Fright at Tristov is a Dungeons & Dragons adventure suitable for four Ist-level player characters. Though it can be used as part of an ongoing game campaign, this adventure is designed as an introduction to the RPGA Network's exciting new LIVING GREYHAWK'~ sharedworld campaign. Players and Dungeon Masters interested in the Theocracy of the Pale and the LIVING GREYHAWK campaign are encouraged to consult the LIVING GKEYHAWK Gazetteer, though that reference is by no means necessary to play this adventure. This adventure is playtest-balanced for four lst-level characters. It also accommodates parties of more than four 1st level characters, and parties of 2nd and possibly even 3rd level who do not mind an initial bit of easy going. When the player characters achieve sufficient XP to advance to their next level, allow them to advance during the course of the adventure.
Keith Poker
2
2
CORE
CORS2-02
Isles of Woe
Text to be entered
8
4-12
CORE
CORS3-01
Assault on the Vault
An adventure for characters level 1-8.
Jason Bulmahn
5
1-8
CORE
CORS3-02
Dust of the Dead World
Voices whisper on the winds, and memories lie buried in the eternal dust. Do you dare brave this dead world? PCs must possess one of the following to participate in this adventure: 4 ranks in Knowledge (ether creatures), the Golden Tome of Alcanix, or the Keystone of Kilypsis. A core special adventure for APLs 4 to 12.
Steven Conforti
8
4-12
CORE
CORS3-03
Return to the Ghost Tower of Inverness
Text to be entered
9
2-16
CORE
CORS4-01
Sea of Dust
'Time is the fire in which we burn' - Those words echo in your head as your stare across the endless sea of dust before you. The mighty Suel empire, once admired and feared by all, once stood here. Now the fire that burns has washed it clean and time has buried and forgotten it. Sometimes things best left forgotten do not remain so and things thought long dead and swept away in the fires of time return. The shifting winds and dust has revealed a ruined city deep in the Sea of Dust. Time to grab the shovels and see what lurks beneath the dust. A Core Special scenario for APLs 2-16. This scenario will only be available for play at Winter Fantasy 2004 and select over-seas conventions.
Jason Bulmahn, David Christ, and Craig Hier
9
2-16
CORE
CORS4-02
Here There Be Dragons
A timeless dragon-lore prophecy speaks of an empire of serpents and their worshippers who will threaten even the greatest nations of Oerth. In the frozen world of the obsidian North, the desperate, the ambitious, and the foolhardy eke out a meager existence, all pursuing their own mysterious goals. What impact can a few adventurers have on a cruel and barren land and the wyrms that dwell there? A two-round core special scenario for APLs 2-18
Kevin Lawson, David Lotempio, Rich Marflak, Shawn Merwin, William Muench, and Charles Peacock
10
2-18
CORE
CORS4-03
Castle Greyhawk
For years, the dungeons beneath Castle Greyhawk have been sealed but no longer. Crazed followers of the mad god have disappeared inside, inviting the brave, the greedy, the pure, and the wicked to join them. Your invitation arrived this morning. Do you dare to follow them into the most infamous dungeon in all the Flanaess. This is a special event for characters of any level. The event is divided into two parts, the low is for characters 8th level and lower, while the high is for 9th level and up.
Jason Bulmahn and David Christ
9
9
CORE
CORS4-04
Mad God's Key
2
2
CORE
CORS5-01
The Jungle of Lost Ships
Hundreds of leagues to the east, hidden within the trackless wastes of the Solnor Ocean lies the mythical Jungle of Lost Ships. Thought to be nothing but a legend, proof of this fabled place recently surfaced within the Flanaess. Most startling of all, several of the hulks languishing within this graveyard have been identified as belonging to the legendary Lost Treasure Fleet of the Sea Princes. Will you join one of the expeditions attempting to reach the site? Will you be the first to set foot on vessels thought lost for centuries? A module for APLs 2-16.
Creighton Broadhurst and Pieter Sleijpen
9
2-16
CORE
CORS5-02
Mines of the Eye
Deep below the Abbor-Alz the duergar are stirring. Rumors are rife of a fell compact between the duergar's mysterious leader, a being known only as "Father Eye" and the perfidious Rary, monarch of the Bright Lands. What evil purpose is served by this alliance is unknown, but assuredly it serves some goal in Rary's greater design. The paladin Karistyne has determined that Rary's scheme must be stymied. So the call has gone out for doughty adventurers to eradicate this growing threat.
Creighton Broadhurst and Paul Looby
9
2-16
CORE
CORS5-03
Secrets of Tsojcanth
Stirrings of a dark malevolence in the Yatil Mountains draws the followers of terrible forces to a once-used demesne of Iggwilv, the Witch Queen. At the behest of others, you journey to the Lost Caverns of Tsojcanth to confront the evil that lurks there and unveil its deadly secrets. This adventure is divided up into three levels of play (low level, middle level, high level); each player may only participate in one of them. A challenging special adventure for characters levels 11-17.
Tim Sech
14
11-17
CORE
CORS6-01
The Hanging Glacier
Every twenty years the lands of the Snow Barbarians are inundated by a strange plague of monsters boiling out of the Corusk Mountains. Their Jarls believe these incursions originate from the famed Hanging Glacier of Alisedran but to them the glacier and its surrounds are considered holy and they may not send their warriors there to eradicate this threat. The call has gone out for adventurers brave enough to dare the frozen hell of the mountains to destroy this threat once and for all. A LIVING GREYHAWK one-round Core Special adventure set in the Kingdom of the Schnai for character levels 1-15 (APLs 2-16).
Creighton Broadhurst and Greg Marks
9
2-16
CORE
CORS6-02
Pits of Azak-Zil
An old dwarven mine, buried deep in the Abbor-Alz and infested with undead, holds many treasures. Most prized of these are deposits of precious metals brought by a falling star said to be purer than any other in the Flanaess. Now powerful forces struggle for control of the mines, but with whom will you side? A one-round Core Special adventure set in the Bright Desert and the Abbor-Alz for characters level 9-15 (APLs 10-16). Part eight of "Blight on Bright Sands."
Chris Chesher and Bruce Paris
9
2-16
CORE
CORS6-03
Shadows of the Dread Spiral
A tainted soul seeking redemption draws your attentions to the foreboding Yatil Mountains. Within its hidden recesses lies the Forgotten Temple of Tharizdun, and there, a terrible labor lost in time begins anew, as the veil between worlds grows thin, and a threat more perilous than all others reaches out to touch the other side. This adventure is divided up into two levels of play (low level and high level); each player may only participate in one of them. A challenging special adventure for characters levels 1-15 (APLs 2-16).
Tim Sech
9
2-16
CORE
CORS7-01
The City of Brass: The Burning Mansion
A hero of great renown and her loyal friends have been kidnapped from the Flanaess by a vile efreet Amir and taken to his home in the infamous City of Brass on the Elemental Plane of Fire. Heroes and mercenaries are called upon to liberate those kidnapped before they die a horrible death as slaves of the cruel efreeti. Are you able to face the burning heat of the City of Brass and help a fellow hero? This adventure is divided up into two levels of play (low level and high level); each player may only participate in one of them. A one-round Core Special set in the City of Brass for 1st-15th level characters (APL 2–16).
Koos Gadellaa, Pierre van Rooden and Pieter Sleijpen
9
2-16
CORE
CORS7-02
Rise of the Spider Queen
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 Istivin's shadowed streets speak of the malevolent Spider Queen and her resurgent interest in the sunlit lands of the Flanaess. A one-round core special adventure set in the March of Sterich and the Hellfurnaces for characters level 9-15 (APLs 10-14).
Creighton Broadhurst
12
10-14
CORE
CORS7-03
Into White Plume
Long a place of legend, tales of White Plume Mountain are well known. Once the lair of the infamous wizard, Keraptis, the threat from this mountain was thought laid low decades ago. Now, though, adventurers have uncovered clues that Keraptis remains within the volcano and that another, terrible creature of Evil is seeking a potent artifact that blurs the boundaries between life and death. Divinations reveal that the item rests deep within Keraptis's lair. You have been asked to find the resting place of the crystal skull of Keraptis, hopefully before anyone else can get there. A one-round Core Special adventure set in White Plume Mountain for characters of level 9-15 (APLs 10-14).
Britt Frey and Robert Little
12
10-14
CORE
CORS8-01
Whispers of the Obsidian Citadel
People, objects, and even places seem to be shifting in and out of existence in the Yatil's west of the great city of Mitrik. Chaos seems to be unraveling existence itself and it's spreading. Seers speak of the ‘Door to Perdition' but even the gods themselves seem to be silent on exactly what is happening. Great things are afoot and while nations focus their attention on each other it is up to heroes to find out what is going on before it's to late and all of Oerth burns in the fires perdition forever. This adventure is the 1st part of the final core plot arc for the Living Greyhawk campaign and also concludes the ‘For the Greater Good' series. This adventure is EXTREMELY dangerous and should not be undertaken lightly. True heroes are forged in the glowing hot coals of struggle and true heroes it will take to win through this day. A two-round Core Special adventure set in Veluna and the Yatil Mountains for characters level 5-15 (APLs 6-16).
David Christ
11
6-16
CORE
CORS8-02
Wheels Within Wheels
Iuz's magnum opus of power and deception nears its climax. While the gods quake at the consequences of his possible success, the nations of Oerth fight amongst themselves, unaware of what is truly going on in the abode of evil on Oerth. Choose your allies carefully; the fate of Oerth lies in your hands. Part five and the conclusion of Ascension, the final core plot arc for the Living Greyhawk campaign. A two-round Core Special adventure set in the Free City of Greyhawk, Dorakaa, and realms beyond. For APLs 12 to 18. Best experienced at APLs 14 and 16. APL 18 is not recommended for convention play. This adventure includes untiered encounters.
Britt F. Frey
15
12-18
CORE
CORSP4-02
Dragon Lore Prophecies
This mini-scenario, which supports APLs 2-18, is a lead-in to the Living Greyhawk Special Event CorS4-02 Here There Be Dragons , premiering at Origins 2004 in June. The mini-scenario should be played with Living Greyhawk characters based on the campaign's normal guidelines. However, the characters playing this mini-scenario receive no wealth or experience points (no AR) for playing, nor do any of the consequences of the mini-scenario count toward that character. It should be played for fun, offering some background information, clues, and a hook into the Origins LG special. This mini-scenario and Here There Be Dragons refer to places and events in the LG series "Windows to the Serpent's Soul." It is not required that the players be familiar or play that series, but doing so may add some enjoyment and continuity to the Special and this lead-in.
Kevin Lawson, David LoTempio, Rich Marflak, Shawn Merwin, William Muench, and Charles Peacock
10
2-18
CORE
DMC1-01
Horrors Never Die, Part 1
Resources: Tomb of Horrors [Gary Gygax], Return to the Tomb of Horrors [Bruce R. Cordell], Tome of Magic [Mathew Sernett, Ari Marmell, David Noonan, Robert J. Schwalb], Crypt of Lyzandred the Mad [Sean Reynolds].
Steven Conforti.
18
16-20
Challenges
DMC1-02
Horrors Never Die, Part 2
Resources: Tomb of Horrors [Gary Gygax], Return to the Tomb of Horrors [Bruce R. Cordell], Tome of Magic [Mathew Sernett, Ari Marmell, David Noonan, Robert J. Schwalb], Crypt of Lyzandred the Mad [Sean Reynolds].
Steven Conforti.
19
16-20
Challenges
DMC1-03
Horrors Never Die, Part 3
Resources: Tomb of Horrors [Gary Gygax], Return to the Tomb of Horrors [Bruce R. Cordell], Tome of Magic [Mathew Sernett, Ari Marmell, David Noonan, Robert J. Schwalb], Crypt of Lyzandred the Mad [Sean Reynolds].
Steven Conforti.
18
16-20
Challenges
DMC1-04
Horrors Never Die, Part 4
Resources: Tomb of Horrors [Gary Gygax], Return to the Tomb of Horrors [Bruce R. Cordell], Tome of Magic [Mathew Sernett, Ari Marmell, David Noonan, Robert J. Schwalb], Crypt of Lyzandred the Mad [Sean Reynolds].
Steven Conforti.
18
16-20
Challenges
DMC2-01
Wail of the Banshee, Part 1
A demon lord needs your assistance. What could he tell you that would make you want to offer your help? The balance of power on the Outer Planes may be in your hands. DM'S CHALLENGE 1 is Part One in the four part WAIL OF THE BANSHEE QUEEN Story Arc (2007-2008).
Steven Conforti.
18
16-20
Challenges
DMC2-02
Wail of the Banshee, Part 2
A demon lord needs your assistance. What could he tell you that would make you want to offer your help? The balance of power on the Outer Planes may be in your hands. DM'S CHALLENGE 1 is Part One in the four part WAIL OF THE BANSHEE QUEEN Story Arc (2007-2008).
Steven Conforti.
18
16-20
Challenges
DMC2-03
Wail of the Banshee, Part 3
A demon lord needs your assistance. What could he tell you that would make you want to offer your help? The balance of power on the Outer Planes may be in your hands. DM'S CHALLENGE 1 is Part One in the four part WAIL OF THE BANSHEE QUEEN Story Arc (2007-2008).
Steven Conforti.
18
16-20
Challenges
DUL1-00
Dulstrand Almanac
< GAZETTEER >
DUL2-01
Dies Irae
A mysterious patron has approached the PC's to explore an Ancient Ruin and collect a specific item to return to her. The ruins of Amasis provide the setting for the adventure, and hopefully Role-Playing generated from this simple, Basic Dungeon crawl will open up the Living Greyhawk World's Regional machine.
DD Mullany
6
4-8
Dullstrand
DUL2-02
Mine Is Mine
The Player Characters must engage in discussion with The LOTI-in-Exile Court in order to acquire a copy of the document issued him by Kalag Retnev. They must then make themselves available to The LOTI-in Exile if necessary, and endure certain tasks that the LOTI may assign them to, in order to make their proposals more amenable. They must then investigate Clan Zel's position and take their observations back to the Clan Leadership.
DD Mullany
2
2
Dullstrand
DUL3-01
Trouble with Troll
The Svetlow clan is having a slight problem with a few trolls and is looking for a few good adventurers to find out what is going on.
Martin Jennings
1
1
Dullstrand
DUL4-01
The Gift
A local merchant wishes to offer a gift to his best friend and needs someone to procure and deliver it to Zeltown, nothing easier, right? For APLs 2-8
Martin Jennings and François Uldry
5
2-8
Dullstrand
DUL4-03
Steelhome
A rich, reclusive scholar wishes to leave the hustle and bustle of city life and retire to an isolated estate by the sea. His agent has asked you to investigate the ruins of Steelholme, former stronghold of the pirate Steel Eyes, to see if it would be a good location to build and settle. An adventure for APL's 2-8.
Jimmy B Ellis
5
2-8
Dullstrand
DUL4-04
Here Be Monsters!
A rich, reclusive scholar wishes to leave the hustle and bustle of city life and retire to an isolated estate by the sea. His agent has asked you to investigate the ruins near the coastal village of Earby. But there are strange monsters terrorizing the poor villagers and all is not as it seems. A One Round Regional adventure for APL's 2-8.
Karen Ellis
5
2-8
Dullstrand
DUL5-01
Recipe for Trouble
Dullstrand City is in disarray. A rich merchant is marrying off his daughter. The PCs are hired to ensure that the bride gets what is best for her wedding. An adventure for APL's 2-8 with an optional encounter.
Chris Clark and Chris Anne
5
2-8
Dullstrand
DUL5-02
Treasure Hunt
You are enlisted by the Pilots of Dullstrand to do a salvage job for them, on a recent shipwreck just off the coast. There's plenty of treasure for you and your friends. All the Pilots want is a certain chest. How hard could that be? For APLs 2-10.
Karen Ellis
6
2-10
Dullstrand
DUL6-01
A Voice in the Oerth
The renovations of the abandoned fort Steelholme seemed well on their way, with its past of brigands, banditry, and spooks behind it. However, other unseen forces are at work unearthing strange monstrosities into the harsh light of the day. Can you determine what plagues the simple rebuilding of a coastal fort before it is too late? A two-round Dullstrand regional adventure for APLs 4-12. Part one of the two-part "Rage of the Pirate King" series. It is strongly recommended, but not required, that characters have played the module DUL 4-03 "Steelholme" prior to participating in this adventure.
Andrew Lotz
8
4-12
Dullstrand
DUL7-01
The Sea Devils
Raids from the sea plague the coastal towns, when sahuagin seek control of the coastal waters. For the Masters of Dullstrand, a safe haven is of prime importance. To secure the seafaring trade, sacrifices have to be made. But are the devils of the deep really interested to talk? A one-round regional adventure set in the Dullstrand for characters level 5-14 (APLs 6-12). Note: The Dullstrand and Sunndi version are exactly the same. Only one can be played.
Pierre van Rooden
9
6-12
Dullstrand
DUL7-02
A New Threat
With all Sunndi's attention focused on the Wastrian war in the south, invaders from the north have exploited an opportunity. A one-round Sunndi region adventure set in County of Ralsond and Hestmark Highlands for characters level 1-15 (APLs 2-12). Tied together with DUL7-01/SND7-03 Sea Devils. Note: The Dullstrand and Sunndi version are exactly the same. Only one can be played per player.
Dan Hass
7
2-12
Dullstrand
DUL7-03
Siren's Rock
The Dullstrand Pilot's Guild is concerned about fishermen disapearing in the vicinity of the small village of Earby. Are bad weather and bad luck responsible? Are the fabled sirens responsible? Or is there something more evil at work? A two-round regional adventure set in the Dullstrand for characters level 4-14 (APLs 6-12).
Chistopher Clark
9
6-12
Dullstrand
DYV-00
Dyvers Gazetteer
< GAZETTEER >
DYV1-01
Dine and Dash
Vicious murdering robbers plague the roads outside Dyvers. Are the murderers just wild animals as some priests suggest or is something more sinister involved? A scenario for characters levels 1-6.
Eric Price
4
1-6
Dyvers
DYV1-02
Dish Best Served Cold
Dyvers has an underbelly that moves to its own rhythm. Only adventures quick on their feet and careful with their sword-arm can meet its challenges and live another day. Are you shrewd enough to thrive the City of Sails? And adventure for characters levels 1-6.
Mick Hitch
4
1-6
Dyvers
DYV1-03
Wrong Place at the Wrong Time
Part I of the Gnarley Adventures Series. The Rangers of the Gnarley Forest have closed the Great Forest Road south of Dyvers, and the city is in an uproar. With such potential loss in trade to the city, merchants are hiring investigators to see what can be done. You have been summoned to the Jolly Ogre Tavern for just such an opportunity. An adventure for characters levels 1-6.
Andrew VanHooreweghe
4
1-6
Dyvers
DYV1-04
Fair Play
A rumor has filtered through Dyvers, possibly concerning the whereabouts of an artifact sacred to the temple of Zilchus. The church of Zilchus in Dyvers, the Holy Partners of the Golden Coin, would certainly be grateful for the return of an artifact of the faith. There is, however, the little matter of some competition from the rival city of Greyhawk. An adventure for characters levels 1-6.
Daniel Vitti
4
1-6
Dyvers
DYV1-05
Setting the Stage
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4
1-6
Dyvers
DYV1-06
Bunny Go Down the Hole
Text to be entered
5
1-8
Dyvers
DYV1-07
Corsairs
Text to be entered
5
1-8
Dyvers
DYV1-08
Blinded by the Darkness
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4
1-6
Dyvers
DYV1-09
Bragging Rights
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4
1-6
Dyvers
DYV1-10
The Power of Gold
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5
1-8
Dyvers
DYV2-01
Strike!
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5
1-8
Dyvers
DYV2-02
Everyman's Dream
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5
1-8
Dyvers
DYV2-03
Out of the Blue
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5
1-8
Dyvers
DYV2-04
Eloped!
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7
3-10
Dyvers
DYV2-05
The King of Box Town
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5
1-8
Dyvers
DYV2-06
A Crime of Faith
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6
1-10
Dyvers
DYV2-07
Will You Be Mine?
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6
1-10
Dyvers
DYV2-08
Hard Evidence
A crime most foul has been committed in our fair city. The constabulary is on the scene of course but with the way they've been spread thin over the past few weeks they can only do so much. Perhaps this is the time for true heroes to step in and offer help in the city's time of need. An adventure for APLs' 2-10.
Phil Thompson
6
2-10
Dyvers
DYV3-01
Feather, Feather, Where is the Feather?
Murder has disturbed the characters while they are passing through the lovely Halfling village of Banebridge. The town's marshal is away in Dyvers on business, and won't be back for days. Are the intrepid heroes up to the task of finding the perpetrator? And adventure for characters 1 – 8.
Andy Morrical
5
1-8
Dyvers
DYV3-02
Funeral for a Friend
The city mourns the passing of Shenree Cale, one of its kindest benefactors. When she is about to be laid to eternal rest the body turns up missing! Can you and a handful of friends find out what is going on? There are those that would see you fail if they have their way. An Adventure for Characters levels 1-10th level.
Phil Thompson
6
1-10
Dyvers
DYV3-03
Tickling the Tail of the Dragon
The job was simple: Deliver a cargo from Dyvers to Maraven. In the desperate days of Dyvers, banditry may not be the only crime threatening the City of Sails. An adventure for APLs 2 through 10.
Kevin Elmore
6
2-10
Dyvers
DYV3-04
Splintered Timbers
Efforts to rebuild the city after the fire are in high gear, and almost everyone in Dyvers is doing their part. After the Gnarley Rangers grudgingly allow increased tree cutting, one carpenter seeks adventurers to escort him into the Gnarley Forest. Are you ready to do your part to help the city in its hour of need? An adventure for characters level 1- 10
Matt Maddy
6
1-10
Dyvers
DYV3-06
One for Those Long Gone
Life is always busy in the city of sails. Now that things have settled down some of the dock district reconstruction is in full swing. Any day now life should return to normal, the homeless settled and again back among the working class. Maybe now you can relax and take it easy for a while? An adventure for 1st to 12th level characters.
Phil Thompson
7
1-12
Dyvers
DYV3-07
Dock Work
The sounds of construction are everywhere in the city, but nowhere are they more deafening than the dock district. Still, it is an awesome sight to behold a construction job this large. With all the populace united in this work effort, what could possibly go wrong? An adventure for characters level 1-12.
Matt Maddy
7
1-12
Dyvers
DYV3-08
A Cure for What Ails Thee
A request for aid comes from a strange source, one that doesn't know why he's asking for aid. Will you help him out? Part 1 of the Hidden Treasures Saga. An adventure for APLs 2-12
James Poppe
7
2-12
Dyvers
DYV3-09
Exile
The signal fire has gone out on Merroc's Rock, hampering shipping traffic into Dyvers. The PC's are sent to investigate and to restore the beacon before disaster strikes. An adventure for characters level 2-12.
Mason Mines
7
2-12
Dyvers
DYV3int-01
Zendrelda's Tower
With the reopening of the Leardyn copper mine, Lord Enruhl seeks to negotiate a safe haven for ingots shipped from the Kron; an overnight way-stop in the caravan commons of Zendrelda's tower.
Mason Mines
1
1
Dyvers
DYV3int-02
High Stakes
A Dyvers spy has reported that the Blade of Chaos, stolen eighteen years ago from the Dyvers temple of Norebo, has returned to the City. Anyone who retrieves this lost artifact of chaos can expect great fortune from the God of Gambles. All of your skills and luck will be on the line, because the criminal bosses of Dyvers' gritty underworld would love to have the Blade, and they are stacking the deck against you. Note: Lawful characters will reduce the party's chances of success in this adventure. It furthers the cause of chaos, and success requires some unlawful activities. An introductory adventure for level one characters.
Derrek Burrows
1
1
Dyvers
DYV4-01
Legacy of Elemental Evil
Pri Tiu-cxi Lingvo... The Mandragore has its eye upon Dyvers. Will you be able to root out the source of an old evil thought long vanquished? An adventure for APLs 4-12.
Mason Mines
8
4-12
Dyvers
DYV4-02
Basement Cleaning
The new Shrine of Kord in the City of Sails was built on the site of a business that burned to the ground with its owner still in it. While cleaning out the old basement storage area, two workers have disappeared. Are the rumors that the land is haunted true? Are you brave enough to find out? An adventure for APLs 2-12.
Michael W. Born
7
2-12
Dyvers
DYV4-03
Urban Renewal
The damage has been repaired to the Dock District and the Magister has asked several adventurers to speak at the ribbon-cutting ceremony. Not only were you one of those chosen, but you've also been invited to another engagement on the same day! It looks like Dyvers is back to business as usual…or is it? An Adventure for APLs 2-12.
Mason Mines
7
2-12
Dyvers
DYV4-04
A Dream Given Form
At night, your dreams whisper of a dark deed that will soon come to pass deep in the Gnarley Forest. Only those adventurer's brave enough to delve deep into the Gnarley Forest need to respond. This is the final chapter in the Gnarley Adventure series. An outdoor adventure for APLS 4-12.
Brad Gardner
8
4-12
Dyvers
DYV4-05
Tiptoeing Among Dragons
The Maraven constabulary is ready to extradite an abominable criminal to the justice system of Dyvers. You have been asked to escort the lawbreaker for his own protection. An adventure for APLs 2 through 12. Part 2 of The Most Despicable Evil series and sequel to DYV3-3 Tickling the Tail of the Dragon.
Kevin Elmore
7
2-12
Dyvers
DYV4-06
A House Divided
Tales of the Gnarley Dragon in the Ehlenwood fief have begun to surface just days before a member of a minor gentry house is lost while enroute to the Gnarley Forest for a hunting expedition. Was this the work of bandits? Has the Gnarley Dragon developed a taste for the finer things in life? Or is there a more sinister plot beginning to unfold? Part one of the Machinations Saga. An adventure for APLs 4-12.
Andy and Jenn McCullough
8
4-12
Dyvers
DYV4-07
Tides of Tambrosh
Crime is up, and the poor have become restless. It seems like trouble will never leave the City of Sails alone. A trio of representatives offers a decent breakfast at the Sword and Tankard, seeking your assistance in solving a dilemma that plagues them. Part 2 of the Hidden Treasures Saga. It is strongly recommended that players have played DYV3-08 "A Cure for What Ails Ye" prior to this event. An adventure for APLs 2-12.
James Poppe
7
2-12
Dyvers
DYV4-08
Linchpin
While enjoying a quiet day in Dyvers, you receive an oblique invitation to a secret meeting with the guildmaster of the Dweomercrafter's Guild. As you look at the imposing towers of the guild looming over the walls surrounding the royal district, you have to wonder: what manner of subterfuge are you getting involved in? A pivotal module to the future of Dyvers for APLs 10-16.
Joseph L. Selby and Matt Maddy
13
10-16
Dyvers
DYV4int-01
The Trade
Gnarley spider silk is all the rage amongst the fashionable and well to do in the city of sails and commands a high price. Will the players brave the fabled elven city of Locdrathnaii to obtain it?
Mason Mines
1
1
Dyvers
DYV4int-02
City of Sales
In a city where the largest temples are the merchant gods Zilchus and Xerbo, it seems like everyone has something to sell, some angle, or some scheme. There are times, though, when skilled adventurers find someone with a worthy cause. Typically that person is just a better salesman than most. A Dyers introductory adventure for first level characters only.
Joseph L. Selby
1
1
Dyvers
DYV4int-03
Lion of Westguard
The Knight Commander of Westguard requests the assistance of able adventurers to solve the recent abductions from Low Town. Interested parties are requested to seek an audience at the Keep. A Dyvers introductory adventure for 1st-level characters
Derrek Burrows, Tom Christy, and Mason Mines
1
1
Dyvers
DYV5-01
Setting in the West
The lost parts of the Niadeen Codex have been recovered. Adventurers and mercenaries are summoned to escort the fragment of the ancient book to the Keep at Westguard and to guard the ceremony where a new leader will take on the mantle of the Hierarch of the Ring of Steel. Meanwhile, enemies gather from across the Flanaess to prevent the transfer of power. This adventure is the finale of the Ring of Steel series. An adventure for character levels 1 to 14. (APLs 2 to 12).
Derrek Burrows, Tom Christy, and Mason Mines
7
2-12
Dyvers
DYV5-02
Rising in the East
Six years ago Her Excellency Larissa Hunter, Magister of Dyvers, appointed the Seffren and Herall families to the easternmost fiefs in the Free Lands of Dyvers as a reward for their loyalty. Greyhawk City would no longer be able to subvert Dyvers gentry for their own machinations. But the magister is gone now…. A Dyvers regional adventure for character levels 1 to 14. (APLs 2 to 12)
Joseph L. Selby
7
2-12
Dyvers
DYV5-03
Dining With The Dragon
With civic tensions skyrocketing and accusations of slave traffic increasing, Lord Darian Kesser calls together the entire Gentry Council at a banquet in his city manor. Those people who wish to bring Kesser's dark activities to light ask you to take advantage of his divided attention and infiltrate his manor so that the truth may be revealed. A time-sensitive adventure for character levels 1 to 14. (APLs 2 to 12). Part 3 of The Most Despicable Evil series.
Kevin Elmore
7
2-12
Dyvers
DYV5-04
No More!
No magister. No government. No peace. No hope. No Dyvers. Not any more. The City of Sails stands on the precipice. The only thing keeping it from being lost to history…is you. A Dyvers regional adventure for character levels 1 to 14. (APLs 2 to 12).
Joseph L. Selby
7
2-12
Dyvers
DYV5-05
Riposte
As foreign troops once again enter the city, the announcement spreads like wildfire. All able and willing volunteers are to report to the docks immediately. The entirety of the Free Army, Free Marines, and Navy has been activated. The largest Dyversian military force ever assembled crosses the Nyr Dyv to the Empire of Iuz as the City of Sails goes to war. A Dyvers regional adventure for character levels 1 to 14. (APLs 2 to 12)
Joseph L. Selby
7
2-12
Dyvers
DYV5-06
Matters of the Heart
As the siege against the forces of Iuz rages, the Gentry Council approaches you with a request. The demon-cambion Kurault has been located. You are asked to cross the border into the Empire of Iuz to exact justice. A Dyvers regional adventure for characters levels 10 to 18. (APLs 12 to 18). Rogues and Rangers will excel in this adventure.
Joseph L. Selby
15
12-18
Dyvers
DYV5-07
End of the Line
Reward the faithful. Punish the wicked. Reciprocity in the Free Lands. An adventure for character levels 1 to 14. (APLs 2 to 12). It is strongly recommended that players first participate in Dyv5-01, Dyv5-02, Dyv5-03, and Dyv5-04.
Joseph L. Selby
7
2-12
Dyvers
DYV5-08
Casualties of War
With success against the Empire of Iuz, the return of the Dyversian armada, and the reestablishment of the Gentry Council, Dyvers finally has time to rest and take account of the past year. With so many great deeds, did anything fall through the cracks? Or worse, anyone? A Dyvers regional adventure for character levels 1 to 14 (APLs 2 to 12) and denouement of the Dyvers 5-year story arc. This adventure follows the events of Dyv5-01 through Dyv5-07.
Joseph L. Selby
7
2-12
Dyvers
DYV5-09
What Know You of Peace
For the first time in four years, all three trade routes—the Velverdyva, the Nyr Dyv, and the Gnarley Road—are open and unobstructed. Merchants return en masse and Dyvers remembers that it is a mercantile city, not a warrior state. Can there be peace at last? An adventure set in the Gnarley Forest and the prelude to The Gnarley Threat, a new Dyvers regional story arc, for character levels 1 to 14. (APLs 2 to 12).
Joseph L. Selby
7
2-12
Dyvers
DYV5int-01
Maraven Inn
With the docks restored, ship traffic to Dyvers is increasing, taking more of the Navy's resources. Slavers are taking advantage of the lessened patrols, raiding merchant ships near Eastgate Island. A Dyvers introductory adventure for first level characters.
Joseph L. Selby
1
1
Dyvers
DYV5int-02
A House, A Door, A Dilemma
The city of sales, the city of opportunity, but only it seems so if you're already experienced or know someone. Unfortunately, without knowing someone or being experienced already there are few opportunities for the would-be adventurer. Perhaps today will be different. A Dyvers Introductory adventure for first-level characters.
Eric Paul Price
1
1
Dyvers
DYV5int-03
Nature's Child
An ally from the Gnarley Forest has asked for the temple of Obad-hai's blessing upon his child, and they need someone to chaperone the child from the forest back to the temple. A short trip through the Gnarley to escort the child to Obadhai's temple can't be too difficult for a group of adventurers can it? A Dyvers introductory adventure for 1st-level characters.
Eddie Montague Jr.
1
1
Dyvers
DYV5int-04
Exoneration
It is not unheard of for adventurers to be hired to retrieve an item from the sewers under the city of sails. It is a little unusual when the Dyvers Sewer Patrol needs a group of daring adventurers to enter the dangerous tunnels. An introductory module for 1st-level characters.
Kevin and Crystal Elmore
1
1
Dyvers
DYV5i-05
Old Debts of Old Wicked
Dyvers
DYV5i-06
The Riddle of Bainbridge Manor
Tragedy in Bainbridge. Can you help the sun shine down on this once benevolent village? A Dyvers interactive adventure for APLs 2-16.
Sean Kliethermes
9
2-16
Dyvers
DYV6-01
Festival of the Blood Moon
The City of Sails swells with merchants from around the Flanaess. Dyvers is abuzz with news from the Gnarley. Free Army scouts camp near the village of Tricaster, and a festival is planned to celebrate its annexation. A request from a troubled quartermaster gives you good reason to travel, but perils lay in wait. Beginning of "the Gnarley Threat" set in the village of Tricaster. A Dyvers regional adventure for APLs 2-12 for character levels 1 to 14. (APLs 2 to 12)
David Blackwell
7
2-12
Dyvers
DYV6-02
Into the Dragon's Maw
The Dyvers Anti-Slavery League is close to discovering the location of a slaver cell in the area. The DASL needs the PCs' help in uncovering this information. Once they know where the slavers are headquartered, an intrepid strike force needs to defeat the leader and free the slaves. The fourth and final part of the Most Despicable Evil series, a two-round adventure for character levels 1 to 14 (APLs 2-12). This adventure follows the events of Dyv5-03 Dining with the Dragon . In service of the greater good, laws will be broken in this adventure.
Kevin Elmore with Andy Terrill and Crystal Elmore
7
2-12
Dyvers
DYV6-03
Forevergreen
Located so near the growing menace, the orc horde has turned its attention on Lockswell Manor. With the annexation of the Gnarley and the expansion of the Dyvers border, the question now becomes, who is responsible for the manor's safety. Both Dyvers and Greyhawk appear to lay claim to the land, a spark that could start a blaze. A Dyvers regional adventure of diplomacy and opportunism and a stage in The Gnarley Threat for character levels 1 to 14 (APLs 2-12).
Joseph L. Selby
7
2-12
Dyvers
DYV6-04
The Dyvisive Deep
Six weeks ago, a group of wide-eyed sailors was fished out of the Nyr Dyv telling tales of terrible beasts of the lake rising up and rending their ship to splinters. Since then, more sailors have been fished from the lake with equally fantastic tales, some even claiming the lake itself was striking against them. It is no surprise then when Guildmaster Nathas of the Dyvers Adventurer's Guild posts a job for a group of adventurers to guard a ship bound for Safeton. The only questions are whether the lake really does have a mind of its own, and if so, are you brave (or greedy) enough to confront it? A Dyvers waterborne regional adventure and part two of the Machinations Saga for APLs 2-12. Membership in the Dyvers Adventurer's Guild is highly recommended.
Andy McCullough
7
2-12
Dyvers
DYV6-05
Black as Night
Dyvers involvement with the Empire of the Old One has caused many waves in the City of Sails. A mysterious relic recently found its way back to the City of Sails. Forces now converge with you in the middle. A one-round regional adventure set in Dyvers with particular interest for characters from the Iuz Border States for characters level 8 -15 (APLs 10-16).
Michael Mockus
13
10-16
Dyvers
DYV6-06
Walpurgis: The Dark Night
The Blood Moon heralded the coming of great evil and the Dark Night has arrived. The ever-increasing numbers of the orc horde threaten to overwhelm the Free Army and plunge the city of sails into permanent nightmare. Winter is born, the Dragon awakes, and Death walks anew. A Dyvers regional adventure of graphic horror set in the village of Tricaster and a stage in The Gnarley Threat for APLs 2-12. This event occurs after VTF6-05 Autumn and concurrently with VTF6- 06 The Earth Dragon Cometh and contains untiered encounters.
Joseph L. Selby
7
2-12
Dyvers
DYV6-07
Knave of Box Town
The war with Blackthorn has taken a turn for the worse, but that has not slowed the myriad machinations in the city of sails from continuing forward. Lord Grandhearth would reward those adventurers that saved his daughter, while word of Colonel Dolorrak's kidnapped niece has surfaced. Word on the street is that there is a new king of Box Town, the Circle of Crimson Stone is holding public death matches, and worse, the Jackyll has supposedly returned to Dyvers. A continuation of Dyv2-05 King of Box Town and Dyv5-08 Casualties of War and the conclusion to the Hidden Treasures Trilogy (Dyv3-08 A Cure for What Ails Ye and Dyv4-07 Tides of Tambrosh). An investigatory regional adventure of charity or cruelty set in the Free and Independent City of Dyvers for APLs 2-12. This adventure is not recommended for tables where three or more PCs have the "Disfavor of House Grandhearth" from Dyv5-08 Casualties of War.
Joseph L. Selby
7
2-12
Dyvers
DYV6-08
In Search of Blackthorn
Blackthorn Discovered! These two words have set the city ablaze. Merchant prepare to flee the city, warriors sharpen their sword and the commoners wait in fear and apprehension. Now, in a city where information in bought and sold alongside silk, the race is on to discover more about the humanoid activity there. It is strongly recommended you play VTF6-06 The Earth Dragon Cometh before this event. A one-round regional adventure set in Dyvers for PCs level 1-15 (APLs 2-12).
Eric Price
7
2-12
Dyvers
DYV6int-01
Profits from Beneath the waves
A ship has been lost on the river. A journey into the Gnarley Forest is dangerous enough, but with orcs seen prowling the woods, adventurers must be wary at all times. Adventurers need to be hired to help recover the cargo before all is lost forever, beneath the waves of the Nyr Dyv. Make it through the woods, brave the river, and bring the cargo back to Dyvers and you will be rewarded
Eddie Montague Jr.
1
1
Dyvers
DYV6int-02
Darkwood
Tricaster is growing! Once a small town in the wood it has grown into a bustling town of grand houses and businesses. There is earth to till and cattle to raise. Shopkeepers make a trade, and schools of different vocations are being raised. Yet, it is still a town in the wood, a dangerous wood known as The Gnarley, with the Pomarj are waiting in the shadows. A cinematic one-round Dyvers Introductory adventure set in Tricaster for first level characters.
Brandon Dowell
1
1
Dyvers
DYV6int-03
A sailor's life for me
Your teacher has said you are ready. It's time to make your own way in the world. The sun is shining, and the waters of the Nyr Dyv beckon as the bustle of Dyvers surrounds you. All you need now is a job. A one-round introductory adventure set in Dyvers for first-level characters
Bob Lauderdale
1
1
Dyvers
DYV6int-04
Last Laugh
The Jolly Ogre – a popular tavern near the south gate of the Free City, and a great place for budding adventurers to find work. What if the work found them though? Would they be curious enough to investigate, and even more important, who would get the last laugh? A Dyvers Introductory adventure for first-level characters.
Eric Price
1
1
Dyvers
DYV7-01
Vanguard
The threat of Blackthorn continues to grow and work for adventures is not hard to come by at prices that are most agreeable. For some reason, a desperate plea, from a small village has gotten your attention. A halfling leader seeks your aid in finding several missing children in the village. A one-round Dyvers Regional adventure set in the Free Lands of Dyvers, town of Banebridge, for characters level 1-15 (APLs 2-12). A stage of The Gnarley Threat.
Kevin Elmore
7
2-12
Dyvers
DYV7-02
Chain of Lies
In response to a growing demand for fighters in the Circle of Crimson Stone, there has been an alarming increase in the number of indentured servants being thrust into the fighting ring. Some believe that not all these indentured servants were legally obtained. You have been asked to conduct an undercover investigation. A one-round Dyvers regional adventure for characters level 1-14 (APLs 2-12). This adventure is not recommended for PCs that rely heavily on magical or other material items.
Michael Born
7
2-12
Dyvers
DYV7-03
Dyvisions
Trade through the Gnarley Forest has been reduced to a trickle, the Nyr Dyv poses a mysterious threat to the shipping lanes, and a rogue element rises in the west, surging in strength under the cry, "Achos 'r chrau chan Beryn."A request for aid comes from three directions: one unknown, one unlikely, and the other unwanted. Can the adventurers end the divisions, or will more Divisions be required to end the unrest in the west? A one-round Dyvers Regional adventure set in the Westlands for characters level 1-14 (APLs 2-12). Part 3 of The Machinations Saga
Andy McCullough
7
2-12
Dyvers
DYV7-04
Throw Open the Gates of Heaven
Asyth Zomawyn has returned to Dyvers claiming that he has discovered the cure to his father's ailment. The ritual is complex in both composition and application. While he begins the ceremony, he asks that capable adventurers travel to the war-ravaged southern Gnarley and retrieve a component to his spell. A continuation of Dyv6-06 Walpurgis: The Dark Night and a prelude to DyvINT7-02 In Defense of Tricaster. A Dyvers regional adventure set in the village of Tricaster and a stage in the Gnarley Threat for characters level 1-14 (APLs 2-12)
Joseph L. Selby
7
2-12
Dyvers
DYV7-05
The Angry Wood
The forces of Blackthorn move to the west, threatening to cut Dyvers off from its allies, and calls for assistance go out. A one-round Dyvers Regional adventure set in the Free Lands of Dyvers, in the hamlet of Jonas' Landing, for characters level 1-15 (APLs 2-12). A stage of the Gnarley Threat.
Eric Price
7
2-12
Dyvers
DYV7-06
Siggoran's Gambit
Over the last few years, waves of misfortune have befallen the heads of House Siggoran - assassinations, a baffling illness and now embezzlement and outright thievery. But the current Lady Siggoran has had enough, and she's looking for some skilled adventurers who can help her even the score. A one-round Dyvers Regional adventure set in the Free Lands of Dyvers in the City of Dyvers, on the Nyr Dyv, for characters level 1-15 (APLs 2-12). Recommended for PCs who don't mind skirting the edges of the law.
Sean Kliethermes
7
2-12
Dyvers
DYV7-07
The Dyvide
Helsim Lord Grift has ordered the evacuation of the Ehlenwood, and refugees are pouring into the Free City seeking protection from the relentless advancing horde of the Pomarj through the Gnarley Forest. Shandara Grift, Lord Grift's eldest daughter, has embarked on a quest of redemption to right her wrongs in the sacking of Tricaster. Rumors of her demise abound, but now word comes that she is in need of aid deep in the Gnarley Forest. Are you willing to risk the dangers of the Gnarley Forest to aid one who has failed the City of Sails in the past? A one-round Dyvers Regional adventure set in the Ehlenwood fief of the Gnarley Forest for characters level 4-14 (APLs 6-12). Part 4 of The Machinations Saga. Possession of the Learyn Tome from DYV6-04 Dyvisive Deep is not required but is highly recommended.
Andy McCullough
9
6-12
Dyvers
DYV7-08
Crow's Nest
From high on their shadowy perch, cloaked figures scan the Dyvers dock district. Below, a small group of revelers stumble through the dark night, taking a wrong turn into an even darker alley. You have a chance to save them but will the reward be worth it? A one-round Dyvers Regional adventure set in the Free Lands of Dyvers, in the City of Dyvers, for characters level 1-15 (APLs 2-12).
Thomas G. Christy
7
2-12
Dyvers
DYV7-09
Darkness Cometh
The City of Dyvers, once booming with economic prosperity, now languishes with poverty and overcrowding. Refugees flood in from the Free Lands, seeking shelter from the encroaching orc horde. The populace cries for Magister Hunter to protect them. The Gentry Council is less confident in her ability to withstand the invasion and seeks any method or ally to protect the city. A one-round Dyvers Regional adventure set in the Free Lands of Dyvers, for characters level 4-15 (APLs 6-16). A stage of the Gnarley Threat.
Michael Mockus
11
6-16
Dyvers
DYV8-01
A Small Problem
What a nice, quiet night. Then you hear the scream and grab your gear, because somehow you know this is going to ruin your evening. A one-round Dyvers Regional adventure set in the Free Lands of Dyvers, in the City of Dyvers for characters level 1-15 (APLs 2-12)
Andrew VanHooreweghe
7
2-12
Dyvers
DYV8-02
Broken Circle
A simple job escorting a merchant from Maraven to Dyvers turns into an investigation of the Circle of Crimson Stone at the highest levels. Can you find out if the Circle has finally stepped over line they have been skirting for so long and, if so, can you put a stop to it in time? A one-round Dyvers regional adventure for characters level 4-15 (APLs 6-12). This is the sequel to DYV7-02 Chain of Lies.
Michael Born
9
6-12
Dyvers
DYV8-03
Wake the Dead
The ambition of Turrosh Mak is not the only evil threatening the City of Sails. Another malignant force focuses its attention on the destruction of Dyvers. An unlikely request comes from one of the more controversial figures in Dyvers; the temple of Nerull needs your help in stopping an even greater evil. Warning: This adventure contains at least one untiered encounter. A one-round Dyvers Regional adventure set in the Free Lands of Dyvers, in Dyvers, for characters level 6-15 (APLs 8-14).
Kevin Elmore
11
8-14
Dyvers
DYV8-04
Gleaning the Cubes
The armies of Blackthorn march toward the city. It is foretold that they will infiltrate Dyvers through the sewers. Only members of the constabulary and the Dyvers Vermin & Pest Contractors may lawfully enter, but gelatinous cubes, wererats, a stone golem, and a lich all call the sewers home. Things are afoot—underfoot. A Dyvers regional adventure of investigation and dungeoneering set in the City of Dyvers for characters level 1-15 (APLs 2-12).
Joseph L. Selby
7
2-12
Dyvers
DYV8-05
Dyvinity
Molaho Khem: within his burgeoning faith, there are two very different branches in Dyvers. The Followers of the Cracked Shield are devoted to protecting the city, while the Servants of Glory are devoted to destroying the city's enemies. Each branch considers the tenets of the other to be heresy, and so it is strange to have in your hand a letter from the Emissary of Molaho Khem, the pragmatic gnome and Servant of Glory, asking you to join him in meeting Bojan Starsinger, the Hand of Molaho Khem, Defender of Tricaster and Follower of the Cracked Shield. Is the consolidation of the Molaho Khem cults at hand? Or is this a sign of something greater? Perhaps the Hero god himself has brought about the oncoming slaughter to either search for another hero that will rise in Dyvers defense, or simply to view the carnage of battle. A one-round Dyvers regional adventure for APL's 6-12, and the conclusion of the Machinations Saga.
Andy McCullough
9
6-12
Dyvers
DYV8-06
Plain Facts
Robert Lord Navoy leads his Free Army contingent across the Meadowlands in open war against Blackthorn. The city sits behind her walls in roiling terror. The city needs facts of what it is to face. What can you discover? A one-round Dyvers regional adventure set in the Free Lands of Dyvers for characters level 1-15 (APLs 2-12). The penultimate adventure of the Gnarley Threat, leading directly into DYVINT8-01 The End.
Michael Mockus
7
2-12
Dyvers
EKB0-00
Le Cor d'Irian
Stephen Baker
7
2-12
Ekbir
EKB2-01
La Légende de Glendaloch
Ekbir
EKB2-01M
Assassins!
Ekbir
EKB2-02
Les Griffes du Morskmogil
Ekbir
EKB2-03
Un Parfum de Rose
Ekbir
EKB3-01
Piégés d'avance
Ekbir
EKB3-01M
L'Appel du Bassin (originally EKBS3-02)
Ekbir
EKB3-01S
Le Complot (Les Hautes-Eaux)
Ekbir
EKB3-02M
La Tour d'Atios
Ekbir
EKB3-03
Consumé par son Amour
Ekbir
EKB3-03M
Raid sur Talbeyir
Ekbir
EKB3-04
Les Ombres d'Abn Toubkal
Ekbir
EKB4-01
Le Fugitif
Ekbir
EKB4-01M
Reconnaissance sous-marine à Atios
Ekbir
EKB4-02
Pour une Poignée d'Etoiles
Ekbir
EKB4-02M
Le Roi des Tritons
Ekbir
EKB4-03
Les Tours Naissantes
Ekbir
EKB4-04
Le Retour de Zuoken
Ekbir
EKB5-01
Dans l'Ombre de la Haine
Ekbir
EKB5-01I
Grand Sourire, Grande Guele
Ekbir
EKB5-01M
Les Maitres des Squales
Ekbir
EKB5-02
Le Chant du Tocsin
Ekbir
EKB5-02I
Et pour quelques coupes de plus
Ekbir
EKB5-03
La Proie pour l'Ombre
Ekbir
EKB5-03I
La Légende de Glendaloch
Ekbir
EKB5-04
Retour à Castel Ashir
Ekbir
EKB5-05
La Mission Tusmane
Ekbir
EKB5-06
La Mission Ekbirienne
Ekbir
EKB5-07
Un Fil la Patte
Ekbir
EKB5-08
En Etat De Grace
Ekbir
EKB6-01
Une Bouteille à la Mer
Ekbir
EKB6-01I
L'Escorte
Ekbir
EKB6-01S
Le Défi du Prince
Ekbir
EKB6-01X
Les Poèmes de
Ekbir
EKB6-02
Le Cadeau d'Al'Zarad
Ekbir
EKB6-02M
Le Monastère de Glendaloch
Ekbir
EKB6-03
Le Secret du Chevalier noir
Ekbir
EKB6-03S
Les Larmes des Anges
Ekbir
EKB6-04
Une Lumière dans la Nuit
Ekbir
EKB6-05
L'île du Sang
Ekbir
EKB6-06
Infestation
Ekbir
EKB6-07
Force et Honneur
Ekbir
EKB7-01
Les Profundes de Rocfaille
Ekbir
EKB7-01S
L'Exode de Murenshi
Ekbir
EKB7-02
Ames Perdues
Ekbir
EKB7-02S
Le Choc des Titans
Ekbir
EKB7-03
Dans les griffes du Tigre
Ekbir
EKB7-04
L'Héritage
Ekbir
EKB8-01
La Relique
Ekbir
EKB8-01S
Mélodie en Sous-sol
Ekbir
EKB8-02
En Terre Ennemie
Ekbir
ESA2-02
Legacy of Madness
From once-proud Rauxes rises a dark legacy gifted to Ahlissa by Ivid himself. A missing peasant girl last seen in the dreary village of Barllich draws our heroes into the machinatio ns of one whose vengeance is eternal. Ahlissa's fate hangs in the balance by the banks of the Arisum, awaiting Istus knows what…
Creighton Broadhurst
6
2-10
Metaregion V: Splintered Sun
ESA3-01
Stonecunning
Six years ago, the home of Valthen Stoneheart in the Iron Hills was razed by a small band of invaders; little has since been heard or seen in the region of his lair… Now, a ship of the Scarlet Sign has been spotted near the Azure Coast. What has peaked the interest of the Brotherhood? And what will be the consequences for the Iron League? It's for the heroes to find out… without getting caught! A Meta-regional module for APLs 2-8.
Pierre van Rooden
5
2-8
Metaregion V: Splintered Sun
ESA3-04
The Glory of Times Past
A troupe of travelling entertainers comes to the city of Innspa, preparing to re-enact some of the most important battles in Aerdy history in a thrilling spectacle. But someone among their number seems to be hunted by deadly assassins... A Meta-Regional for APLs 2-8.
Rainer Nagel
5
2-8
Metaregion V: Splintered Sun
ESA6-01
A Knife's Edge
The treaty of Nonzfyr holds promise of much needed peace between Sunndi and Ahlissa, but a piece of paper is only worth as much as the people that enforce its contents. Tensions run high, and trust low. Is a murder in the Hollow Highlands the spark that burns the agreement to a crisp, or do calmer minds prevail? Sequel to TSS4-04 Crossfire. A 1- round investigative adventure for APL 4–12.
Pieter Sleijpen
8
4-12
Metaregion V: Splintered Sun
ESA6-02
Shattered
Once, Crystal Castle was the center for music and art, a memorial to all the great achievements of man. A masterpiece of architecture, it was one of the wonders of the Great Kingdom. Now it lays in pieces, and within its ruins only sorrow awaits. A one-round meta-regional adventure set in New Keep for characters level 1-14 (APLs 2-12). Part four of the "Trust or Treason" series. The other parts in this series are ESA3-01 Stonecunning, TSS4-01 The Verdant Trail and TSS5-01 Ten Minutes.
Pierre van Rooden
7
2-12
Metaregion V: Splintered Sun
ESA6-03
River to the Sea of Choices
The revenue brought in by gemstones panned from the River Thelly is vital in the maintenance of the war-damaged city walls and defences of Nulbish. The Royal Guild of Merchants need guards to protect a keelboat full of grain and gemstones destined to be sold at Kalstrand for the Windmarch fair. The Ahlissan army after all routed many bands of outlaws and humanoid tribes during the recent campaign around Wyverntor, and these are desperate for coin and food. An adventure for APLs 2-8.
Grant Featherstone
5
2-8
Metaregion V: Splintered Sun
ESA6-04
Gift of the Tempest
Taking shelter from a storm in the village of Montesser, the PCs awake to find that more than seaweed is being washed ashore by the tide... A one-round Meta-regional adventure set in Medegia (or Ratik) for characters level 1-13 (APLs 2-10), Part 1 of Terrors of the Deep. [Not for those with a dislike for the ocean.]
Pieter Sleijpen
9
2-10
Metaregion V: Splintered Sun
ESA6-05
A Point of View
Since 590CY, the Ahlissans have worked to build a fortification to guard the Adder's Pass that separates Principality of Naerie from the Kingdom of Sunndi. The work is nearing completion but acts of sabotage have hindered the progress. Perhaps you can discover what is really going on? A one round meta-regional set in Principality of Naerie for character levels 1-11 (APL 2-8). Recommended for groups of adventurers who do not have conflicting loyalties
Sampo Haarlaa
5
2-8
Metaregion V: Splintered Sun
ESA7-01
Wooden Ships and Souls of Iron
The slave trade is a heinous business, but more so when it involves captives taken in war. Slavers are taking a cargo to an unknown fate in the jungles of the Tilvanot Peninsula. Can you intercept and free the slaves? A one-round Splintered Suns meta-region adventure set in Remor Bay for characters level 1-12 (APLs 2-10). [This adventure is NOT for those with a dislike of the ocean.]
Thomas Ian Smith
6
2-10
Metaregion V: Splintered Sun
ESA7-02
No Parley in the Pirates' Code
Medegia is a land torn by strife, ruled by small time landlords, forever warring over every piece of land. Even its coasts are unsafe. In the See of Medegia, you'll discover that there's no such thing as a "Pirates' Code". A one-round Splintered Suns meta-region adventure set in the See of Medegia for characters level 1-4. (APL 2)
Colleen Simpson
2
2
Metaregion V: Splintered Sun
ESA7-03
Wake of the Tempest
The good ship Kalandra lies wrecked, victim to the furious storm that cast it onto rocky cliffs, its cargo looted and its secrets revealed. But is that truly the case? What more is to be found in the shattered belly of the sunken ship? Visionary messages would have it that mysteries are yet to be found. A one-round Splintered Suns meta-regional adventure set in Medegia for characters level 1-13 (APLs 2-10). Part 2 of Terrors of the Deep. (Not for those who hear ‘run away' in the sea's song.).
James Dempsey
6
2-10
Metaregion V: Splintered Sun
ESA7-04
Head or Tails
Dawn. Soldiers are staring silently into the twilight, weapons drawn, and faces grim. The enemy is hidden in shadows. Soon the battle will be on. Soon the sounds of weapons, the shouts of angry soldiers and the moans of the wounded will replace the birds greeting Pelor. Will you be at the battle to aid the good people of Ahlissa and Sunndi? A one-round metaregional adventure set in Ahlissa for characters level 2-14 (APLs 4-12). It is the fifth part of the Broken Chains series, direct sequel of ESA6-01 Knife's Edge.
Pieter Sleijpen
8
4-12
Metaregion V: Splintered Sun
ESA7-05
And All the Prince's Men
Patriotic Knights, a group of Oeridian supremacist and rabble-rousers, and their allies have suffered blows in the past but are hardly a spent force. Now, yet more fuel is thrown into the flames that threaten to tear Naerie City apart. Riots, robbery and revelations, all within one hectic day in the city. Recommended for well-balanced parties who have had past dealings and no enmities with the Nasranite Watch. Closely connected to ESA6-05 Point of View, NAE6-05 Sharafon and NAE7-03 Incognito and introduction to the year 8 meta-regional trilogy Trouble Within. A one-round Splintered Suns metaregional set in Principality of Naerie for Character levels 2-13 (APL 4 to 10).
Sampo Haarlaa
7
4-10
Metaregion V: Splintered Sun
ESA7-06
Eye of the Tempest
For months rumors have said that an evil fleet sails the Solnor Ocean, preying on ships of all nations and leaving few survivors. The rumors have now been confirmed, and a storm gathers in the form of an armada of the undead. Can a band of brave adventurers sail to a mysterious location and recover a hidden treasure that might avert the coming tempest? A two-round Nyrond and her Environs and the Splintered Suns meta-region adventure set on the Solnor Ocean for characters level 4-16 (APLs 6-14). Part 3 of Terrors of the Deep [Not for those with a dislike for the ocean.]
Mark Somers and Renout van Rijn
10
6-14
Metaregion V: Splintered Sun
ESA8-01
Calling of the Mines
For years escaped Calling Mines convicts have fought against their former guards and everybody who got in their way. Now with their defeat an almost forgone conclusion, the authorities finally have the time and inclination to look beyond the obvious. They need people to go look under the stones… literally. A 1-round metaregional set in the Hollow Highlands in Ahlissa for character levels 4-15 (APL 6 to 14). Final part of the Broken Chain series and sequel to ESA7-04 Head or Tails.
Pieter Sleijpen
10
6-14
Metaregion V: Splintered Sun
ESA8-02
Old Debts
14 years ago the armies of Ivid destroyed most of Pontylver in an orgy of violence. Now its harbor has finally been fully restored, and its docks have produced the first ships to rebuild the Ahlissan fleet. This is cause for a celebration and all are invited. This close to the cursed grounds of mainland Pontylver a few wonder if it is a good idea, wondering whether violence will strike. A 1-round metaregional with an optional encounter set in Pontylver in Ahlissa for character levels 2-15 (APL 4 to 12).
Sampo Haarlaa
8
4-12
Metaregion V: Splintered Sun
FUR1-00
FURYONDY GAZETTEER
< GAZETTEER >
Furyondy
FUR1-01
Deep Pearl
The Knightly Conclave needs to find a stolen gem to secure the future safety of Chendl. So why is the Noble Council getting in the way? The PCs receive a dose of petty politics in a role-playing intensive adventure for characters levels 1-4.
Brian P. Hudson
3
1-4
Furyondy
FUR1-02
Shadows on the March
A dark shadow is falling across the once lush fields of Furyondy. Across the countryside, crops are dying and workers are missing. This adventure is suitable for characters levels 1-6.
J. Allan Fawcett
4
1-6
Furyondy
FUR1-03
Murder Most Elven
The Celenese ambassador Lanaelith has been poisoned, and hopes for assistance from the Celene may have died with him. In a nation who feels betrayed by Celene who finding the killer may be easier said than done. An adventure for characters level 1-6.
Michael S. Webster
4
1-6
Furyondy
FUR1-04
Not All It's Crocked Up to Be
King Belvor IV has proclaimed all adventuring in and around the reclaimed city of Crockport tax-free! Come and help the Kingdom clear out whatever "Old Wicked" left behind. An adventure for tiers 1-3.
Daniel and Kieran Thatcher
2
1-3
Furyondy
FUR1-05
Parable for the Growers
Sometimes, tales are just tales...and sometimes, they carry seeds of truth. As a terrible blight grips the fields of Furyondy, "Cuthbert's Lot" looks to their god for salvation, seeking answers in parables of the past. Can the PCs help? An underground adventure for character levels 1-6. .
Brian P. Hudson
4
1-6
Furyondy
FUR1-06
Tales from the Hart
Although nearly two years have past since the end of direct conflicts, the Knights of the Hart are still feeling the effects of Iuz's evil occupation. However, some missions cannot be fulfilled by the knights. Do you have what it takes to carry on the fight? An adventure for Character Levels 3-8.
J. Allan Fawcett
6
3-8
Furyondy
FUR1-07
The Splintered Cudgel
The border between Crystalreach and the Lands of Iuz has been quiet recently, but after a well known Cleric of St. Cuthbert disappears from Fendrelen, tensions rise as fears begin to mount that things are not as quiet as they may have seemed. Is Old Wicked once again on the move, or is something more subtle and evil at work in the war-torn reaches of Furyondy? An adventure for character levels 1-6.
Robert C. Bannick
4
1-6
Furyondy
FUR1-08
Bring on the Knight
A quiet dinner invitation from one of the Kingdom's notable mages promises to be interesting, especially since Mander is rumored to not only be related to royalty, but also have connections with the Knights of the Hart. An adventure for character levels 1-6.
4
1-6
Furyondy
FUR1-09
Bronzeblood Haunt
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6
3-8
Furyondy
FUR1-10
Sins of the Mothers
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4
1-6
Furyondy
FUR1-11
Inheritance
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Furyondy
FUR1-12
Swords and Plowshares
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Brian P. Hudson
5
3-6
Furyondy
FUR2-01
A Common Defense
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J. Allan Fawcett
5
1-8
Furyondy
FUR2-02
The Best Laid Plans
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6
3-8
Furyondy
FUR2-03
Sheltering Wings
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Furyondy
FUR2-04
In The Wee Hours
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7
3-10
Furyondy
FUR2-05
Sleep of Death
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8
3-12
Furyondy
FUR2-06
More Than Gold
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6
1-10
Furyondy
FUR2-07
Redstone
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7
3-10
Furyondy
FUR3-01
Redemption
The War College of Chendl stands closed, believed "cursed" by commoner and nobility alike. The man believed responsible, Sir Rayvelis Lanistor, has died in prison while awaiting trial and likely execution. Yet one man, convinced of his innocence, seeks out adventurers to redeem the Lanistor name and, hopefully, lift the curse from the war college. Are you up to the challenge? Sequel to A Common Defense . This adventure is suitable for characters of levels 1 to 12.
Michelle Sharp
7
1-12
Furyondy
FUR3-02
Operation: Molag
Across the lands of Furyondy, a call to arms is being made to all available military personal, including the Furyondy reserves as well as to mercenaries (adventurers) to come to Fort Belvor to defend the eastern front. As for the mercenaries, a special task needs to be handled for the Military. Pay is optimal and tax-free. Mercenaries with infamy in the Furyondy Military are not welcome. A dangerous Military adventure for experienced characters of at least 5th level (APL 6 – 12).
Scott Reid and John Wyatt
9
6-12
Furyondy
FUR3-03
Heart of the Kingdom
Too bad your party in Chendl didn't last. Don't you hate it when vacations are cut short, so you can go out in the muck to serve Crown and Kingdom? Heroes that you are, you can't resist the chance to bring the Kingdom one step closer to putting a stick in the eye of Old Wicked by protecting the delivery of an important magic item to the Council of Four. This module is third in the Defense of Chendl series. PCs having played Deep Pearl and Common Defense are encouraged to play this module, but it is not necessary.
Lee Sharp with assistance from Michelle Sharp
5
3-6
Furyondy
FUR3-04
The Lost Code of Akanadel
The drunken warrior insists that Geklon, the sage, must be mad with his talk of an ancient dwarven wizard who has left behind a great treasure of knowledge. You are not so sure, and why not explore and find a bit more of this dwarf, Akanadel? After all, it never hurts to have a sage in your debt, especially one who is also a wizard and crafts magical items. This module is fourth in the Defense of Chendl series. A Furyondy Regional adventure for PCs levels 3 to 13.
Michelle Sharp
8
3-13
Furyondy
FUR3-05
Reflections
The Council of Four has been very active since the recovery of the Deep Pearl. The Defense of Chendl continues to develop, but what could be so important as to draw the aloof Gorn Gydresol into action? Travel from Chendl to places undiscovered in this regional adventure for characters 1st through 12th level (APL2-10). The Defense of Chendl – Part Five.
Jeff Detweiler and J. Allan Fawcett
6
2-10
Furyondy
FUR3-06
Eclipse
Traveling north near the Razing Line, you meet a cleric of Mayaheine who cannot complete his mission without your assistance. The task SOUNDS simple enough, except that three have all ready fallen on this mission and the fourth looks near death himself. He insists this is necessary for the protection of the people of Furyondy. Will you take up his task? This module concludes the Defense of Chendl series. An adventure suitable for PCs of levels 1 to 14 (APL 2 to 12).
Michelle Sharp
7
2-12
Furyondy
FUR3-07
Assault on Molag
A declaration of war has been announced throughout the kingdom of Furyondy against the Horned Lands' capital city, Molag. King Belvor IV has instituted a draft on all experienced adventurers in the Kingdom of Furyondy to fill the ranks of the Furyondian Military in this crusade. This is a very dangerous military mission for character of 5th level or above. Characters with infamy in the Furyondy Military should not play this scenario. Part 2 of the Operation: Molag series.
Scott Reid and John Wyatt
5
5+
Furyondy
FUR3-08
Return to Bronzeblood
A mysterious merchant seeks a brave party to retrieve his great grandfather's remains. But to retrieve it, you will need to enter the ruins of Bronzeblood Keep, a forbidden area shrouded in darkness and danger. Do you have what it takes to complete the quest? This dangerous adventure is for characters levels 5 to 13 (APL 6 – 12).
Brian Irwin
9
6-12
Furyondy
FUR3i-01
Couriers
Furyondy
FUR3i-02
Hero for a Day
Furyondy
FUR3int-03
Tears of Garastheth
A series of grisly murders has frightened the citizens of Chendl. Do you have the courage to find the villain responsible and put an end to his nightly reign of terror? An introductory adventure designed for 1st level characters only.
Steve Yee
1
1
Furyondy
FUR4-01
The Fall of Molag
Several months have passed as the forces of Furyondy have sieged the capital city of the Horned Lands, Molag. With the perimeter of the city and the inner city secure, the Furyondian forces are moving into the inner sanctum of Molag for the final assault for control. All Furyondian Military that were given leave during the siege have been recalled, as well as new drafted recruits (skilled adventurers) by order of the King. Players with infamy with the Furyondy Military are not welcome. This concludes the Operation Molag series. A dangerous military scenario for characters 5th – 14th level.
John Wyatt
10
5-14
Furyondy
FUR4-02
Death of a Knight
It all starts when a bad thunderstorm traps you and your companions in a nearby inn out in the middle of nowhere. After you leave the Inn, you find out that more things are happening locally than was originally thought. Now, can you find out the cause of the problems here in this pleasant little countryside, or will you also disappear? An adventure designed for characters level 1-13 (APL 2 to 12).
Chris Hoffman with contributions by Michelle Sharp
7
2-12
Furyondy
FUR4-03
Bells in Gold
Someone is doing Ralishaz's work in the Gold County. Can you help Lord Ogart Goldsaex discover what or who is behind his recent stream of bad luck? A Furyondy regional adventure for characters of level 1 to 13 (APL 2 to 12).
Michelle Sharp
7
2-12
Furyondy
FUR4-04
Broken Dreams
Lord Vormar of Brancast Keep wants to make amends with his errant, adventuring daughter. Will you help a loving father reconcile with his daughter? An adventure designed for Living Greyhawk characters of 3rd to 14th level (APL 4 to 12). This adventure is the sequel to FUR2-05 Sleep of Death.
Steve Yee
8
4-12
Furyondy
FUR4-05
An Armor Tale
Rumor has it that an item thought lost has now been found. But it is being used in an unusual place. Who among you will have the courage and ingenuity to validate the tale? A Furyondy regional adventure for characters of level 1 to 13 (APL 2 to 12).
Dylan Norris and Steve Bergen, with contributions by Michelle Sharp
7
2-12
Furyondy
FUR4-06
Shadow of the Sun
With the dark shield encompassing the whole of Chendl, a permanent shadow has fallen over the city. The citizens are edgy and rumors galore abound. At least one rumor that a nest of vampires has taken over the city is partially true. The church of Heironeous is looking for adventurers to locate the lair of these vampires. An adventure designed for APL 2 to 12. This module is second in the Running Blood series.
Brian J. Benoit
7
2-12
Furyondy
FUR4-07
Under the Pale Moon
The pale Greater Moon rides high in the night sky. Relaxing after a fine meal at a roadside inn, a sudden, desperate knocking on the inn's door and the pleas of a young child call your attention. Do you possess the courage to aid the terrified boy? Are you brave enough to find his parents…even if it leads to the very edge of the Abyss? An adventure designed for Living Greyhawk characters of3 rd to 14th level (APLs 4 to 12). This adventure is third in the Running Blood series.
Steve Yee
8
4-12
Furyondy
FUR4-08
Mysteries Below
A desperate mission to stave off the evil stirring deep below the castle ruins of Bronzeblood Haunt. Do you possess the honor, courage and drive to succeed? An adventure designed for Living Greyhawk characters of 5 th to 16th level (APLs 6 to 14). This is the third adventure in the Bronzeblood Haunt series.
Steve Yee
10
6-14
Furyondy
FUR4-09
Errant Son
When times are dark, good deeds shine all the brighter. An aging father seeks assistance in reconciling with his errant son. Will your deeds brighten the day? This module is fourth in the Running Blood series. A Furyondy regional adventure for characters of level 3 to 13 (APL 4 to 12).
Michelle Sharp
8
4-12
Furyondy
FUR4-10
Set in Stone
While traveling through the Barony of Littleberg, you are asked to perform a service for Furyondy. Once again, your country needs your help. Will you rise to the occasion? A Furyondy regional adventure for PCs level 1 to 9 (APL 2 to 8). Part 1 of the Intrigue in Littleberg Cycle.
Scott Reid
5
2-8
Furyondy
FUR4int-01
Out in the Woods
Farmers near Kisail have reported raids on their melon harvest. Vandals have broken in homes outside the town as well. Has danger returned to the Dapple Woods? This introductory module is for first level PCs only
Michael McKeown
1
1
Furyondy
FUR4int-02
Oracle's Heir
You are enlisted to settle a dispute between two noble cousins concerning an inheritance, and set forth to the isolated shrine of Istus in the County of Littleberg. But there are evil forces in the land and the answers you seek may not be so easy to divine. An introductory adventure for first level PCs only.
Karen Ellis
1
1
Furyondy
FUR4int-03
Wreath of the Dead
Sometimes the dead come back. In this case, the dead man appears to be a former Captain of the Furyondy military who supposedly was killed more than fifteen years ago. Why has he waited so long to ask for help and why is he doing it under such mysterious circumstances? An introductory adventure for first level PCs only.
Andrew Nuxoll
1
1
Furyondy
FUR4i-04
Search for the Truth Part 2
After crossing the Veng river adventurers brought back reports of dozens of Old One's military camp along the banks. Now the leaders of the Furyondian Army have need of aid to investigate the main camp. A new call for the very bravest in the kingdom has gone out. A Living Greyhawk regional interactive for APLs 2 to 16.
Michael McKeown
9
2-16
Furyondy
FUR5-01
Ties of Loyalty
Some serve Furyondy for personal glory. Some serve Furyondy for gold or wealth. Some serve Furyondy because by so serving, they serve the greater good. Some have been here before but may not recognize the location now. The Gaelpyn family again calls for help, not solely for their sake but for that of others as well. Some will hear the call, and answer. Will you be one of them? This regional adventure is fifth in the Running Blood series and is designed for PCs level 3 to 13 (APL 4 to 12).
Michelle and Lee Sharp
8
4-12
Furyondy
FUR5-02
Herb Hunting
Unrest is increasing in southern Furyondy as the soldiers have been pulled from the outlying provinces for the war and assistance to neighboring nations. Yet for commoner and nobility, life goes on. At the end of escort duty of some gifts for the Rhavelle-Goldsaex wedding, Sir Frehicald Azkagar is anxious for further assistance for his ill daughter. Can you save Lystrilla? Recommended for PCs who have played FUR2-03 Sheltering Wings, FUR2-06 More Than Gold or FUR3-03 Bells in Gold . This adventure is designed for PCs levels 1 to 14 (APL 2 to 12).
Michelle Sharp
7
2-12
Furyondy
FUR5-03
Time will Tell
The trials and tribulations of keeping Molag in control of the nation of Furyondy continue in the face of full-scale battle with the Old One's forces breaking out elsewhere. While rumors of the war and what directions it will take are rampant, the commander of Molag has his own worries. Extremely lethal guerilla warfare has begun. Whole companies have gone missing or been found slaughtered. It is time to call for expert reinforcements. Are you up to the task of taking the fight to the elite troops of Old Wicked in what is sure to be a down and dirty fight with those adept at hit and run tactics? This is an extremely dangerous Military mission in support of the garrison at Molag. PCs with infamy with the Furyondy Military may be offered a chance to redeem themselves. This adventure is designed for PCs level 5-14 (APL 6 to 12).
Morgan Meachum and Andrew Nuxoll
9
6-12
Furyondy
FUR5-04
A Mine. A Plan. A Canard. Pandemonium.
Claw Gorge, a gigantic rift in the Furyondian plain, has always been the country's premier source for limestone. Now there are whispers in Littleberg of something far more precious, especially to adventurers. Beware! Greed brings out the worst in some folks and the rush is already on. "There's mithral in them thar hills!" A Furyondy regional adventure designed for PCs levels 1 to 14 (APL 2 to 12).
Andrew Nuxoll
7
2-12
Furyondy
FUR5-05
Of Blood and Bones
How difficult can it be to rescue a bunch of sniveling kids from the backwaters of the Duchy of the Reach? Come on…the Duchy of the Reach…nothing interesting ever happens there. Now, throw in odd dreams, a pair of backstabbing cowards, two well-versed liars, a bad-mouthing priestess, a run-of-the-mill prophecy, one conniving merchant prince, a bitter old maid and a gaggle of gnomes…. Well, maybe it's better just to stay in bed. An adventure designed for Living Greyhawk characters of3 rd to 13th level (APLs 4 to 12).
Steve Yee
8
4-12
Furyondy
FUR5-06
The Falcon
While relaxing in the city of Libernen, in Gold County, you see some strange occurrences with a child. Do you get involved and try to find out what is happening or do you continue to enjoy some much-needed time off? A Furyondy regional investigative adventure for APL 2-8. Part 3 of the Fellowship of Nature saga (sequel to FUR 4-02 Death of a Knight and the Interactive The Gathering of Children ). Members of the FAST-C and Twilight Hunter metaorganizations are encouraged to play this scenario.
Chris R Hoffman
5
2-8
Furyondy
FUR5-07
Arrow from the Reach
An elven caravan has been way laid on the banks of the Velverdyva River. What were they carrying that makes recovering it so important? A Furyondy Regional Adventure for APL's 2-8
Michael McKeown
5
2-8
Furyondy
FUR5-08
Be Still My Beating Heart
It seemed so simple: recover the priest of Heironeous from a small town and return him to Chendl. But when people start dying, a terrible secret is revealed that may destroy the lives of all concerned . . . A Furyondy regional adventure for PCs levels 1 to 12 (APL 2 to 10).
Andrew Lloyd
6
2-10
Furyondy
FUR5int-01
Downpour
So you're thinking you have what it takes to become the adventuring-type, huh? Everyone has to get a start somewhere so why not start with something simple? After all, how difficult can it be to serve as an escort for a few days out in the wild? An introductory module set in the Kingdom of Furyondy for first-level characters only.
Cliff Meggison
1
1
Furyondy
FUR5int-02
Baffle 'Em With Bards
The city of Caronis is lovely in the late spring. The trees are budding, the flowers are blooming and the spies are working hard. Well, maybe it isn't lovely, but it certainly is busy and full of information that the King must know. Will you help Furyondy and get this information to the proper people? Sounds simple – deceptively simple. An introductory adventure designed for 1st level characters (APL 1).
Shelley R. Stephen
1
1
Furyondy
FUR5i-04
Festering Wounds
There is an ugly evil previously left unchecked in Chendl. Now a mysterious stranger beckons you for the betterment of King and Country to take care of what lurks underneath Chendl. A One Round interactive set in Chendl, in the Kingdom of Furyondy, recommended for members of the Twilight Hunters. For APLS 2-12.
Brook Cavell and John Ratliff
7
2-12
Furyondy
FUR6-01
Master of Bronzeblood
Evil abounds in Bronzeblood as the Master stirs again. Undead hordes pour into neighboring towns and fields. Can there BE that many undead in the old keep? It's your job to find out. This very dangerous Furyondy adventure is designed for PCs levels 7 to 15 (APL 8 to 16) and is recommended for members of the Green Jerkin Rangers, Furyondy Military, Order of the Hart (Furyondy) and Furyondy Church of Heironeous. This module concludes the Bronzeblood series and serves as the pre-quel to the Shadowgate series.
Morgan Meachum and Michelle Sharp
12
8-16
Furyondy
FUR6-02
Crop Circles
Times are tough and the King has many enemies. It is said that heroes are made and not born, and that it is how you react when called upon that shows what you are really made of. In this case, information has come into your possession and it needs to be acted on immediately. Will you wait to give it to those more capable than you or will you seize the day, act for those who cannot act for themselves and protect a nation? An investigative adventure for characters level 2 through 12 (APLs 4 through 10).
Cliff Meggison
7
4-10
Furyondy
FUR6-03
Shadows on the Coast
Shadows are spreading in Willip. Now they've reached the coast. A simple delivery trip down to Keristen uncovers some unwelcome visitors. Will you help the town out? This adventure begins the Shadowgate series and is recommended for members of the Furyondy Royal Navy. A Furyondy regional adventure for PCs levels 1 to 7 (APL 2 to 6).
Michelle Sharp
4
2-6
Furyondy
FUR6-04
When We First Practice
In the dead of winter, the PCs receive a summons to assist Baron Jemian in a little matter that is of some interest to them. But as usual, not everything goes according to plan when dealing with magic or politics. An intense Furyondy regional adventure for PCs level 3 to 12 (APL 4 to 10). Part 2 of the Intrigue in Littleberg Cycle.
Scott Reid
7
4-10
Furyondy
FUR6-05
Darkest Night
A delightful little excursion to the Barony of Willip is all an adventurer needs to reinvigorate the weary spirit. But what about those pesky rumors of vile undead escaping from Bronzeblood Haunt and rampaging across the countryside? Well, no matter. Just have a quick step, a large staff and plenty of holy water at hand to ward off these fiendish villains. Nothing should spoil an adventurer's holiday…after all they're just undead, how much of a nuisance can they be? A heroic adventure designed for Living Greyhawk characters of 1 st to 10th level (APLs 2 to 8). This adventure is second in the Shadowgate series.
Steve Yee
5
2-8
Furyondy
FUR6-06
Invocation and Intrigue
Rumor has it that King Belvor IV is planning to fill the position left in the Chamber of Four by Karzalin's disappearance, and wizards and their associates have begun to breathe life into the streets of Chendl. Of course, where adventurers go, so goes adventure. A one-round Furyondy regional adventure for characters level 1-8 (APLs 2-6). Part One of Eight of Wands story arc. Arcane spellcasters, particularly members of the Mage Council metaorganization, are encouraged to play this module.
Steve Bergen and Andrew Nuxoll
4
2-6
Furyondy
FUR6-07
Conjuring Trouble
For good or for ill, it seems you have gained the attention of the Furyondy Mage Council. They even trust you enough to send you on an important errand...or perhaps it's just that you're expendable. An adventure for APLs 2-8 and part two of the Eight of Wands arc. Recommended for arcane spellcasters, particularly members of the Furyondy Mage Council. Members of the Twilight Hunters and church-related metaorganizations may also benefit from playing this scenario.
Andrew Nuxoll
5
2-8
Furyondy
FUR6-08
The Dread Witch Project
"Help Wanted: Brave and loyal adventurers to work with Furyondy Players, Church of St. Cuthbert, and Church of Trithereon to investigate unusual occurrences at Gullkeep. Hatred for Old Wicked a must. Those with orc or Rhenee blood or nonhumanoid ancestry must provide references. Interested parties should inquire for further information at the Crockpot Inn." A one-round Furyondy regional adventure recommended for characters of 1st through 9th level (APLs 2-8).
John du Bois
5
2-8
Furyondy
FUR6int-01
Meals on Feet
The epic battles of the Furyondy military (and its adventurers) against the evil empire of Iuz are sure to one day become legend throughout the Flaness, and the recent siege of Crockport is no exception. But what happens when the battle ends and the adventurers go on to more interesting battles? Who cleans up the mess they left behind? Perhaps new adventurers now have an opportunity to start their careers… This introductory adventure is for first level PC's only.
John du Bois
1
1
Furyondy
FUR6int-02
A Rustic Tale
Entrepreneurs need to be clever to make a living. But when is clever too clever for your own good? A Furyondy introductory regional adventure for PCs of level one
Peter J. Cooney
1
1
Furyondy
FUR6i-01
Revivification
Furyondy
FUR6i-02
Waves of Peace
Furyondy
FUR6i-03
We're Going Where?
Furyondy
FUR6i-04
Arcane elements
There has been a shield of darkness and desecration over the city of Chendl for some time. Recently, adventurers were sent on a mission to obtain assistance in countering this spell. A second call has gone out for assistance from the Mage Council and Churches of Furyondy as preparations for the countering ritual draw to a close. This Furyondy regional interactive is the sequel to FURi6-03 We're Going Where? and is designed for PC levels 1 to 14 (APLs 2 to 12). It is recommended for members of the Mage Council, Churches of Furyondy and Twilight Hunters.
Michelle Sharp, Lee Sharp, Pete Cooney
7
2-12
Furyondy
FUR7-01
Tune of Transmutation
Ghosts have unfinished business – everyone knows that. Sometimes that business is even more important to the living. A ghost, a songbook, a bard, a wizard, a spell, a Chamber position – are these related? And what do they have to do with you? An adventure for character levels 1-10 (APL 2-8). This adventure is Part 3 of the Eight of Wands series, recommended for arcane spellcasters, particularly members of the Furyondy Mage Council as well as members of the Furyondy Players.
Shelley R. Stephen
5
2-8
Furyondy
FUR7-02
Keep Your Friends Close
Sir Lanistor has sent word from the War College of his need for a few friends on an upcoming trip. Word has it Sir Lanistor is in trouble, but no one is coming out to arrest him this time, so that doesn't seem accurate. It is not the first time you've been called upon to straighten out someone else's mess. Do you want to get involved? A one round Furyondy regional adventure for APLs 6 to 12. This adventure is sixth in the Running Blood series.
Michelle Sharp and Lee Sharp
9
6-12
Furyondy
FUR7-03
Illusions and Dreams
The Mage Council is sending you to the war weary County of Crystalreach where more than one candidate may be worthy of the Chamber of Four. This mission is particularly harrowing and fully successful outcomes may not be the norm. Chaotic aligned PCs are encouraged to be on their best behavior. Arcane spellcasters and members of the Mage Council, Furyondy Military, Twilight Hunters and church related meta-organizations are encouraged to play this scenario. Part of 4 of the Eight of Wands story arc. An adventure for APLs 4-10.
Andrew Nuxoll
7
4-10
Furyondy
FUR7-04
Gullkeep Ruins
For mercenary, noble, and/or inquisitive reasons, influential groups are seeking dungeon-crawling fools to travel to the tax-free Barony of Kalinstren and discover why the ruins of Gullkeep collapsed. This one-round Furyondy regional adventure is written for APLs 4-10 and recommended for characters affiliated with the Church of Pelor, Thunderheart Mercenary Company, Barony of Kalinstren, or Barony of Willip.
John du Bois
7
4-10
Furyondy
FUR7-05
Cry in the Dark
"Good Sirs, I am from the hamlet of Orlan's Tower, in the Gold County; my fellow peasants and I are in need of your assistance." On a dusty, deserted road a desperate peasant begs for the aid of adventurers. A pack of hungry wolves has been preying upon the livestock in the farms about his hamlet and the peasants are defenseless against them. Do you have the decency and courage to help him? A heroic Furyondy Regional adventure for APLs 2-10. This adventure is a loosely-related sequel to FUR6-05 Darkest Night.
Steve Yee
6
2-10
Furyondy
FUR7-06
Where Angels Fear to Tread
For years since Greyhawk Wars, the Razing Line has lain fallow; a dark shadow on the land near the great forest. But forests have shadows, too, and the land has an anger all its own; when both begin to spread, to whom does it fall to stop them? A loose sequel to FUR5-08 Be Still My Beating Heart, recommended for players with the Curse of Iniquity, as well as members of the Green Jerkins and the Order of the Hart. A one-round Furyondy Regional adventure for APLs 4- 10.
Andrew Lloyd
7
4-10
Furyondy
FUR7-07
Of Noble Spirit
The Mage Council is sending you to the home of the eminent Thimme de Levine to interview him just a few days before his gala Needfest party. Nobles, military officers and diplomats from around the country will be attending. You are not invited. Part five of the Eight of Wands story arc. A one-round Furyondy Regional adventure set in the Barony of Kalinstren for APLs 4-10. This mission is recommended for stealthy and/or skilled PCs, particularly those who are members of the Twilight Hunters. Arcane spellcasters and members of the Furyondy Mage Council or one of the church related meta-organizations are encouraged to play this scenario. PCs with loyalties to the Gold County or Litlleberg may also gain from playing this adventure.
Brian Gray and Andrew Nuxoll
7
4-10
Furyondy
FUR7-08
Stake Survey
In the tortured lands between Old Wicked and Furyondy a seemingly defiled stretch of land might just be inhabitable again and ready to divulge its secrets for those who seek them, but has someone already discovered them? A one-round Furyondy Regional adventure for APLs 2-8. This adventure is recommended for PCs who are members of the Furyondy Players, FAST-C, Church of Trithereon, or Monastery of the Way.
Greg Walters
5
2-8
Furyondy
FUR7-09
Deep Ambitions
The deeps of the world are dark and cold—for the most part. Some things always burn hot, even in the cold-blooded. An adventurer must be careful when playing with fire, mustn't they? A roleplaying-intensive one-round Furyondy Regional dungeon crawl for character levels 8-15 (APLs 10-16).
Peter J. Cooney
13
10-16
Furyondy
FUR7Int-01
A Growing Crisis
There is a rumor that on the border between Veluna and Furyondy exists a cabal of Druids dedicated to preserving and protecting the balance of nature. Evidence of this cabal has recently been brought to the attention of a noble knight of Furyondy and he has asked for your help in proving whether or not these rumors are true. A Furyondy introductory diplomatic adventure for rangers, druids, scouts; as well as other nature minded first level characters.
Christopher Good
1
1
Furyondy
FUR7Int-02
The Beginning
In northern Furyondy, the hamlet of Boulder Creek is in need of aid. Do you have what it takes to become a hero or will your name be forgotten in history? A one-round Furyondy Regional adventure for 1st level characters.
Michael Combs
1
1
Furyondy
FUR7i-01
The Girding of Bronzeblood
Bronzeblood Haunt has been a plague upon the face of Furyondy. Recently, the Master has shown his hand and his desire to destroy King Belvor and his kingdom. Because of this, you have been tasked with moving to Bronzeblood and ensuring that nothing leaves. A one-round combat intensive Furyondy Interactive for characters level 1-8 (APLs 2-6).
Chris R Hoffman, Andrew Nuxoll, John du Bois & Richard Rutherford
4
2-6
Furyondy
FUR7i-02
Scouring the Diadem
Furyondy
FUR7i-03
Every End Has a Beginning
Furyondy
FUR7i-05
Temple of the Bee
King Belvor IV needs a specially prepared honey extract to ensure the stability of the kingdom. Fortunately, his diviners know where to find it. Unfortunately, humans were driven out decades ago… A one-round Furyondy Regional interactive for APLs 2-14. PCs who cast a large amount of fire spells or otherwise make a regular habit of using fire while adventuring are strongly advised to avoid playing this adventure.
John du Bois
8
2-14
Furyondy
FUR8-01
Alliances & Abjurations
You were working for… somebody… and then there was… well, something… and now you're here… Hey, where the heck is "here", anyway? A one-round Furyondy Regional adventure set in… uh… "here"?… for APLs 6-14. This adventure is 6th in the Eight of Wands series, and is recommended for PCs with the best interests of the kingdom in mind. Arcane spellcasters and PCs affiliated with the Church of Rao, War College, Sharpshooters, and/or Viscounty of the March may find this adventuring opportunity beneficial.
John du Bois
10
6-14
Furyondy
FUR8-02
Caravan guards
Escort a military supply caravan from Fendrelan to Fort Belvor for the occupation of Molag. No problem, right? A loose sequel to the Molag series for lawful-aligned characters. Members of the Furyondy Military, Church of Heironeous, Church of St. Cuthbert, and Order of the Hart will benefit from playing this adventure. A one-round Furyondy Regional adventure for APLs 2-10.
J.R. Sullivan
6
2-10
Furyondy
FUR8-03
Duplicity Divined
Is it better to kill the message, or just the messenger? In either case, hearts and loyalties can be divided. An exercise in running the gauntlet for PCs level 4 to 14 (APL 6-12). Part seven of the Eight of Wands story arc. Recommended for members of the Furyondy Mage Council, Twilight Hunters and churchrelated metaorganizations. A one-round Furyondy Regional adventure for APLs 6-12.
Pete Cooney & Andrew Nuxoll
9
6-12
Furyondy
FUR8-04
Blood on the Trail
Heroes need many skills. Living by the sword doesn't mean you shouldn't use a shield now and again and sometimes skills beyond those of a sword are needed…like a silver tongue or eyes that can carefully follow a trail. While sometimes a sword is important, equally important is knowledge of when to use it and the ability to look past the surface. PCs with the Ire of the Old Faith from FUR7-02 Keep Your Friends Close may have difficulty completing this adventure. A one-round Furyondy Regional adventure in the Running Blood series, for APLs 6-14, recommended for members of the Church of Mayaheine, Old Faith and Green Jerkins.
Michelle and Lee Sharp
10
6-14
Furyondy
FUR8-05
Mazed and Confused
King Belvor, frustrated with the complete lack of choices for a new member of the Chamber of Four, opens up the field to any powerful arcane caster who is a citizen of Furyondy. A competition will be held wherein each candidate must demonstrate skill with the art of magic, honor on the field of battle, strength of will and dedication to their King. PCs who play this adventure should be prepared to face a mix of puzzles and combat with little equipment or spells. Part Eight of the Eight of Wands story arc. Recommended for members of the Furyondy Mage Council, Twilight Hunters, and players who seek outside-the-box solutions. A one -round Furyondy Regional adventure for APLs 6-14.
John du Bois, Brian Gray, and Andrew Nuxoll
10
6-14
Furyondy
FUR8-06
An Uncommon Defense
Seeking to end the legitimacy of his ex-son's claim to the throne, our most wise and majestic King Belvor IV has announced his engagement to Baroness Jelleneth Kalinstren. However, such an event will surely be a target from many evil forces, and the advice of consultants is needed to ensure all goes well. The final one-round Furyondy regional adventure, and a direct lead-up to the finale interactive. This adventure resolves old plot threads and supports APLs 2-16; players at APL 2-8 should expect a different play experience than players at APL 10-16. PCs that possess the taint of evil, are Bondsmen of House Estival in Verbobonc, or are from Keoland or Dyvers should have the support of their allies, influence with the churches or nobility of Furyondy, or a very good alibi before attempting to play this adventure.
Pete Cooney, John du Bois, Chris R Hoffman, Morgan Meachum, and Michelle Sharp
13
10-16
Furyondy
FURI8-01
Boots on the Ground
"Knights & soldiers of the Kingdom, answer the trumpet's call! As long as Old Wicked holds the North, Furyondy's borders will never be secure. The time has come to strike into the Old One's black heart! Very soon Furyondian boots will tread on grounds long past occupied by our demonic foes." A one round Furyondy regional battle interactive for APLs 2-14, particularly suitable for members of the Furyondy Military, Knights of the Hart, Green Jerkin Rangers, Sharp Shooters, and Twilight Hunters Brute Squad.
Doug Miles, Steve Yee, and John du Bois
8
2-14
Furyondy
FURI8-03
Selection and Sedition
Furyondy
GEO1-00
GEOFF GAZETTEER
< GAZETTEER >
Geoff
GEOIntro-01a
Gifts of the Fey - part1
When a young boy is lost in the Fey Woods, the party must dare the capricious nature of the fey and journey to the Caves of Twilight Resplendent to negotiate with the Fey Queen. Are you willing to take on the faeries on their own terms? A regional adventure for characters level 1-6.
4
1-6
Geoff
GEOIntro-01b
Gifts of the Fey - part2
When a young boy is lost in the Fey Woods, the party must dare the capricious nature of the fey and journey to the Caves of Twilight Resplendent to negotiate with the Fey Queen. Are you willing to take on the faeries on their own terms? A regional adventure for characters level 1-6.
4
1-6
Geoff
GEOIntro-02
Strangers in the Night
A small group of farmers outside of Hochoch is menaced in the night. Other "adventures" have laughed at the pittance the farmers have offered as a reward. Will the true heroes of answer the call and help the common folk?
Michael McKweon
1
1
Geoff
GEOIntro-03
Lions in Hand
The Army of Liberation is looking for freelance adventurers to help deliver low-priority messages. A bit of gold in your pocket, a few days in nice weather, how could there be any better work for adventurers such as yourselves? A Geoff Regional Introductory Adventure for 1st-level characters.
Wesley Wright
1
1
Geoff
GEOIntro-04
Fruit off the Vine
So you are ripe and ready to go adventuring? Well, the opportunity to travel and meet people can be available to you here in Geoff. With regional travel hot spots such as Hochoch, Preston, and the Oytwood diversity and variety are the spice an adventure's life. A Geoff regional introductory adventure for first level characters.
Chrism Kronick
1
1
Geoff
GEO1-01
Runaway
Rumors in the night can be the beginning of fame and fortune for the unknown of Geoff. An adventure for characters level 1-4.
3
1-4
Geoff
GEO1-02
Cat and Mouse
Taking a walk on the "wild-side" of Geoff. A regional adventure for characters level 1-6.
4
1-6
Geoff
GEO1-03
Gifts of the Fey
When a young boy is lost in the Fey Woods, the party must dare the capricious nature of the fey and journey to the Caves of Twilight Resplendent to negotiate with the Fey Queen. Are you willing to take on the faeries on their own terms? A regional adventure for characters level 1-6.
4
1-6
Geoff
GEO1-04
The Gonfalon of Gyuff
The years since Geoff fell to the giants stretch without end, and the refugees are giving way to despair and hopelessness. A bard's song sparks a quest to uncover an ancient banner, which could inspire a people to greatness. Will you dare the Contested Lands and the might of the giants to bring back a legend? An adventure for characters level 1-6.
Geoff
GEO1-05
A Little Bit of Wood
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4
1-6
Geoff
GEO1-06
Return of the Grand Duke
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4
1-6
Geoff
GEO1-07
Shadows of a Fallen Star
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4
1-6
Geoff
GEO1-08
Floating Down the River
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4
1-6
Geoff
GEO1-09
Expedition to the Barrier Peaks
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7
3-10
Geoff
GEO1-10
Shhh...
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6
3-8
Geoff
GEO1-11
A Pressing Matter
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5
1-8
Geoff
GEO1-12
Feather and Foul
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5
1-8
Geoff
GEO2-00
Interactive - Jailbreak
Occasionally, a deity or other great power will allow one of their greatest followers to become exceptional petitioners. Exceptional petitioners retain all their feats and skills they had when they were alive. These select few will forever serve the same power in death that they served in life.
10
1-20
Geoff
GEO2-01
A Wise Man's Son
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7
3-10
Geoff
GEO2-02
Veins of Trust
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Geoff
GEO2-03
The Last of Nine
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5
1-8
Geoff
GEO2-04
A Flower For A Giant's Grave
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5
1-8
Geoff
GEO2-05
One Good Turn
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7
3-10
Geoff
GEO2-06
Summer's Passing
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5
1-8
Geoff
GEO3-01
A Small Knowing Soul
Terror, confusion, mutilated bodies, and missing persons. A typical stroll in the lands of Gyruff. A Geoff regional adventure for APLs 4-10 and Verse Two in the Dirge of Revenge and Loathing.
R. Michael Hinds
7
4-10
Geoff
GEO3-02
Mourning of a Risen Son
The Ranger Lord Darlon Lea has turned his back on the powers of Geoff and pledged himself to the sylvan elves of the Dim Forest. The Army of Retribution and the Knights of the Watch wish to see justice done and his execution carried out, while Grand Duke Owen wants him to bend knee in fealty. But the outlaw lord hides in the Dim Forest, where powerful forces are at work. The Fades are spreading from Derelion and a mysterious falling star plunged into the Javan River last year. The key to Darlon's past and the forest's future resides with himself, the elusive Darlon Lea. A Geoff regional adventure for APLs 4-10 and Verse Three of the Song of Fading Shadows.
Jesse Willis, Eric Menge, and Marc Yudson
7
4-10
Geoff
GEO3-03
Curiousity Killed the Cat
Father Winter's influence on the weather is a memory and anticipation grows that the liberation will soon resume. Before then, you travel to Garin's Field and indulge yourself at the Richfest celebration. Was that thunder you heard? Nah couldn't be! There's not a cloud in the sky. Verse four of the Song of Cats and Caverns. A continuous, two-round Geoff regional adventure for APLs 6-12.
William Altizer, David Quick, and Sholom West
9
6-12
Geoff
GEO3-04
A Break in the Silence
The dwarves of the mountains have been silent for too long, and the concerns of the Dwur in Hochoch are growing. It is time for a journey to the lost stronghold of Deepholm. A Geoff adventure for APLs 4-10, and Verse One of the Song of Earth and Stone.
Stephen M. Adams
7
4-10
Geoff
GEO3-05
Debts Past Due
A person's past deeds haunt in ways never expected. Can you satisfy the bill collector? A Living Greyhawk adventure set in the Grand Duchy of Geoff for Levels 1-8.
Jose Ortiz and Byron Stephenson
5
1-8
Geoff
GEO3-06
Rites of Eternal Spring
Long the Greenman slumbers deep beneath the ground. The sun counts ten long winters ere his seed is found. The White Stag calls the six and opens the Moonlit Way To where the Makers dream in the House of Play. Raiment for the Greenman woven in the tower; Crown from the queen; wreath of thorn and flower; Chalice made of gold revealed by a key; Summer has its price for an apple from the tree. A growing seed forged of fruit, robe, cup, and wreath Shall bind together man, stone, river, and leaf. The hart must be brought to the table made of stone. Six will lead the way, but one will go alone.
Eric Menge and Diane Hazlett
7
4-10
Geoff
GEO4-01
A Necessary Evil
Grand Duke Owen has departed the country on a quest to find new allies for the war against the giants. In his absence, two nobles struggle for prominence in war-torn Geoff, and the unity of the Gyri hangs by a thread. When the days are cold and the nights are long, symbols can shape a country and a future. A Geoff Regional adventure for APLs 4-10, and Verse One of the Song of Bleak Midwinter
Wes Wright, Byron Roberts, and Alisa Clary
7
4-10
Geoff
GEO4-02
A Stormy Night in Hochoch
The winds howl through the streets of Hochoch, and sleet falls thick and heavy. The storm hides evil in many forms, but all have murder on their minds. The quarry flees into the night, and the hunt is on. A Geoff Regional adventure for APLs 4-10, and Verse Two of the Song of Bleak Midwinter.
Brad Lester
7
4-10
Geoff
GEO4-03
Grace as Pure as Snow
Somewhere off on a far horizon, a princess quests through Faerie. The foretelling of the Weirds called to her and bid her take this journey To find three things within the feylands and bring the lost to light: Grace as pure as snow, love as bright as blood, and sorrow as deep as night. The druids bestowed two gifts upon Calisse to help her on her quest: An Old Lore guide who's walked the faerie trods which know no east nor west, The other is the Delicate Knife with its flawless, crystal blade That three times will cut the air itself and summon heroes to her aid. A Geoff Regional adventure for APLs 2-8, and Verse One of the Song of Three Summonings.
Eric Menge and Diane Hazlett
5
2-8
Geoff
GEO4-04
Forest of Stone
Opportunities await those who take risks, and a chance discovery can turn a simple reconnaissance mission into so much more. Those who climb the peaks and look upon the Forest of Stone may find the answers that they seek – and may find an even greater mystery. A Geoff regional adventure for APLs 4- 12, and Verse Two of the Song of Earth and Stone
William Altizer and Brad Lester
8
4-12
Geoff
GEO4-05
Vision of a Lighted Path
Word comes from the Dim Forest. The Shadows threaten to overrun the elves, covering the woodlands in darkness and blotting out the light. But Ehlenestra has not forsaken her people in their time of need. The path has been opened. The path has been prepared. But the path remains to be taken. A Geoff regional adventure for APLs 6-12, and Verse Four of the Song of Fell Shadows.
Alisa Clary
9
6-12
Geoff
GEO4-06
Winter of Discontent
Nothing has been heard from the elves of the Hornwood since shortly after the Giant's invaded. Now some disquieting information has come to the attention of the Knights of Luna. Perhaps it's time to go back into the Hornwood and find out what has happened, once and for all. A Living Greyhawk Geoff Regional adventure for APLs 2-12.
Bill Kronick and Leigh Smith
7
2-12
Geoff
GEO4-07
Return to Barrier Peaks
A harsh winter has beset the Grand Duchy of Geoff, bringing gains and losses in the ongoing struggle against the Giant armies. The heroes of Geoff must risk all in order to find a weakness in the Giants' defenses. A bit of diplomacy and a daring rescue await those brave heroes who choose to…Return to the Barrier Peaks. A Grand Duchy of Geoff regional adventure for APLs 12-16.
Scott Edward Benfield
14
12-16
Geoff
GEO4-08
Massacre at Clear Sky
A series of vicious raids conducted by half-orcs has shattered the calm between Clear Sky and the rest of Geoff. The half-orcs of Clear Sky claim to have no connection to the attacks, but something isn't right. Either the inhabitants of Clear Sky are lying, or some other threat exists. Whatever it might be, tension between Clear Sky and the rest of Geoff is growing. The answer lies in the history of Geoff, Clear Sky, and the fundamental nature of half-orcs. A Geoff Regional scenario for APLs 4-12.
John Pieper & Nora Palmer
8
4-12
Geoff
GEO4s-01
The Castle of the Cloud Giant Patriarch
The enormous castle floats ominously above the combined forces of Gyruff. As has happened so often in this conflict, the might of the Gyric wolfpack is used to infiltrate this fortress. What wonders does it hold? Whom does it hold? Can this behemoth be stopped before it lays waste to the armies and Hochoch? Multiple mini-mods ranging from APLs 2 to 16.
Mike Hinds
9
2-16
Geoff
GEO5-01
The Mantle of Heroes
Once again the legendary Ashwood Avengers are called upon to serve the gnomish crown in its time of dire need. A Grand Duchy of Geoff regional adventure for APLs 2 - 8, and Verse Two of the Song of the Ashwood Avengers.
Peter Deschere, Peter Fitzpatrick, Bill and Chrism Kronick
5
2-8
Geoff
GEO5-02
Love as Bright as Blood
Borne aloft by dreams, where clouds and sunbeams play, Calisse ventures ever deeper into the lands of Fey To find three precious things and what was lost regain. Grace she has found, but love and sorrow remain. She seeks the Biting Mountain and Bad King Tor, Who listens to the wind, hearing secrets by the score. But Tor's frozen heart is as merciless as ice, And those who climb the mountain will bleed a fearsome price. A Grand Duchy of Geoff regional adventure for APLs 2-10, and Verse Two of the Song of Three Summonings.
Eric Menge and Diane Hazlett
6
2-10
Geoff
GEO5-03
The Weight of Words
A long, cold winter covers the war-torn lands of Gyruff. Anger, grief, hatred, despair, blood, and tears saturate the land. At the top of a mountain, a single snowflake shifts in its tumble to Oerth ever so slightly as the one hidden among the Gyri returns home. She raises a question that must be answered. She calls the patriarchs to hear. But are words enough to start an avalanche that will change the direction of things to come? A Grand Duchy of Geoff regional adventure for APLs 8-12, and Verse One of the Song of the Queen in Solitude.
Brad Lester and Eric Menge
10
8-12
Geoff
GEO5-04
Facets of Power
A gem has many facets. Does a truth have many sides? Can the faith of three dwarves lead towards the truth regarding the fate of the last dwarven Thane's his Crown of Thanes. Sometimes the truth is far more disturbing than the question. A Grand Duchy of Geoff regional adventure for APLs 6-12, and Verse Three of the Song of Earth and Stone.
William Altizer, David Quick, and Sholom West
9
6-12
Geoff
GEO5-05
A Key With No Teeth
Oerth has many doors, and the doors have many purposes. Some protect, while others seal. Some are mundane, while others are fantastic. As the sage Iquander has said, "There is a door that leads anywhere you want to go—all you need is to find the proper key." A Grand Duchy of Geoff regional adventure for APLs 8-12, and Verse Two of the Song of the Queen in Solitude. At least one character in the party must have played GEO5-03 "The Weight of Words."
Brad Lester and Eric Menge
10
8-12
Geoff
GEO5-06
Fate of Heroes
All of those who answer the gnomes' call for heroes seek adventure and glory, but only the tried and true will be regaled as the Ashwood Avengers. During a time of dire need, only the Ashwood Avengers can determine the fate of one of the gnomes' most cherished icons. A Grand Duchy of Geoff regional adventure for APLs 2-8, and Verse Three of the Song of the Ashwood Avengers.
Frank Belinske, Laura Deschere, Peter Deschere, & Peter Fitzpatrick
5
2-8
Geoff
GEO5-07
Bound in Clockwork
The two moons of Oerth, Luna and Celene, continue their dance across the heavens. Slowly their faces change to the match the ancient chart. The time has come. The key is turned, and the gate opens to a prison fashioned from time itself. A Grand Duchy of Geoff regional adventure for APLs 8-12, and Verse Three of the Song of the Queen in Solitude. At least one character in the party must have played GEO5- 05 A Key with No Teeth.
Brad Lester and Eric Menge
10
8-12
Geoff
GEO5-08
Sorrow as Deep as Night
Calisse presses on to the Pits of Sharpest Frost, Where Tor has revealed that Owen's half is lost. Grace walks beside her, and she carries Love inside: A radiance ever burning to push her fear aside. Down in the depths cloaked in darkness and cold, The dangers are mounting in a grim Faerie hold. As the quest runs its course far from the bright, Calisse learns of loss and sorrow as deep as night. A Grand Duchy of Geoff regional adventure for APLs 4-10, and Verse Three of the Song of Three Summonings.
Eric Menge and Diane Hazlett
7
4-10
Geoff
GEO5-09
Citadel of the Storm King
The Storm King's Citadel of Thunderhead looms over the land in the far northwest of Geoff where the Crystalmists and the Barrier Peaks meet. Bigger and greater than the mountains about it, Thunderhead is the heart of the Jotunreike and the source of the Sakhut's power. The Storm King never leaves his great citadel. If the threat to Geoff is to be ended, then he must be faced there at his seat of power. A Grand Duchy of Geoff regional adventure for APLs 12-18, and the conclusion of the Against the Giants; the Liberation of Geoff Campaign.
Marc Yudson, Alisa Clary, Eric Menge, and Brad Lester
15
12-18
Geoff
GEO5-IS1
Never Tarry
Geoff
GEO5-IS2
Heroes Never Die
Geoff
GEO5-IS3
An Echo in the Darkness
Geoff
GEO5-IS4
Wagon Wheels
Geoff
GEO5-02INa
A Home in the Downlands
Last year, the Kingdom of Keoland bequeathed the lands south of Preston to the Grand Duchy of Geoff. Lying between the Stark Mounds on the west and the Javan on the east, the Downlands offer the potential of significant resources for the war against the giants. More than this, they offer a new home for thousands of Gyri in refugee camps around the Sheldomar Valley. All of their hopes and dreams ride on the ability of the Wolfpacks to brave the unknown reaches of the Downlands and find the Gyri a new place to call home.. A Grand Duchy of Geoff regional adventure for APLs 2 and 4.
David Doughty, Robert Heath, and Matt Eddleman
3
2-4
Geoff
GEO5-02INb
Blind man's bluff
Last year, the Kingdom of Keoland bequeathed the lands south of Preston to the Grand Duchy of Geoff. Lying between the Stark Mounds on the west and the Javan on the east, the Downlands offer the potential of significant resources for the war against the giants. More than this, they offer a new home for thousands of Gyri in refugee camps around the Sheldomar Valley. All of their hopes and dreams ride on the ability of the Wolfpacks to brave the unknown reaches of the Downlands and find the Gyri a new place to call home. A Grand Duchy of Geoff regional adventure for APLs 6 and 8.
Alisa Clary, Alli Gonding, and Sean Hillman
7
6-8
Geoff
GEO5-02INc
Nature's own
A Grand Duchy of Geoff regional interactive adventure for APLs 10-12.
Pat Lowrey and William Redd
11
10-12
Geoff
GEO5-02INd
Downloands interactive
You have been called to explore a new area of Geoff. Groups have been sent to different areas to explore possible city sites for a new Geoff Capital. An island paradise sounds perfect, but the natives may have other ideas. A Geoff regional interactive for APLs 14-16.
Matthew and Michelle Schad
15
14-16
Geoff
GEO5-IN5
Stormbreak
Overview and Specialized Rules for a Grand Duchy of Geoff regional battle interactive for APLs 2-16.
The Regulators
9
2-16
Geoff
GEO5-1SP
From the Front
Following their victory at Pregmere, the various armies in the Grand Duchy of Geoff waited out the winter. Spring has come, and the snow and ice is a distant memory. Now it is time for the summer campaign. The Liberation of Geoff is at hand. A Grand Duchy of Geoff regional special mission for APLs 2-12.
Brad, Lester and Eric Menge
Geoff
GEO5-MM
Reverse Dungeon
They say that in the Fires of Brewfest a person may see signs of the past – or even ways to change the future. The gnomes call upon adventurers to play a most unusual role. A Grand Duchy of Geoff regional interactive adventure for APLs 2 - 16.
Teos Abadia
9
2-16
Geoff
GEO6-01
Shattered Houses
The War of the Giants is done. The Sakhut is gone, but what remains in Geoff is a tattered land. One Llwyress asks for help. A family must be reunited and you may just fit the bill. A Geoff regional adventure for APLs 2-6, and Part One of the Cycle of the Splintered Kingdoms. This Adventure may be of particular interest to those in the Rhychdir Rhos Cantrev metaorganizations.
Wesley Wright
4
2-6
Geoff
GEO6-02
Dead Silence
The harsh winters are gone and a warm spring breeze blows through Geoff. The rebuilding begins again and celebrations can truly commence. A Festival in New Midwood brings hope for the new year. But trouble may be afoot in the nearby Dim Forest. With new human cities being rebuilt in the Dim Forest, the fate of the Order of Shining Beacons is more important than ever. A Geoff regional adventure for APLs 2- 6, and Part 2 of the Cycle of Darkened Mirrors series.
Chad Clary and Alisa Clary
4
2-6
Geoff
GEO6-03
A Dark Realm Divided
Lachion Stonehouse, prince and heir to the sylvan throne of Derelion, has returned to reclaim the forest home of the wood elven people from the depredations of the shadow dragon. Yet seven of the eight tribes of sylvan elves already have a Kánotaurë, a ‘Forest Commander', in the person of the former Gyric noble Darlon Lea. The war for the Dim Forest is reaching a turning point, as the shadows gather; but will the return of the prince herald a new hope for the elves, or harbinger a new conflict? A Geoff regional adventure for APLs 2-6 and Part One of the Cycle of Corellon's Tears.
Jose A. Ortiz
4
2-6
Geoff
GEO6-04
Delusions of Grandeur
Word comes from the Stark Mounds that all is not well. Strange happenings force the gnomes to accept help from the outside world. A few brave adventurers are chosen to solve the problems and perhaps find more than they bargained for. A Geoff regional adventure for APLs 2-8, and Part 1 of the Stark Contrasts series.
Bill Kronick
5
2-8
Geoff
GEO6-05
A Gathering of Shadows
A young woman seeks to help a dear friend, unaware of the dark places to which her quest will lead. Places she dare not tread alone. Light and dark, friend and foe, all are pieces in a game that will go far beyond the fathoming of one of Geoff's daughters. A Geoff regional adventure for APLs 4-10, and Part 1 of the Daughters of Geoff series.
Sean Hillman & Jose Ortiz
7
4-10
Geoff
GEO6-06
A Gathering of Storms
The northwestern cantrevi of Geoff are still wild from their years under the domination of the giants. Bandits, lost steadings, and feral tribes all vie with one another and the returning refugees for the last morsels the land can give. With hunger quickly becoming famine, can someone find a way check the chaos and uncover the mysteries that hold the region in thrall? A Geoff Regional Adventure for APLs 2-8 and Part One of the Path of Purity series.
Sean Hillman & Leslie Maynard
5
2-8
Geoff
GEO6-07
Lady of Oak and Oracles
Where there was one, now there are four. Boldly they embrace the coming conflict on the Shadow Plane and ask you to join them on their journey. The physical contest will test your bodies but the battle itself may hinge on the internal struggles of Geoff's greatest daughter. A Geoff Regional Adventure for APLs 4-10 and Part Two of the Four Daughters of Geoff.
Sean Hillman & Stephen Mumford
7
4-10
Geoff
GEO6-IS1
Grace as Pure as Snow
Geoff
GEO6-IS2
Child's Play
Geoff
GEO6-IS3
The Old Ways
Geoff
GEO7-01
By Light of Twain Moons
A rare conjunction of two moons, one full and one crescent, haunts your dreams. A sense of urgency tugs at your mind. But to do what? The answer, it would seem, can be found in the Hornwood forest of all places. A Geoff Regional adventure for APLs 4-10, and Part One of The Crescent Moon Rising series.
Jose A. Ortiz
7
4-10
Geoff
GEO7-02
Blood Feud
The half-orcs of Clear Sky have arrived in Melgorn, and they have started building their homes in the new town of Clear Sky. Their new neighbors drop by for a visit, but old enemies threaten the developing relationship. The PCs may be the ones who keep things from falling apart. A Geoff regional adventure for APLs 2-10. A loose sequel to GEO 4-08 Massacre at Clear Sky and GEO Intro 6-03 The Old Ways.
John Pieper and Nora Palmer
6
2-10
Geoff
GEO7-03
Breath of the Ancients
A new development threatens to annihilate the inhabitants of the Dim Forest. With a dead Bondmate and a withered Heart, everyone in or near the Forest is in dire need of help. Will you be the one to walk the path of fallen heroes? A Geoff Regional adventure for APLs 6-12, and Part 3 of the Cycle of Darkened Mirrors series, as well as Part 2 of the Crescent Moon Rising series.
Alisa Clary and Chad Clary
9
6-12
Geoff
GEO7-04
The Orb of War
A business opportunity turns serious as the dwur of Geoff extend an open hand to their friends and a bared axe to their foes. A Geoff Regional adventure for APLs 4-10
Stephen Adams, Teos Abadia and Jose Ortiz
7
4-10
Geoff
GEO7-05
A Whisper of Thunder
The followers of the Ffordd Purdeb, or Path of Purity, are slowly gathering strength, particularly in the wilder cantrevs yet to be fully resettled. Many yearn for a return to simpler days, and fear that they may have regained their homes only to lose their identities among a sea of foreign mercenaries. A fragment of ancient druidic lore may lead to the healing so many are seeking, both for the Land and its people… or it may destroy a fragile nation still reeling from a terrible war. A Geoff Regional Module for APLs 2-10 and Part Two of the Path of Purity
Leslie Erwin & Sean Hillman
6
2-10
Geoff
GEO7-06
Spearbreaker
The War between the Shadar Kai and the people of Cysgod Annwn is quickly coming to a crisis. New tactics among the enemy require the presence of the Celebrated Brightlings. Can heroes save the Angry Mountain and give back to one of the daughters something she had thought lost forever? A Geoff Regional adventure for APLs 4-12, and Part Three of the Four Daughters of Geoff series
Sean Hillman
8
4-12
Geoff
GEO7-07
The Great Game
The Old Faith receives a prophecy from their Oracle: Old roads must be trod and forgotten allies called upon before the coming storm. A Geoff Regional adventure for APLs 2-16.
Jose Ortiz and John Pieper
9
2-16
Geoff
GEO7-08
Grey Matter
The new king of the gnomes, King "Ingot" Quikbucon, is popular in the Stark Mounds. However, not everyone loves the king and an old companion requests an investigation. The trail may lead curious adventurers to hunt for something that Clan Ramsees has misplaced, and perhaps reveal more than they bargained for. A Geoff regional adventure for APLs 4-12, and Part 2 of the Stark Contrasts series. (Part 1 was GEO6-04 Delusions of Grandeur).
Paul Ellison, Christopher Day, and Jim Ghiloni
8
4-12
Geoff
GEO7-IS1
Six Swords For Hire
Geoff
GEO7-IS2
The Hills are Alive
Geoff
GEO7-IS3
Pointed Arguments
Geoff
GEO8-01
Prince of the Oytwood
It has been months now since the first kidnapping, and yet a member of the gray elves ruling body, the Weeping Council, remains missing. Those who helped the elves retrieve the other members tell tales of fey and plant creatures run amok in the Oytwood, and worse yet, the elves blame the Grand Duke of Geoff for their woes. A Geoff Regional adventure for APLs 6-12, and Part 3 of the Crescent Moon Rising series. Parts 1 & 2 were GEO7-01 By Light of Twain Moons & GEO7-03 Breath of the Ancients
Jose Ortiz
9
6-12
Geoff
GEO8-02
Whisper in the Wind
Word has spread of the death of Caswallon the Green. Those who revered him are mourning and those who reviled him are celebrating. Everyone else waits for the coming storm to hit Geoff. Even now, as the warm breezes of spring melt away the cold of winter, a gentle and persistent whisper is heard. Who killed Caswallon? Was it the Old Faith? Was it the Brenin? Is he really dead? Will there be war? A Geoff Regional adventure for APLs 4-12 and Part 3 of the Path of Purity series.
Sean Hillman
8
4-12
Geoff
GEO8-03
Where All Shadows Lie
The leaders of Cysgod Annwn and the new mysterious leader of the Shadar Kai have decided to try and bring an end to their war and attack the real enemy: the forces of the dragon Hasforenses. However, when the new leader reveals himself, Sierra Blackblade makes a terrible choice and the leaders of both factions charge you with hunting her down and bringing justice upon her. Can you save the Last Daughter of Geoff from herself or will you be forced to sacrifice her upon the altar of war. A Geoff Regional Adventure APL 6-12 and Part Four of the Daughters of Geoff
Mark Geary & Sean Hillman
9
6-12
Geoff
GRM1-00
Area introduction
< GAZETTEER >
Gran March
GRM1-00
Harvest Church
< GAZETTEER >
Gran March
GRM1-01
Into the Rushmoors
You are asked to brave one of the last wild areas of Gran March in order to retrieve an artifact of incredible historical significance. Are you up to the task? An Introductory Third Edition Living Greyhawk Adventure written for tier one (level 1-2) heroes
Jeffrey W. Kahrs
2
1-2
Gran March
GRM1-02
Caravan Duty
Blurb: You have been hired (or assigned, in the case of Army members) to guard a caravan of supplies traveling from Buxtons Crossing to Hochoch. Humanoid raids have been more frequent in the Dim Forest lately, so there is a good chance that youll see some action. This tournament introduces many aspects of the Gran March region and is intended for characters levels 1-6
Pete Winz
4
1-6
Gran March
GRM1-03
Horse Play
Orcs are threatening the peace in the area near Carern, and heroes are needed to put things right. Its a good thing you happened to be in town. This is a Gran March regional tournament and is intended for heroic characters of levels 1-6.
Nicholas Perch
4
1-6
Gran March
GRM1-04
Ruins of Velstar Keep
There is a haunted ruin outside Hookhill that some adventurers are being invited to investigate. An adventure for characters levels 1-6.
4
1-6
Gran March
GRM1-05
Under Siege
A quick stopover in Fort Endurance turns into a longer stay than you imagined. The goblins are on the rise and it's up to you to do your part in stopping them. Active military members may use Military Time Units to play this scenario. A Gran March Regional scenario characters levels 1-6
Pete Winz
4
1-6
Gran March
GRM1-06
A Deadly Beginning
Humanoids have been spotted moving in number in the Lortmils. What can this mean for the people who live there? An adventure for character levels 1-6.
Michael Trezevant Smith
4
1-6
Gran March
GRM1-07
Lesser of Two Goods
Blurb: The Church of St. Cuthbert in Shiboleth is looking for a few noble souls with your talents to help them out in the Dim Forest. But what's this? Someone else seeks your help for the same purpose? It looks like somebody's going to be disappointed. An adventure for characters level 3-10.
Russell S. Timm
7
3-10
Gran March
GRM1-08
Tears of Blood
The crowds that Richfest brings to Hookhill can conceal many a criminal or dastardly plot. While innocent folk celebrate, evil is afoot and it is up to you to stop it or thousands may die. An adventure for characters level 1-6.
4
1-6
Gran March
GRM1-09
Strange Deadfellows
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4
1-6
Gran March
GRM1-10
Fading Vision
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6
3-8
Gran March
GRM1-11
The Festival of Bathilda
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4
1-6
Gran March
GRM1-12
Field Maneuvers
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6
3-8
Gran March
GRM1-IN1
A Day at Fort Endurance
The road through the Dim Forest on which Fort Endurance lies is still being widened for military use. When complete, it will allow the Gran March military to more easily supply Geoff with troops and supplies. However, construction of the road is behind schedule, in large part due to sabotage. Some sylvan elves in the forest are apparently unhappy about the road construction, and they have been stealing and damaging equipment in the work camps to the east. The army has sent road-building specialists here from all across Gran March in an attempt to put this project back on schedule. The Warden of the Dim March is recruiting scouting parties to assist in those responsible. Who will show a display of patriotism and valor by assisting in this effort? A Gran March Regional Interactive for characters of all levels.
Brett King
1
1
Gran March
GRM2-01
Eyes on Orlane
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7
3-10
Gran March
GRM2-02
The mines of Loras Ma
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6
3-8
Gran March
GRM2-03
Midnight Dawn
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6
3-8
Gran March
GRM2-04
The Free Band
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6
1-10
Gran March
GRM2-05
Depth Perception
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6
1-10
Gran March
GRM2-06
The Patrol (voided)
Sometimes it's all about getting back alive. This scenario is intended only for those who serve in the Gran March military (active duty, activated veterans, or foreign soldiers on detached duty). An adventure for characters levels 1 - 10.
Pete Winz
6
1-10
Gran March
GRM2-07
Malficius Ex Malficius (voided)
In which the characters attempt to discover the source of a mysterious storm plaguing the Barony of Shiboleth. Characters should be suitable for extended operations in inhospitable terrain. An adventure for characters levels 1 - 10
Jeffrey W. Kahrs & Thomas B. Hill
6
1-10
Gran March
GRM2-IN1
Exercise in Futility
At the request of the Commandant and other prominent officers of the March, the Syrloch has assembled south of Red Arbor in the Barony of Cavintus for a demonstration of its Coordinated Illusionary Battle Simulation to take place on Starday, the 8th of Coldeven, 592 C.Y. The invitation has gone out to all prior service and active duty members in the area on leave to volunteer in this demonstration. Likewise, an invitation has been extended to any foreigners in the area that have proof of having served in military action against the forces of the giants in the Occupied Lands or against the forces of the Pomarj. Speculation and excitement grow as the time draws near. An untiered exercise of the imagination for characters of all levels.
Russell S. Timm
1
1
Gran March
GRM2-IN3
Sewers of Seneshta
An ancient Flan City crushed during the height of the occluded empire is rediscovered deep in the Lortmils. Trouble is brewing forth from the long abandoned sewers. A Gran March Regional Interactive for characters of 1st through 12th level.
Taylor Davenport and Robyn Lewis
7
1-12
Gran March
GRM2-IN4
Battle of Orlane
The city of Orlane has fallen into the hands of the enemy. The 20th Battle is besieged within the city and you are the nearest reinforcements. Do you have what it takes to repel the invaders? A Gran March regional battle interactive for APLs 2 through 10. Militarily oriented characters are highly encouraged.
Derrel Weaver
6
2-10
Gran March
GRM2-IN5
A Dirty Job
Humanoids have taken over an abandoned fort. The military has a job for you, and it may not be pleasant. A Gran March Regional Battle Interactive for characters of 1st through 11th level.
P. John Freeman and Greg Gershowitz
6
1-11
Gran March
GRM3-01
The Toecutter
Your help is needed on an important mission into the darkest corners of Hookhill. Stealth and subtlety are needed more than boldness and brute force, although there may be some head bashing before the day is out. Law enforcement types need not apply. A Gran March regional adventure for APLs 2-12.
Pete Winz
7
2-12
Gran March
GRM3-02
Rotting on the Vine
The Hospitalers need clever investigators to find one of their clerics, who may have been infected with the plague. Military TUs may be used for this scenario. A Gran March regional adventure for APLs 2-10 and Part One in the "Shadow, Sun, and Sword" series.
Will Dover
6
2-10
Gran March
GRM3-03
Shades of the Past
A scouting party has not returned from their mission into the Rushmoors. The army's attempt to create a diverse and cohesive rescue party has enlisted you. Are you up to the task of rescuing the missing scouts and finishing their duty? An adventure geared for APLs 2-8. Part 1 of the "Whispers from the Swamp" series.
Jerald Eaker and James Lell
5
2-8
Gran March
GRM3-04
A Night in Birnham Woods
A trip through the countryside takes a detour when adventurers are needed to solve a string of murders in a small town. Can they solve the crimes before more murders take place? A Gran March regional adventure for APLs 2-12.
George Harris
7
2-12
Gran March
GRM3-05
It Stalks the Night
A simple errand to deliver a message to Fort Endurance turns into anything but simple when a strange and powerful beast of darkness begins to stalk the night. A Gran March regional adventure for APLs 4-12.
Bill Edens
8
4-12
Gran March
GRM3-06
Training Camp
The Gran March army is busy fighting the Giants in Geoff, and refugees continue to pour into Gran March. Now a new force is rising out of the dust, attacking travelers, towns, and even individual homes. A Gran March regional adventure for APLs 4-10.
Jenna Moore
7
4-10
Gran March
GRM3-07
Rustling in the Reeds
The military has hired you to escort a work-gang to newly uncovered ruins found in the Rushmoors. A short trip, good money, and a festival afterwards…what could go wrong? A Gran March adventure for APLs 2-12, and Part One in the "Whispers from the Swamp" series.
Jerald Eaker and James Lell
7
2-12
Gran March
GRM3-08
Trick of the Eye
Harvest has been plentiful, war in Geoff has been going well, and now a marriage of Elector's children. All Gran March is traveling to Hookhill for their wedding on the 4th of Richfest. Nalsiir Weirwood and Allita Housemann make a beautiful couple. Life this year has been grueling and dangerous. You deserve a little rest and recreation, don't you? A Gran March Regional scenario and a sequel to the scenario Depth Perception. An adventure for characters level 3-13.
Edward Tostanoski III
8
3-13
Gran March
GRM3-09
In the Blink of an Unseeing Eye
The town of Carern seems to be experiencing a haunting. Considering recent events in the Dim Forest, tales of shadowy figures accosting travelers at the Old Stable Inn certainly require further investigation. And when horses start panicking in broad daylight, it means serious trouble in a town whose four-legged residents are at least as important as the two-legged ones. This is a one-round Gran March Regional Adventure for APLs 2 through 16.
M. Sean Molley
9
2-16
Gran March
GRM3-IN1
A Growfest Wedding
Growfest is upon you as you travel to Buxton's Crossing. Rumors of strife across the land have calmed in recent weeks and you look forward to a little relaxation and celebration. Word is that there is even going to be a wedding, which usually means good food, although a gift for the happy couple is appropriate. Designed for PCs of any level, faithful to the Harvest Church a plus, a non-battle interactive.
Eric Gearman
1
1
Gran March
GRM3-IN2
PRB and Wizards Conclave
Gran March
GRM3-IN3
Giant Slayers
Gran March
GRM3n-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
Joe Masdon
1
1
Gran March
GRM3n-02
The Gnome Who Cried Mole
The son of a wealthy gnomish family has played one too many practical jokes on the good people of Holly Hill. Now the citizens of this mountain hamlet pay very little attention to what the youngster says. When the day comes that he actually needs someone's help he may be hard pressed to find volunteers. This is an introductory Living Greyhawk module set in the Gran March and is intended for 1st level PCs only.
Brandon A. Mann
1
1
Gran March
GRM3n-03
The Militia Games
Every year during Needfest, the militia companies of Gran March come together outside Hookhill to practice their martial skills and test their battle readiness. Recently, the Militia Council has agreed to open up the Games to outside participants, though some veterans might not take kindly to outsiders in their Games. During the celebration and mock violence, observant contestants might catch wind of murder in the air. Let the Games Begin. The Militia Games is a series of mock battles and contests of martial skill. Players are strongly encouraged to create Gran March veteran PCs who are interested in learning about the various Militia Groups (meta-organizations) available. PCs who would be unwilling to participate in mock combats are strongly discouraged. This is an introductory Living Greyhawk module set in the Gran March and is intended for 1st level PC's only
Joe Masdon
1
1
Gran March
GRM4-01
Homecoming
"I need an immediate escort to Shiboleth," says the white-haired 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.
Michael D. Moore and Jenna Moore
7
2-12
Gran March
GRM4-02
The Royal Road to Hookhill
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. This scenario 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 (begun with GRM4-01 Homecoming).
P. John Freeman
7
2-12
Gran March
GRM4-03
Ripe for the Picking
A military prisoner seeks atonement for past misdeeds, and what he confesses leads to a terrible secret. Players are encouraged to play GRM3-02 Rotting on the Vine beforehand, and Military TUs may be used for this adventure. A Gran March Regional adventure for APLs 2-12, and Part Two of the Shadow, Sun, and Sword Series.
Will Dover
7
2-12
Gran March
GRM4-04
Justice!
A secret mission presents the opportunity to bring justice to the Free Band and its leader Olowyn Aelanthyr. Do you have the skill and fortitude to defeat one of Gran March's most wanted outlaws? A Gran March regional adventure for APLs 6-12 and Part 3 of the Free Band Series.
Bill Edens with Michael Moore, Will Dover, M. Sean Molley, and Ryan White
9
6-12
Gran March
GRM4-05
Operation Black Night
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 sequel to Training Camp. A Gran March Regional adventure for APL 2 through 12.
Jenna & Michael Moore
7
2-12
Gran March
GRM4-06
Harvest Time
The Commandant himself is gravely concerned over a series of 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. However, when the light of justice is focused too tightly on one place, its brilliance can cause all of the surrounding shadows to become that much deeper. An evil plot has been set in motion – a plot that could shake the nation to its very foundations. Military Time Units may be used for this adventure. Players are strongly encouraged to play GRM3-02 Rotting on the Vine, GRM4-03 Ripe for the Picking, and GRM4-05 Operation Black Knight before playing this adventure. This Gran March regional adventure is for APLs 2-18 and is Part Three of the Shadow, Sun, and Sword Series.
Will Dover and M. Sean Molley
10
2-18
Gran March
GRM4-07
A Lack of Focus
An obsessed and power-hungry man seeks to awaken a scourge from a time when the Whispered One walked this land. His key is a young man who knows little of his past and is unsure of his future. Can you follow the faint trail and prevent an evil from being re-released into Oerth? A Gran March regional adventure for APLs 2-12, and Part One of the Occluded Whispers Series.
Daniel Wheeler
7
2-12
Gran March
GRM4-08
Getting the Point in the End
An old dwarf sends you a message requesting you to travel to the city of Lortenford as he has uncovered an invaluable lead into the humanoid return to the Lortmils. A Gran March regional adventure for APLs 6-12, and Part Three of the Master of the Lortmils Series.
George Harris & Jan Fogleman
9
6-12
Gran March
GRM4-IN1
A Simple Errar
Gran March
GRM4-IN4
To Fall Upon Honor
Gran March
GRM4-IN6
A Knight in Ander's Falls
A celebration for the men and women who defended Ander's Falls comes at a precarious time. More villagers are missing, and the numbers of undead roaming the region have increased almost overnight. Could the tales of a strange knight seen wandering the mountains have something to do with these terrible events? Rumors of strange lights and horrific voices carried on the wind continue to erode morale of the already troubled inhabitants of Ander's Falls. The survival of the people, as well as the entire town itself, depends on the actions of a few determined adventurers – can they stop what is happening before Ander's Falls is destroyed?
Andrew Garbade, Ryan White, and M. Sean Molley
1
1
Gran March
GRM4-IN8
Paved with Good Intention
Gran March
GRM4-IS1
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.
Edward Tostanoski
1
1
Gran March
GRM5-01
The Commandant's Parlor
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 PCs of APLs 6-12, and Part One of The Outsiders In series.
Sean Flaherty and John Richardson
9
6-12
Gran March
GRM5-02
Enemy of my Enemy
Three young soldiers have been murdered at the edge of the Dim Forest and neither their commander nor the law seems to care. An Uncle asks for justice at best, and to just know why at worst. A Gran March regional adventure for PCs of APLs 2-12.
P. Dennis Waltman
7
2-12
Gran March
GRM5-03
Pruning at the Root
The recent 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 PCs of APLs 4-18, and Part Four of Shadow, Sun, and Sword series.
Will Dover
11
4-18
Gran March
GRM5-04
The Lines are Blurred
Released from his binding prison, an ancient wraith sweeps across the March leaving death and undeath in his wake. Is all this chaos and destruction part of some nefarious plan? A Gran March regional adventure for APLs 2-12 and Part Two of the Occluded Whispers series.
Daniel Wheeler
7
2-12
Gran March
GRM5-05
Familiar Territory
What began as a simple escort mission to Fort Tribulation becomes an important diplomatic mission in the Rush March. A Gran March regional adventure for APLs 2-12.
James Lell
7
2-12
Gran March
GRM5-06
Family Fortunes
Watcher Reginar Vlarrian, Elder Oath-Bound Gargoyle has received disturbing news that one of his fallen brothers' souls is not at rest. He has entreated like-minded servants of righteousness to investigate and see the matter put right. At the same time a call for aid from adventurers has been issued by a minor noble from Barony Dragus. His manor has suddenly become haunted, and his new bride is threatening to abandon him and the family home. A Gran March regional adventure for APLs 2-12, and Part One of the War of the Undying series
Sean Flaherty
7
2-12
Gran March
GRM5-07
Justice Be Done
Each year, young men and women from across Gran March mark their 15th birthdays and await the arrival of Mustering Day with a mixture of anticipation and dread. Everyone, from the poorest commoner to the richest nobleman, understands the necessity of serving Commandant and Country. The idea that an entire village would refuse to send its children to the Army is simply unthinkable. And yet, that is exactly the situation that you are being asked to investigate. A Gran March regional adventure for APLs 2-8.
M. Sean Molley
5
2-8
Gran March
GRM5-08
Up a Winding Stair
Rumor of several epidemics spreading through northeastern Gran March have reached the ears of the Hospitalers and temples in Hookhill. A call has gone out in Hookhill for healers and adventurers of all kind to attend a convocation to investigate the strange plagues and put a stop to them. A Gran March regional adventure for APLs 6-12, and Part Three of the Outsiders In series.
Sean Flaherty
9
6-12
Gran March
GRM5-IN1
The Commandant's Fist
The ground shakes. Dozens are dead. Shiboleth mourns. And YOU are invited! While the local electors begin the process of rebuilding the district most heavily damaged by the quake, the Order of World Travelers is throwing a party in celebration of the opening of the new fellowship hall in Shiboleth. Their bards' tales are fantastic, and the new hall itself is said to be a worthy sight. As party plans go on above, events are in motion below the city that weren't mentioned in the invitation. Before all is said and done, blood will be on the Commandant's fist; and the bards will have a whole new set of tales to tell. A Gran March regional battle interactive for APLs 1 through 14.
Jason Keen and David Swindell
8
1-14
Gran March
GRM5-IN2
Trouble at Tribulation
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 APLs 2-18.
James Lell
10
2-18
Gran March
GRM5-IN3
The Lich Queen's Vengeance
Recent earthquakes in Gran March have done more than just make Shibboleth tremble. The Mountaineers have discovered the newly revealed ruins of an ancient city high in the Lortmil Mountains, a gold rush of treasure hunters has ensued, and boom town merchants have followed. Newly promted Knight Colonel Thero'Kay has been dispatched to secure the region. However, in a recent journey beyond the boundaries of Oerth, the Knight Colonel and others took treasures of their own from fallen enemies. The fanatical bretheren of those enemies have been tracking Thero'Kay and are coming to reclaim what was theirs...A Living Greyhawk Battle Interactive for military-oriented player characters of all levels.
Ed Podsiad, Sean Flaherty, Andrew Garbade, Josh Pelkey and M. Sean Molley
1
1
Gran March
GRM5-IN4
In the Eleventh Hour
The allied forces of Geoff, Gran March, Keoland, Bissel and the Yeomanry are preparing for a final, massive assault on the giant-held city of Gorna. In preparation, Commandant Magnus Vrianian has come to Gorna to toast its warriors, and make a few announcements. You are invited to the banquet to honor the Allies' heroes who march at week's end to the battlefield that is Gorna. The giants however, prefer a different battlefield. A Gran March Interactive adventure for APLs 2-18
Joe Masdon and Josh Pelkey
10
2-18
Gran March
GRM5-IS1
The Whispered Path
A chance encounter while waiting to join a caravan leads to adventure in southern Gran March. Will your relatively inexperienced adventurers be up to the challenges of the Rushmoors. A Gran March regional introductory adventure for 1st-level characters.
Will Dover
1
1
Gran March
GRM6-01
All That Is Secret and Hidden
Earthquakes, massive sinkholes and an invasion by giant forces in the last year have left Shiboleth bloodied and nearly broken. Volunteers have come to clear away wreckage and death while an army rides to help. But not everyone is in Shiboleth to help. Some who have been there for millennia are visiting for the first time. Some secrets, once released, were never contained. A Gran March regional adventure for APLs 2-12, and Part 2 of the Shattered Reflection series.
Joe Masdon
7
2-12
Gran March
GRM6-02
Family Values
The Nackel gnomes have gone missing in Shiboleth and their sister and mother want your help in finding them, but can anyone find anything in the rubble of Shiboleth? Apparently someone can, as the gnomes' trail leads to a newly erected gladiatorial arena, an infiltration of Baklunish spies, and the mystery of who murdered their father four years ago. A Gran March regional adventure for APLs 2-12, and Part 2 of the War of the Undying series.
Sean Flaherty
7
2-12
Gran March
GRM6-03
Crystal Clear
It is now obvious that the Vecna-worshiping undead from the Lortmils are not focused on the Dim Forest. A showdown is coming, with Gran March's greatest hope coming from an unlikely ally, and you will be key to stopping this threat once and for all time. A Gran March regional adventure for APLs six to twelve and Part Three of the "Occluded Whispers" Series. It is strongly recommended that participating PCs have played at least one of the two previous adventures in this series.
Daniel Wheeler and Joe Masdon
9
6-12
Gran March
GRM6-04
Curtains Drawn Around
Watcher Corum Valstier has been kidnapped by some unknown enemy of Gran March masquerading as a fellow knight. The fiend has brazenly called out the Knights of the Watch, the Church of Heironeous, and heroes of Gran March at large challenging them to catch him if they can. Following the creature's trail should be no problem as it begins a cross country trek from Orlane to points east leaving a trail of chaos in its wake. Catching it and rescuing Valstier, however, may prove more challenging. A Gran March regional adventure for APLs 6-12, and Part 4 of the Outsiders In series.
Ed Podsiad and Sean Flaherty
9
6-12
Gran March
GRM6-05
The Trouble with Weeds
They say that vineyard in Orlane is haunted, but the Gran March army says it isn't so. Adventurers wanting to test their mettle are now flocking back to Orlane to kill undead. Will your group of adventurers find out the truth? A Gran March regional adventure for APLs 4 - 12, and the epilogue of the Shadow, Sun, and Sword Series.
Will Dover
8
4-12
Gran March
GRM6-06
War of the Undying
A year has passed since the awakening of the Watcher Helerain Brogan and the retrieval of his restless soul from its tomb. Now the Watcher's ancient enemy the Baklunish lich Feyza Bahun has been found and Watcher Brogan is calling upon all those who have sworn an oath to destroy the lich to aid him. Finding a lich's lair is difficult enough, but most would question the wisdom of those who voluntarily enter one and expect to leave alive. An EXTREMELY DANGEROUS Gran March regional adventure for APLs 2-12 and Part Three and the conclusion of the War of the Undying series.
Sean Flaherty
7
2-12
Gran March
GRM6-07
Athenaeum
Danger lurks in the august halls of Gran March's grand library. Your future tells of tomes, knowledge and transformation. How high must you climb to find an enemy so familiar it might have once been one of your own? Others were here first, and might seek to reclaim knowledge once promised and never delivered. A Gran March regional adventure for APLs 2-16, and Part 3 of the Shattered Reflections series. Military Time: Yes. Caravan: Yes.
Joe Masdon
9
2-16
Gran March
GRM6-08
Coming Home
All Lortenford celebrates the return of a favorite son. Captain Trellheim Ennister has come home and brings along his bride-to-be, but do the pealing bells perhaps signal something more foul afoot? Sometimes coming home is more difficult than one foresees. A Gran March regional adventure for APLs 2-12.
Pete Winz and M. Sean Molley
7
2-12
Gran March
GRM6-IN1
Mound of Trouble
The allied forces of Geoff, Gran March, Keoland, Bissel and the Yeomanry were victorious in a final, massive assault on the giant-held city of Gorna. However, it was not the force of the gathered armies that broke the backs of the Giants. The new chaotic faction has a back door into the Gran March, which is seen as a threat. The mission is to close the door permanently without causing diplomatic strains. A Gran March Interactive adventure for APLs 2-10. Note: Particular interest to Gran March Military, Syrloch, School of Hard Knocks and Dimwood Elves. Strongly recommended for Military PCs.
Michael Gellar and Greg Gershowitz
6
2-10
Gran March
GRM6-IN2
Notorious F.A.T.
Long ago, a brilliant gnomish inventor's dreams came crashing down when one of his inventions was used in an attack on Fort Tribulation. Can his reputation be salvaged, or are his dreams destined to become nightmares? A Gran March Dungeon Crawl Interactive, APLs 2-10. Military: Yes.
Brett King
6
2-10
Gran March
GRM6-IN3
The Depths of Haradaragh
Since it's rediscovery in the spring of 595, the area around the lost Flan city of Haradaragh has become associated with ill omen. It was the site of a githyanki incursion against Gran March and plagues and other unsavory events have manifested at irregular intervals. Since the breakup of the glacier and the revelation of the city, for the government of Gran March has been seeking an explanation of these strange events and understanding of the city itself.
R. Michael Hinds and Sean Flaherty
6
2-10
Gran March
GRM6-IS2
Exigency
Sometimes things are best not disturbed. Some things are best left asleep. Some people's thirst for knowledge or loot knows no bounds. These three facts make an unsettling combination that falls to others to resolve. A Gran March regional introductory adventure for 1st level characters only
P. Dennis Waltman
1
1
Gran March
GRM7-01
Gnome Friends
A young gnome was brought into Ander's Falls near death by a kindly merchant. The local clerics were able to heal him, and he revealed that his village had been ransacked by Mountaineers. A Captain of the Sixth is sending you to determine what really happened to their gnome friends. A Gran March regional adventure for APLs 2-12, and Part 1 of the Homefront series.
Andrew Garbade
7
2-12
Gran March
GRM7-02
Gullet
With Gran March preparing for battle with bullywogs and their allies, all intelligence on their sacred and military sites is important information to gather. One such place of interest has been recently discovered in the Rushmoors. A dangerous Gran March Regional adventure for APLs 2-12. Part two of the Homefront series.
P. Dennis Waltman
7
2-12
Gran March
GRM7-03
Who Sleeps Upon Your Bed
A year and a day have passed since Watcher Corum Valstier, Most Gallant Hippogriff was abducted by the mysterious creature calling itself Maimbua. The days have passed with breathtaking excitement, the days have passed with anxious anticipation, the days have passed with quiet dread. In all the days come and gone nothing has been heard from Maimbua, but on a day of renewed hope everything changes. Watch your step, as you never know what might lie beyond the next door. A Gran March Regional adventure for APLs 6-12, and Part Five of the Outsiders In series.
Michael Eshleman and Sean Flaherty
9
6-12
Gran March
GRM7-04
The Thread Within
A serious crime took place just outside Shiboleth, and you have been assigned to the case. A Gran March Regional investigative adventure for APLs 2-8, and Part Three of the Homefront series.
Michael J Roderick, Sr.
5
2-8
Gran March
GRM7-05
Currents
A pleasant cruise down the Sheldomar River; the river does most of the work on the downward leg, so what will the characters find themselves doing? And with a full moon there should be plenty of visibility for travel at night. A dangerous Gran March Regional adventure for APLs 2-12 and Part 4 of the Homefront series. Creatures larger than medium are unlikely to participate, characters larger than medium cannot participate and wild animals will not find welcome on deck.
P. Dennis Waltman
7
2-12
Gran March
GRM7-06
The Order of Underworld Travelers
More than a year ago, hundreds of tons of rock collapsed into a cavern below Shiboleth filled with daemons, killing them and destroying their gateway from Gehenna. Ancient vampires who were caught between the Gran March army and the daemons were also crushed by the collapse. Some folks are concerned that the threat from one or both of those sources is not truly crushed. No one really wants to go into the muddy, dangerous, shifting ground beneath the flooded sinkhole to investigate. Volunteers are being accepted. A Gran March Regional adventure for APLs 2-12 and Part 4 of the Shattered Reflections series.
Joe Masdon
7
2-12
Gran March
GRM7-07
To Prove the Warm Affection
In the fields northeast of Buxton's Crossing grain has given way to gaiety. Between Proman and Buxton's Crossing, just off the road, a large traveling carnival and marketplace has established itself and attracts merchants, patrons, and all that accompany them. A large broadside by the road proclaims, "BAZAAR OF THE BIZARRE – Limited Engagement Only!" Can trouble help but be hard on the heels of opportunity? A dangerous Gran March Regional adventure for APLs 6-12, and Part Six of the Outsiders In series.
Michael Eshleman and Sean Flaherty
9
6-12
Gran March
GRM7-08
Thrall
"Fear should reach your enemies through walls of thickest iron when no more than your name breaches their stronghold." - The Precept of Immortality "To savor the oppression of your foes, you must allow them hope. Then take it indifferently, as you take their lives." – The Precept of Tyranny Daemons and angels. Knight and Death. The plan of the Master Vigilant revealed, even if he does not survive the revelation. A dangerous Gran March Regional adventure for APLs 2-16, and Part 6 of the Shattered Reflections series.
Joe Masdon
9
2-16
Gran March
GRM7-09
The Lost and the Found
Madness has been sweeping Gran March. Otherwise peaceful citizens are attacking their neighbors for no reason. Can you discover the cause before it is too late? A Gran March Regional adventure for APLs 2-8, and part seven of the Homefront series. This adventure is also related, though not directly a part of, the Outsiders In series..
Thorin Palladino
5
2-8
Gran March
GRM7-IN1
Stuck in the Muck
The Rushmoors have always been a mud pit needing to be filled in. If not for the many attacks this would be well underway. Two years since the Bullywug assault on Fort Tribulation, the Warden had decided to strike back at the denizens that have plagued Fort Tribulation for so long. A Gran March Interactive Adventure for APLs 2-12. Recommended for Gran March Military, Druids, members of Accepted Religions, and those that would stick it to the Bullywugs.
Michael Gellar and Eric Pelkey
7
2-12
Gran March
GRM7-IN2
The Hard Road to Peace
The wars in Gran March's neighboring lands require focus. The time has come to eliminate distractions. Let us start with a certain lich queen. A Gran March Battle Interactive for APLs 2-14 and part 5 of the Homefront series.
Brett King
8
2-14
Gran March
GRM7-IN3
Troubled Waters
Gran March
GRM7-IN4
By Right of Conquest
For millennia, land in the Sheldomar Valley has been claimed by those with the strength to take it and to hold it. Invaders laying unlawful claims are not to be tolerated and allies should come together to retake lands wrongly seized. The time has come to reclaim Shiboleth. A Gran March Regional battle-intensive interactive for APLs 2-14, and Part 5 of the Shattered Reflections series.
Joe Masdon and Nick Perch
8
2-14
Gran March
GRM7-IN5
Hammerstrike
"Cavalry, " Knight Colonel Jabbar began, "is a force that can disrupt communication, supply and reinforcement should it be allowed to wander unscathed behind the lines We won't be unscathed for long, but disruption is the goal. We will fill the GMS Lortenford with so many fighting men and woman that there will be barely room for a few rats and weasels. Then we will stealthily make our way near the first target. Small teams will be unloaded along a fighting front. The teams will make their way a shore and push past any resistance on the bank. They will march to a logistics base where they will take their mounts and then the disruption and havoc can truly begin…….. . A Gran March Interactive Missions adventure for APLs 2-8.
P. Dennis Waltman
5
2-8
Gran March
GRM7-IN6
Hammerfall
Knight Colonel Jabbar began, All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near. We will use the river to swiftly move forces with stealth under cover of night to a place that they are not expected. Those who defend the Hammer see the river as protecting their flank; we will use it as an avenue of attack. An amphibious landing, then swarm the walls before the defender can rally. A Gran March Interactive adventure for APLs 2-8. Characters not well suited to amphibious and siege operations should request transfer to other units. This adventure takes place after Hammerstrike and thus this adventure should be played AFTER Hammerstrike. GRM 7-IN5
Joey Martin, Dennis Waltman & Doug Wood
5
2-8
Gran March
GRM7-IS1
Inauspicious
"Meet me at the Distant Star in Ghostgate" the Ridefinder's message said, "your assistance is needed in a matter of importance." A room in this high class inn and an initial retainer were excellent starts to any adventure. A Gran March Introductory adventure for military and non-military characters alike.
P. Dennis Waltman
1
1
Gran March
GRM8-01
Consequences
Heroes faced with two choices, chose the easy way seeking short term good and ignoring long term evil. Now it is time to pay the piper and it's the Hellscepter that calls the tune. For many it's the second visit to a gnomish village on the border with Veluna. Will it be the easy way or the hard way this time? A Gran March regional adventure for APLs 4-16. At some APLs this game can run long.
P. Dennis Waltman
10
4-16
Gran March
GRM8-02
Pest Control
Pestilential Politics in Orlane are getting out of hand. One body's already turned up; will there be more? Will you get to the heart of the matter or will it get to you first? Do you have both the courage and audacity to act? A Gran March regional adventure for APLs 4-14 and part 10 of the Homefront Series.
Michael J. Roderick, Sr and Mark Malcolm
9
4-14
Gran March
GRM8-03
Witness
"Leave a witness." - Master Vigilant Marax To savor his rise in power and prominence, Master Vigilant Marax has demanded witnesses to his audacious triumphs. To savor his defeat, others now demand witnesses to his utter failure. A small, select group will be chosen to be either the victims of his final victory, or the mechanisms of his final defeat. A dangerous Gran March Regional adventure for APLs 4-16, and Part 7 of the Shattered Reflections series.
Joe Masdon
10
4-16
Gran March
GRM8-04
Deceit
Lies are the stock in trade of those living in the underbelly of Gran March. Your mission, should you choose to accept it, is to put paid to one of the biggest deceivers in Gran March history. When surrounded by guile, can you find the truth? A Gran March Regional adventure for APLs 2-16 and Part 11 of the Homefront series.
Pete Winz
9
2-16
Gran March
GRM8-05
Quorum
With threats of armies north and south, individual Knight Colonels making individual decisions and much of the Battle Seasoned troops still outside the nation, the times demand one leader and Gran March does not have one. The call to elect a new Commandant has come. Can enough of the Electors make it to Hookhill in order to elect the needed leader or will Chaos reign. This is a dangerous continuous TwoRound Gran March Regional adventure for APLs 4-16, and the Finale for the Gran March region. This game contains spoilers for GRM 7-2 "Gullet", GRM 7-3 "Who Sleeps Upon Your Bed," GRM 8-1 "Consequences," GRM 8-IN1 "Vanguard," GRM 8-2 "Pest Control" and GRM 8-4 "Deceit." While some of these spoilers are minor, GRM 7-2 and GRM 8-2 should definitely be played before this game. Parties having a character who possesses or is bonded to Hellbreaker could have an advantage. All other year 8 games take place before this game in the timeline
P. Dennis Waltman
10
4-16
Gran March
GRM8-IN1
Vanguard
Gran March
GRM8-IN2
Cattail Celebration
The Cattails plan to celebrate an auspicious wedding. Omens and portents say that this wedding will be important to the future of the Cattail clan, if the Otters and their friends don't ruin the wedding and destroy the Cattails. To help the Cattails celebrate this momentous event, respected citizens of Gran March are in need of diplomatic representatives. A Gran March Regional adventure for APLs 2-14.
George Harris and Michael Montague
8
2-14
Gran March
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.
Edward Tostanoski
1
1
Gran March
HIG1-01
A Path Less Traveled
With the Harvest festival fast approaching, the town of Highfolk is preparing for its annual Race of Heroes. Glory goes to the fastest team. Can you stand up to the test, and win fame and fortune? An adventure for characters level 1-2.
Jason Bulmahn
2
1-2
Highfolk
HIG1-02
Deep in Vesve
An escort mission takes you into the heart of the forest known as the Vesve. It seems a simple enough task, yet the tales you've heard about the vast woods keep you on edge. Ready for anything, you begin your trek Recommended for resourceful PCs. A two-round event. The Mystery of F.M.A., Part 1. For characters levels 1-4.
Chris Tulach
3
1-4
Highfolk
HIG1-03
Of Elven Make
Brewfest may be ending soon, but tomorrow looks promising. A treant is scheduled to speak, but several thefts were not. Who is behind these robberies, and can you stop them from spoiling your fun? An adventure for investigative PCs, though others may still apply. The Mystery of F.M.A., Part 2. An adventure for characters level 1-4.
3
1-4
Highfolk
HIG1-04
Grave Disturbance
The Smiling Halls of Good Fortune, temple to Norebo in Verbeeg Hill, wants your help. They promise good pay and easy work. It seems as though you're in for a break from danger and death at every turn. Then again, it is a long journey from Highfolk town to Verbeeg Hill… Recommended for investigative PCs. A Slow Rot, Part 1. An adventure for characters level 2-6.
Chris Tulach
4
2-6
Highfolk
HIG1-05
Burning Way
Heaps of soot and ash are all that remain of many of the halfling owned inns throughout the Highvale. The stories spread about the cause of the flames are even stranger. Some say it is a curse brought upon the stout folk, others say it is something far more sinister. An adventure for character levels 1-6. Shadow of the Dragon, Part 1
4
1-6
Highfolk
HIG1-06
Power of Choice
The murder of councilman Telvest Lorewin at this year's Harvest Festival has the town of Highfolk fearful that the escaped assassin will strike again. When the mysterious killer is sighted once more, heroes are needed to bring him to justice. Will you succeed where other stalwart adventurers once failed? Recommended for sneaky and intrigue-oriented PCs. A two-round event, for characters levels 16.
4
1-6
Highfolk
HIG1-07
Highway, Low Way
The Wyvern's Sting, a bandit group marauding about the Fairdells, has planned a grand heist - one that will surely spell the ruin of a well-respected gnome miner. You are all that stands between the bandits and their goal. Your trip will take you through the Highvale and into the treacherous Clatspurs during the beginnings of winter. Recommended for resilient PCs. For characters levels 1-6.
Chris Tulach
4
1-6
Highfolk
HIG1-08
What's a Half-orc to Do?
Strange occurrences plague farms of the Western High Vale. Farm animals have disappeared, crops are burned, and odd scrawling has been painted on barns. A young half-orc is accused and only the PCs can prove his innocence. Recommended for open-minded PCs. For characters levels 1-6
4
1-6
Highfolk
HIG1-09
Out on the Hunt
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4
1-6
Highfolk
HIG1-10
Grave occurrence
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Chris Tulach
6
3-8
Highfolk
HIG1-11
A Gnomes Affair
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4
1-6
Highfolk
HIG1-12
Winter Tears
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4
1-6
Highfolk
HIG2-01
The Shadows Part
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Chris Tulach
6
3-8
Highfolk
HIG2-02
Eyes In The Dark
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4
1-6
Highfolk
HIG2-03
Fires of Vengeance
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6
3-8
Highfolk
HIG2-04
Grave Consequences
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Chris Tulach
6
3-8
Highfolk
HIG2-05
Kinsmen
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6
4-8
Highfolk
HIG2-06
Love tastes Bittersweet
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4
1-6
Highfolk
HIG2-07
Dark & Restless Dreams
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6
1-10
Highfolk
HIG2-08
Knife In The Wound
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Chris Tulach
8
5-10
Highfolk
HIG3-01
As Luck Would Have It
Pssstttt, Buddy. Did you hear? The Smiling Halls of Good Fortune have been robbed! I might have some information on where they stashed the loot, but it will cost you. The PCs are on the trail of the greatest robbery in Highfolk history, and everyone seems to know it. Role-playing intensive, recommended for light-hearted gnomes and morally flexible, investigative PCs APLs 2 to 10.
Greg Marks
6
2-10
Highfolk
HIG3-02
Face of a Thousand Scars
Who said that adventuring would never be complicated? A mysterious woman needs your help, and only a brave adventurer such as yourself can do that for her. But danger lurks always over yonder. An adventure for characters of level 4 through 14.
Andrea Paulinski
9
4-14
Highfolk
HIG3-03
Siege
True darkness has fallen over Quaalsten in the heart of the Vesve Forest. Two armies of evil lay siege to it, and those in Highfolk and Flameflower struggle to provide aid to the beleaguered town, all the while preparing themselves for the inevitable conflict if it is lost. The minions of the Old One have waited long for this day, and it's up to a few brave souls to deny victory to the terror that stalks the ancient forest. An adventure for selfless, heroic PCs of levels 1-12. Blood on the Trees, Part 1.
Chris Tulach
7
1-12
Highfolk
HIG3-04
Ghostly View
Better hurry off to Highfolk town. Paxana needs your help again. She says it's urgent. An adventure for characters level 1-9 (APLs 2-8).
Brian Nowak
5
2-8
Highfolk
HIG3-05
Burn Away the Endless Night
After many long weeks under a magical dome of twilight, effectively crippling the forest town of Quaalsten, a breakthrough has been made. Now, you must journey to a place beyond reality to bring down the baleful sorcery that prevents the forces of good from turning the tide. This special, very challenging adventure is only for characters that chose to stay in Quaalsten at the conclusion of HIG3-03 Siege. Recommended for characters levels 1-13. Blood on the Trees, Part 2.
Chris Tulach
7
1-13
Highfolk
HIG3-06
Brother Against Brother
At its heart, the fate of the Vesve has always been tied to the fate of the elves that find shelter in her trees. Now the Vesve is under siege and the elves have yet to marshal against the dark tide rising to the east. You travel to hidden Flameflower to form an alliance with the elves while the flames of war gather about your feet. Part one of the House Divided series. An adventure for APLs 4 to 12.
Greg Marks
8
4-12
Highfolk
HIG3-07
Woman and Children First
As evil armies move across the Vesve and great commanders vie for control, a small village suffers a siege of their own. A Highfolk regional module recommended for PCs level 1 through 7 who are truly good at heart
William Best
4
1-7
Highfolk
HIG3-08
The Evil Within
Fleeing the ravages of war, refugees have flooded Highfolk town triggering a string of murders that suggest more than simple racial strife. Clearly malevolent forces are working behind the scenes, but politics and lies plague the investigation. Something must be done before Highfolk falls, brought down from within. This adventure uses the revised Dungeons and Dragons rules. A Highfolk regional scenario for political and investigative PCs, APLs 4 to 12. A House Divided, Part Two.
Greg Marks
8
4-12
Highfolk
HIG4-01
Demon Spawn
Rumors are flying through Highfolk town of a fire within the halls of the Temple of Change. The temple has remained surprisingly close-mouthed, saying only that the place of worship is in fine condition. But… this past Godsday, the temple did not open its doors for service. As the common folk grow more suspicious, you receive a summons. An adventure for APLs 2-12. It is recommended that characters with the Quarterstaff of the Serpent's Path play this adventure.
Brian Nowak
7
2-12
Highfolk
HIG4-02
Losing the War We've Won
The spring thaw brings the opportunity for a dangerous scouting mission to determine the fate of fallen Flameflower and the lost members of Court, but politics and the poor progress of war prevent the full allocation of resources. Heroes are needed to bring hope to the elves and all of Highfolk. A Highfolk regional scenario for heroic and stealthy PCs, APLs 4 to 12. Part three in the House Divided module series.
Greg Marks
8
4-12
Highfolk
HIG4-03
Axes in the Night
Oh no!! Seraphina, the loveable halfling doll maker, has been accused of murder. What foul creature could be behind this frame-up, or did she really do it? Are you ready to solve the mystery? An adventure for APLs 2 through 6.
Andrea Paulinski
4
2-6
Highfolk
HIG4-04
Sour Grapes
The Richfest celebration is in full swing at Verbeeg Hill. A special race is the main attraction, but only fate will decide who will win. This is an adventure for heroic characters, APLs 2-12.
AJ Schmidt, John Teske, & Mark Mastej
7
2-12
Highfolk
HIG4-05
The Spirit and the Hold
Elves can be a very secretive race of beings. Their haughty aloofness is renowned across the Flanaess, but no one can say it is unearned. Time and time again, the elves of Oerth have proven their skill on the diplomatic, warfare, and artistic fronts. Occasionally, such resourcefulness comes from the darkest places of the world. Yes, even the elves of the Vesve have secrets. A dungeon-based adventure for PCs APL 8-12. An adventure tangentially related to the House Divided series.
Brian Nowak
10
8-12
Highfolk
HIG4-06
All the Empty Places of the World
The time has come. Flameflower will once again be brought into the light, or the Vesve will surely fall. Before the assault can begin, a band of heroes undertake a desperate gamble to turn the tide in favor of their allies. A Highfolk regional scenario with an extended play opportunity for APLs 6 to 16. Part four of the House Divided module series.
Greg Marks
11
6-16
Highfolk
HIG4-07
Cult of the Stone Serpent
Hooded strangers and missing townsfolk have the small gnomish mining community of Marringstone worried that they've offended the spirits of the hills. The simple folk hope that your arrival will provide answers to the disturbing events over the past few weeks. Part 1 of Three Furies, and Part 3 of Blood on the Trees. It is highly recommended that this adventure is played before HIG4-08 Harmony of a Wicked Fate and HIG4-09 The Cauldron of Despair and Hope. An adventure recommended for characters levels 5-13 (APLs 6-12).
Chris Tulach
9
6-12
Highfolk
HIG4-08
Harmony of a Wicked Fate
The startling discovery made in the hills of the Sepia Uplands leads you back to Highfolk. There, you hope to receive counsel from concerned parties as to your next step along the path of hope. Part 2 of Three Furies, and Part 4 of Blood on the Trees. It is highly recommended that this adventure is played after HIG4-07 Cult of the Stone Serpent and before HIG4-09 The Cauldron of Despair and Hope. An adventure recommended for characters levels 5-13 (APLs 6-12).
Chris Tulach
9
6-12
Highfolk
HIG4-09
The Cauldron of Despair and Hope
Your final destination on your journey will undoubtedly take you into parts of the Vesve Forest that have never seen the touch of man or elf. Inside this primal area lies the potential for the salvation of Quaalsten, and the defeat of the forces of Iuz occupying the Vesve. Part 3 of Three Furies, and Part 5 of Blood on the Trees. It is highly recommended that this adventure is played after HIG4-07 Cult of the Stone Serpent and HIG4-08 Harmony of a Wicked Fate. An adventure recommended for characters levels 5-13 (APLs 6-12).
Chris Tulach
9
6-12
Highfolk
HIG5-01
Pooling Resources
The Guildsmen of the High Art have been busy these last two years. They've moved into a new Guildhall and rumors say it is haunted. Whispers of keys, both magical and musical, and even the discovery of something called a spellpool abound within the new halls, and now beyond them. This adventure is especially for arcanists and their investigative allies, APLs 6-12.
Todd Ammerman with Brian Nowak
9
6-12
Highfolk
HIG5-02
Goblin Knights
With the spring comes a time of renewal for both the wilderness and the city of Highfolk. To vigor the townsfolk's spirits and thank the heroes of the Vesve, the Temple of Change is sponsoring a new spring festival. But for some folk, there will never be a time for just fun and games. An adventure for APLs 6 through 12. Recommended for those heroes with the Giant Owl.
Andrea Paulinski with Brian Nowak
9
6-12
Highfolk
HIG5-03
All Good Things
The King has returned. The Vesve is nearly once again under the control of the elves and the free folk of the wood. The elven Court looks to return to their ancestral home in lost Flameflower, but they will need the aid of impartial heroes to watch for trouble. There is still a traitor in their midst. The fifth and final part of the House Divided module series. It is strongly recommended that all available previous scenarios in this series be played before playing this event. This is a Highfolk regional scenario with an extended play opportunity for APLs 6 to 16.
Greg Marks
11
6-16
Highfolk
HIG5-04
Primal Urges
An old sorcerer is up to new tricks, and the people of Highfolk are succumbing to their more primeval desires. This regional adventure is for APLs 6-12, and is recommended for those without a soul.
Brian Nowak
9
6-12
Highfolk
HIG5-05
For the Purity of Music
The Bardic College has asked that you come and be a part of an audience for the latest set of public auditions. You are promised a free meal out of it. What could be better than free food, free entertainment and great weather? This is, of course, until the other shoe drops and the last bottle breaks. This is an adventure for inquisitive, culture-tolerating and helping-of-the-populace heroes at APLs 2 through 6.
Dale Gaus
4
2-6
Highfolk
HIG5-06
Desires of an Empty Heart
A treasure lies sleeping in the deep, dark wood, and an empty heart desires it more anything; desires it so much that he is willing to do anything necessary to get it. Soon he will have it, unless heroes intervene. This is a Highfolk regional adventure for APLs 2 to 12; the fourth and final part of "A Slow Rot."
Greg Marks
7
2-12
Highfolk
HIG5-07
A Deal Gone Cold
What happens when a new dwarven mining operation breaks open an ancient natural cavern? Not only can the miners get in, but the inhabitants are now free to get out! This is a Highfolk regional adventure for APLs 2 to 6.
Richard W. Brown
4
2-6
Highfolk
HIG5-08
Vengeance Delivered
Long has the Hunter in Shadows waited for the right moment to strike out against Field Marshal Azrin. Now is the time and he needs your help! An adventure for APLs 2-12. The Final Chapter in the FMA Saga.
Brian Nowak
7
2-12
Highfolk
HIG5-09
Twilight
New heroes are drawn into machinations to save a magical tree sacred to Ehlonna, the fate of which is tied to the entire Vesve. An APL 2 Highfolk regional module intended for the next generation of Highfolk heroes. Part One of The Coming Dawn.
Greg Marks
2
2
Highfolk
HIG5-I01
Unity
Highfolk
HIG5-I02
A Sepulcher of Secrets
Highfolk
HIG5-S01
The Heroes' Challenge
Do you think you have what it takes to win the title of 'Intrepid Hero'? The Temple of Norebo wants to know. Participate in a series of challenges, be graded on super secret criteria, and see if you and your team can come out on top. This event is limited to PCs of 6th level or lower!
Brian Nowak
4
1-6
Highfolk
HIG6-01
Faerie Fire
Gunther Sugarbaker is renowned for his confectionary works. From colored sugar tiaras to walnut fudge, Master Sugarbaker's culinary delights are desired by the elite across the central Flanaess. With a new confection in mind, Gunther needs a harvest of the stubbornly deep-rooted white sayles (SAY-els) berries. What secrets will be illuminated on this journey into the southern swamplands known as the Deepmarsh? A regional adventure set in the Deepmarsh of the Vesve Forest for APL 2 to 6. Page One of the Keeper of Word and Deed.
Brian Nowak
4
2-6
Highfolk
HIG6-02
Antipathy
The Guildsmen of the High Art seek a few items for alchemical research, and are asking you to retrieve them – a simple task. However, simple tasks in Highfolk rarely remain that way for long. Hidden agendas come to light, and true intentions are questioned. A regional adventure for arcanists and their allies and set in the Yatil Mountains, the Vesve Forest, and beyond for APL 2 to 6.
Todd Ammerman and Jeremy Vosberg
4
2-6
Highfolk
HIG6-03
Heavy Upon a Heart
After recovering from Growfest celebrations, the party discovers the theft of a powerful relic and joins the chase to recover it before it leaves the region and is lost forever. A Highfolk regional adventure for APLs 2 to 8; Part One of the Waits and Measures Trilogy.
Greg Marks
5
2-8
Highfolk
HIG6-04
A Wheat for Your Thoughts
It looks like another routine job of guarding the traveling caravan, but this mission promises some amazing scenery. By the time it's over, adventurers will have more questions than answers. A Highfolk regional adventure for APL 2 to 6.
Richard W. Brown
4
2-6
Highfolk
HIG6-05
A Column of Five
The future of Clan Shandareth and House Rellen remains in doubt and its Matron asks you to undertake a quest to seek a remote seer who's prophecy might just may hold the key to averting an elven civil war that could ignite the entire Vesve in its flames. A Highfolk regional event for APLs 8 to 16 with an extended play opportunity.
Greg Marks
12
8-16
Highfolk
HIG6-06
First Comes the Running
Over the past year goblinoid and orc raiders have raided the High Vale. Now human raiders have struck, taking a herd of cattle. Your pursuit leads you into the mountains where you make an important discovery. Opportunities exist to spend additional time units (TU). This is Part 1 of the "Don't Run with Sickles" series. A one-round Highfolk Regional adventure set in the Yatil Mountains for characters level 1-11 (APLs 2-8).
Gary "the Reaper" Affeldt
5
2-8
Highfolk
HIG6-07
The Root of the Problem
The dark holds secrets, unknown dangers, and a clue to great treasure. Will you risk all to face Highfolk's most unsavory lot? A Highfolk regional adventure for APLs 2 to 8.
Richard W. Brown
5
2-8
Highfolk
HIG6-08
Dusk
Visions of the Tree of the Arclight lead a band of young heroes to escort Maegla the dreamer on a quest to recover the missing relic from the northern Vesve. A Highfolk regional adventure for APLs 2 to 8; Part Two of The Coming Dawn.
Greg Marks
5
2-8
Highfolk
HIG6-09
Racial Enemies
The Hammerstrike Clan and the Dwarves of Dargas Mor have need of the assistance of adventurers to guide some newly bearded Dwarves and help wipe out a Giant threat. Recommended for Dwarves of Dargas Mor and Hammerstrike Clan Dwarves. For characters levels 1-8.
Paul Dohearty
5
1-8
Highfolk
HIG7-01
Luck Lost
What happens when the Temple of Norebo's luck runs out? With Verbeeg Hill invaded and the Velverdyva Queen (VQ) sunk, the Temple of Norebo has hit a new bottom. With many of their assets in the drink, will the Temple ever recover the Velverdyva Queen? Recommended for characters that belong to Meta-Orgs, especially an Adventuring Company sponsored by the Temple of Norebo; not recommended for Asherati PCs. An Adventure for characters level 1-11 (APL 2-8).
Paul Dohearty
5
2-8
Highfolk
HIG7-02
Against the Grain
Something is going on in the Vesve, and the fey creatures seemed stirred up over it. Can you intervene and help them out? A Highfolk Regional adventure for characters level 1-13 (APLs 4-10); Part Two of "Harvesting Awareness"
Richard W. Brown
7
4-10
Highfolk
HIG7-03
Lost in the Dark
Everyone knows that dwarves can see in the dark, so how can a dwarf lose something within it? The only way is if they really do not want to find it in the first place. Find out what the dwarves of Dargas Mor have lost in the dark. A oneround Highfolk Regional adventure set underground near Dargas Mor for characters level 1-13 (APLs 2-10). This is Part 2 of the "Don't Run With Sickles" series.
Gary Affeldt
6
2-10
Highfolk
HIG7-04
Rose and Pearl
Lady Mnemosyne Rellen is the epitome of Shandareth refinement, surely born to the rose and pearl as all great Shandareth leaders of noble blood. Many call her cold and calculating, but few can argue that she is one of the most beautiful and politically powerful women in the Vesve. She stands alone at the head of her House; regent over a sickly son who prophecy says may determine the fate of the Vesve. Discover her hidden past in this Highfolk regional event for APLs 8 to 14 with an extended play opportunity. While not required, players are encouraged to use a different PC than played for HIG7-05.
Greg Marks
11
8-14
Highfolk
HIG7-05
Midnight
The Tree of the Arclight recovered, an unexpected source sends adventures to recover another magical plant before the Vesve is covered in war. A Highfolk regional adventure for APLs 2 to 10; Part Three of The Coming Dawn. While not required, players are encouraged to use a different PC than played for HIG7-04.
Greg Marks
6
2-10
Highfolk
HIG7-06
Black Magic Halfling
Halflings are not taken seriously in Highfolk. That is about to change. Are you ready for a halfling that stops at nothing to cause the suffering of others? You better be…she is ready for you! A one-round Highfolk Regional adventure set in the Highvale for APLs 2-12 (levels 1-15).
Mark Mastej
7
2-12
Highfolk
HIG7-07
Faerly Moot
The Druids of the Vesve rarely converge in any one place in appreciable numbers. However, something has them stirred up and they are holding a meeting in the northern reaches of the great wood. The Knights of the High Forest and the Rangers of the Vesve are requesting an escort for a pair of young druids, as they are believed to hold information of critical importance to that gathering. Members of Highfolk Adventuring companies should make every effort to play this adventure with their fellow members. Part 2 of the Familiarity Breeds Contempt series (a loose sequel to HIG6-02 Antipathy). A one-round Highfolk Regional adventure set in the Vesve Forest for characters level 1-13 (APLs 4-10).
Toni Brill and Todd Ammerman
7
4-10
Highfolk
HIG7-08
Familiar Territory
Not too long ago, the foul magic of the Old One caused a portion of the Vesve to be exchanged with an ancient and abandoned Shieldmage's Tower. Strange allies inform you that the time has come to explore the crumbling ruins that should still reside in the Shield Lands, and to discover its untold secrets before the Dawn rises. Part 3 of the Familiarity Breeds Contempt series (sequel to HIG6-02 Antipathy and HIG7-08 Faerly Moot). A Highfolk regional adventure set in the Vesve Forest for characters levels 1-13 (APL 4-10).
Todd Ammerman, Toni Brill, & Paul Dohearty
7
4-10
Highfolk
HIG7-09
Anathema
Sometimes a horrible wrong can be set right, and sometimes a hero cannot pass up the chance to get something done. But sometimes that chance comes at a cost. Will the heroes of the day pay the price? Part 2 of The Keeper of Word and Deed. A one-round Highfolk Regional adventure set in the Vesve for APLs 4-10.
Brian Nowak, Jason Myatt, & Richard Brown
7
4-10
Highfolk
HIG8-01
To a Dead Queen's Court
At the behest of the Dread Mistress, the PCs travel to a faraway place seeking the help of an unlikely ally in combating the rising Dawn. A one-round Highfolk Regional adventure for APLs 2-12 (character levels 1-15). The finale to the "Don't Run With Sickles" series (HIG6-06 First Comes the Running, HIG7- 03 Lost in the Dark). Opportunities exist for optional encounters.
Gary Affeldt
7
2-12
Highfolk
HIG8-02
Intertwined
Three years ago, the paths of many diverged, changing past and future relationships forever. Now, the theft of several precious relics will reveal how intertwined those relationships were, and still are, as the heroes of the Vesve are asked to recover the stolen items. A one-round Highfolk Regional adventure set in the Vesve Forest and its environs for APLs 4- 12, continuing threads from The Coming Dawn, Familiarity Breeds Contempt, Harvesting Awareness, The Keeper of the Word and Deed, and Waits and Measures series.
Toni Brill and Jeremy Vosberg
8
4-12
Highfolk
HIG8-03
Lies of Iron
The spider sits at the center of things on her web of iron. The faintest tremors at the corner of her web have long since caught her attention, but still she waits. Foolishly the prey ventures closer, timid at first and then more daring until it is caught. Only now as it struggles does she reveal herself, girded for war, in lies of iron. A one-round Highfolk Regional adventure set in the Vesve for APLs 4-12.
Greg Marks
8
4-12
Highfolk
HIG8-04
Coming through the Rye
A fortress in the Vesve holds a secret that must be unchained to help the forest. Moving toward the light is usually the best move—if you can find it. PCs that have been previously Touched by the Fey are encouraged to participate in this adventure. A one-round Highfolk Regional adventure set in the Vesve for APLs 4-12. Part Three of the Harvesting Information Series.
Richard W. Brown
8
4-12
Highfolk
HIG8-05
Thicker Than Water
The Watcher has been doing just that for decades, measuring the degree to which the opposition has pushed the Balance, and waiting until he felt the time was right to act. Unfortunately, acting now requires an unholy alliance with the very beings the past generation of heroes had worked so hard to expunge. Simultaneously, an alliance of an entirely different sort could provide new hope from an unexpected direction. Part 2 of the Waits and Measures series (loose sequel to HIG6-03 Heavy Upon a Heart). A one-round Highfolk Regional adventure set in the Highvale and beyond for character levels 1-15 (APLs 4-12).
Todd Ammerman
8
4-12
Highfolk
HIG8-06
Dawn
All things must end. The Dawn rises. Part four of The Coming Dawn and the finale of all things Highfolk. A one-round Highfolk Regional adventure for APLs 4-12.
Greg Marks
8
4-12
Highfolk
HIGA-02
A Path Less Wandered
With the Harvest Festival fast approaching, the town of Highfolk is preparing for its annual race of heroes. Glory goes to the fastest team. Can you stand up to the test, and win fame and fortune. An introductory regional module set in Highfolk for first level PCs only. Those players that have played HIG1-01 A Path Less Traveled may not play this scenario.
Greg Marks
1
1
Highfolk
HIGA-03
Scavenger Hunt
The Town Council Square is brightly decorated with Brewfest excitement when one booth catches your eye. The Patron's Guide of Norebo is sponsoring games. Just five solars to enter with the chance to win one hundred! How can you lose? An introductory regional module set in Highfolk for first level PCs only.
Greg Marks
1
1
Highfolk
HIGA-04
Shindig
A small mining community of Gnomes in the Clatspur Mountains is hosting its annual Miner's Labor celebration. These hearty folk are known for their exciting gatherings more than their mining yield, and draw quite the crowd from all over the region. What better way to spend an evening is there than to mingle and make merry at the Miner's Shindig? An introductory regional module set in Highfolk for first level PCs only.
Ross Rushing and Morgan Spiering
1
1
Highfolk
HIGB-01
Which Way Did They Go
Orcish attacks on the Quaggflow are beginning to become an annoyance. However, the same question is becoming more of an annoyance than the orcs are. Which way did they go? An introductory regional module set in Highfolk for first level PCs only.
Dale A. Gaus
1
1
Highfolk
HIGB-02
Trouble Brewing
Who would've thought that a simple gathering expedition for potion ingredients would result in learning of a fundamental wrong in the Vesve Forest? An introductory regional module set in Highfolk for first level PCs only
Todd Ammerman
1
1
Highfolk
HIGC-02
Organizational Problems
Reputations are always a big thing with arcane spellcasters. Sometimes, one town, even one as big as Highfolk, is too small for two groups of arcane spellcasters. A lighthearted, political, role-playing intense adventure for 1st level characters.
Paul Dohearty
1
1
Highfolk
HIGC-03
Who Goes There
Something is wrong in the Vesve. Being far from civilization, there's no one to turn to—you must solve the problem yourself. Or die trying. An introductory adventure for 1st level characters.
?
1
1
Highfolk
HIGC-04
A Fistful of Grain
The farming village of Weeping Willow is visited by the grim spectre of death once more. The Town Speaker is out, and the community turns to you to solve the grisly mystery. A depraved evil surely walks again - but who, and for what purpose? Stout-hearted and strong-willed heroes recommended. An introductory Highfolk adventure for characters of first level only.
Chris Tulach and Toni Winslow
1
1
Highfolk
HIGD-01
Boys' Night Out
Highfolk
HIGD-02
Hey Diddle Diddle
Hey Diddle Diddle, a Grig lost his fiddle and now he does not know what to do. Can the Heroes find out who took it and return it in time to go to Growfest? An introductory adventure set in Highfolk for 1st level characters only
William Duvall
1
1
Highfolk
HIGD-03
A New Day Dawns on Weeping Willow
A small hamlet, Weeping Willow, has suffered more than its share of tragedy. Now just as it seems that peace and prosperity might return, a small band of heroes stumbles across a fight that threatens to destabilize the region. Will the adventurers discover what secrets lie in Weeping Willow? How will they steer the future of the region? An introductory adventure set in Highfolk for 1st level characters.
Joshua B. Grace
1
1
Highfolk
HIGD-04
The Death of Innocence
Highfolk
HIGE-01
Finding My Way
Some people know which way they are going with certainty and never change. Others have change thrust upon them and need some guidance to rein in their enthusiasm. A one-round Highfolk Introductory Regional adventure set in the Highvale for APL 2.
Timothy Bailey
2
2
Highfolk
INT7-01
Ambition's Folly
A new dawn has arrived in the early morning on Oerth. What adventures await the unsuspecting? New adventurers arrive every day to the Gem of the Flanaess seeking riches or to just take in the wonder that is Greyhawk City. Will this day be no different or will adventure find you? A one -round Core Introduction adventure set in Greyhawk City for characters level 1-4 (APL 2 only). This is the first adventure in the series of Living Greyhawk Core Introductory Adventures.
Tim Sech
2
2
CORE
INT7-02
Trial by Fire
While some of the landscape of the Domain of Greyhawk has changed, the squabbling and power struggle of nobles has not. Ancient papers have been found and translated, papers that many would kill to have in their possession. With the knowledge now within their grasp two men rise above others to retrieve what they believe is rightfully theirs. Today is the day where a choice must be made that will change the fate of many. A one -round Core Introduction adventure set in Greyhawk City for characters level 1-4 (APL 2 only). This is the second adventure in the series of Living Greyhawk Core Introduction Adventures. It is not necessary to play the first Core Introduction Adventure, Ambition's Folly.
Tim Sech
2
2
CORE
INT7-03
A Dead Man's Job
Recovering the red pearl has stirred many factions into action. Unfortunately with the instability of the region as it is the Greyhawk militia does not have time to hear such fanciful tales as ‘lost rituals' and the like. Aramis has been betrayed by his own men and they now have the rest of the ritual items. Will you stick your neck on the line again and be able to break through their defenses? Only one way to find out. A one -round Core Introduction adventure set in Greyhawk City for characters levels 1-4 (APL 2 only). This is the third adventure in the series of Living Greyhawk Core Introduction Adventures. It is not necessary to play the first two Core Introduction Adventures, Ambition's Folly or Trial by Fire.
Tim Sech
2
2
CORE
INT7-04
Ritual of the Damned
The pieces are back in Aramis's hands and the only thing left to do is set them in play. Aramis is ready for his dreams to come true and relies on friends to help him see it through. The ritual is about to happen, will it be for the good of Greyhawk or be yet another disaster in the Domain of Greyhawk's long storied history? A one -round Core Introduction adventure set in Greyhawk City for characters level 1-4 (APL 2 only). This is the fourth and final adventure in the series of Living Greyhawk Core Introduction Adventures. It is not necessary to play the first three Core Introduction Adventures, Ambition's Folly, Trial by Fire, or A Dead Man's Job.
Tim Sech
2
2
CORE
ISL4i-01
Worse Than a Theft
Diamond thieves and darker forces threaten the peace of Sulward. An introductory scenario for the Lordship of the Isles. An adventure for level one characters only.
Ken Jenks and Samir Shyamani
1
1
Metaregion V: Splintered Sun
ISL6-01
The Luminous Cloud
A ship beaches near Sulward and a local pickpocket brings the news into town. Several groups want to investigate it but who will get there first? One-round regional module for APL2-6
Sampo Haarlaa
4
2-6
Metaregion V: Splintered Sun
IUZ3-01
Across the Border
A stranger in need asks you for a simple favor, help a friend of his get out of danger. Unfortunately, his friend is in Dorakaa, the capitol of Iuz's domain. Part 1 of the Machinations plot line. An adventure for the bravest of heroes, levels 5-13.
Jason Bulmahn
9
5-13
Metaregion III: Iuz's Border States
IUZ3-02
Experimentation
Something bad has happened. Something very bad... and no one seems to be left to tell you the sequence of events. It's up to you to solve the mystery and find the source. Just try to avoid falling prey to something bad; something very bad. Part 2 of the Machinations plot line. An adventure for investigative PCs, levels 5-13.
Brian Nowak
9
5-13
Metaregion III: Iuz's Border States
IUZ3-03
Fractures
Pursuit of a murderer leads to a quest that may shape the future of the Bandit Lands…for better or worse. For characters levels 5-13
Rob Little
9
5-13
Metaregion III: Iuz's Border States
IUZ3-04
Burning Cliffs
Hidden away in the recesses of Iuz's vast empire is a lonely research tower surrounded by a burning landscape. Life and limb must be put on the line to get a glimpse into the Old One's vile plan. Only those with the bravery and wit to break into a tower owned by a Boneheart need apply. Part three of the Machinations plot line. For characters of levels 5-15 (APLs 6-14).
Jason Bulmahn
10
6-14
Metaregion III: Iuz's Border States
IUZ3-05
Obsession
Sometime you just have to have that all-important thing to make your collection complete. Of course you also must start somewhere to have a collection. Such is this case. An adventure for character levels 7th – 16th. This adventure uses the D&D 3.5e rules.
John Wyatt
12
7-16
Metaregion III: Iuz's Border States
IUZ3-06
Every Passing Breeze
Some say death rides on every passing breeze, but a little wind won't stop you from a trip to the top of the Yatil Mountains, where you are told there is an ancient weapon to be found; a weapon that you may be able to use against the machinations of the Old One. The Organization has sent you on a quest key to the survival of the free peoples of the Flaness. Part Four of the Machinations plot line, an adventure for APLs 8 to 14. To participate in this scenario, each table must include at least one PC who has played the previous three parts in this series. The same PC need not have played all three parts as long as all three modules have been played amongst the PCs represented
Greg Marks
11
8-14
Metaregion III: Iuz's Border States
IUZ3-07
Infiltration
For over a century, the proud Wolf Nomads have been denied access to their sacred ancestral burial site located in the Howling Hills – a place now under the control of Iuz The Evil. A nomad foray during the 580's had early success but eventual failure, and it seems the only way to retake the Wegwiur Thralls is to have a group of cunning adventurers infiltrate the tomb, and secure it from the inside. But who would be mad enough to undertake such a mission? A Living Greyhawk adventure for characters ranging from levels 3 to 13.
Bruce Paris
8
3-13
Metaregion III: Iuz's Border States
IUZ4-01
Dorakaa
Brave words have brought forth a dire request from those seeking the demise of the Lord of Pain. Now is a hero's chance to do what they have many-times claimed they would ... take the fight to the doorstep of Iuz himself. It is strongly recommended that this adventure be played after all previous Machinations plot Iuz meta-regionals. This adventure will run longer than one standard convention slot. An event for very foolish or very skilled adventurers (APLs 8 through 16). Characters below 8th level play at their own peril.
Rick Brill
12
8-16
Metaregion III: Iuz's Border States
IUZ4-02
Madness Falls
A search for a missing judge leads to dark dangers. An Iuz Meta-Regional adventure for brave characters at APLs 6 to 14. Part One of the Purification Cycle.
Jeffery A. Dobberpuhl
10
6-14
Metaregion III: Iuz's Border States
IUZ4-03
Chasing Trouble
Why is it good news must always be tainted with a bit of darkness? No one is ever surprised to find trouble in Crockport, you are just amazed it took this long. This time, trouble saw you coming so you'll need to give chase. This module is the second in the Purification Cycle. This is an Iuz metaregional adventure for characters of level 7 to 15 (APL 8 to 14).
Lee Sharp and Michelle Sharp
11
8-14
Metaregion III: Iuz's Border States
IUZ4-04
Walking in His Shoes
The search is on! The Old One's agents are on the trail of a missing paladin and it is up to you to find him before it is too late. This scenario is part three of the Purification Cycle. An adventure for APL's 8-16.
Rob Little
12
8-16
Metaregion III: Iuz's Border States
IUZ4-05
Stepping into the Parlor
The PCs are given the opportunity to learn more about the machinations of the Old One from an unusual and dangerous source. The PCs travel into the Empire of Iuz to find the truth about an offer from this strange bedfellow. An adventure for APLs 10 to 16, Part 4 in the Purification Cycle.
Greg Marks
13
10-16
Metaregion III: Iuz's Border States
IUZ4-06
Shadows of a Dread City
It has been five years since Count Sverdlin took Kendragund Keep from the Urzun Orcs. Since that time, a flourishing city has developed around the keep, and it has become a seat of power and corruption in the Land Of Iuz. But there are deep shadows hanging over Kendragund. Count Sverdlin and his brother Sven have become increasingly reclusive, and the Urzun have been asked to oversee a new kind of merchandise, destined to make this dread city live forever in the favor of Old Wicked. This scenario follows on from IUZ3-07 Infiltration, and is designed for APLs 4-12.
Bruce Paris
8
4-12
Metaregion III: Iuz's Border States
IUZ4-07
Revelations
Riggby, Patriarch of Boccob, soul was captured by the forces of Iuz, little over a year ago. Many of Riggby allies have attempted to learn of the whereabouts of the soul stone that contains Riggby essence, but alas with little success. However one man, a cleric of Zagyg claims he knows where an answer can be found and unknown backers are willing to send adventurers towards this destination. This adventure is sequel to Iuz 3-05 Obsession and is recommended for characters of levels 7th – 16th .
John Wyatt
12
7-16
Metaregion III: Iuz's Border States
IUZ4-08
Shattered Reflections of a Frozen Twilight
A late night of celebration turns into an early morning of planar travel. Join the power brokers as useful pawns or equal peers are you negotiate the secrets of the Old One's plans. An adventure for APLs 10 to 16, Part 5 in the Purification Cycle.
Greg Marks
13
10-16
Metaregion III: Iuz's Border States
IUZ4-09
A Little Soul Searching
Recently, two adventurers with critical information regarding the Old One's plans have been slain while operating in the Old One's lands. While both of the bodies were recovered, attempts to bring them back to life, or even talk with their spirits using magic, have failed. What information did they carry, and how can that information be retrieved? In order to get answers, you'll have to travel again into enemy territory, and come face-to-face with the Lord of the Tower of Blasted Bones. An Iuz's Border States metaregional adventure, recommended for characters levels 9-17 (APLs 10-16). This is the final adventure in the Purification Cycle.
Chris Tulach
13
10-16
Metaregion III: Iuz's Border States
IUZ5-01
Portal of Hate
Nearly a year has gone by since the last sighting of the sword Hate has occurred. Now, an ogre chieftain, Gristletooth, appears to have it and is raiding the area of Torkeep in the Shield Lands! An adventure for characters levels 9-17.
Jeffery A. Dobberpuhl
13
9-17
Metaregion III: Iuz's Border States
IUZ5-02
Playing Both Sides
The Drinkers of the Cup of Midnight have asked you to meet with someone to gain information that could aid them in their battle against the Old One. In the past, the Drinkers are known to have made questionable decisions and dealt with beings of unquestionable evil. This time they want you to deal with Prince Zeech of Redhand, a vassal of their supposed enemy. On whose side are the Drinkers and, if they really do oppose Old Wicked, on whose side is Zeech? An Iuz's Border States metaregional adventure that takes place in the Bandit Kingdoms and the Shield Lands, recommended for characters of levels 9 to 17 (APLs 10 to 16). Link Two of the Confluence Chain.
Britt Frey
13
10-16
Metaregion III: Iuz's Border States
IUZ5-03
Lost but not Forgotten
Called upon by the allies in the crusade against the old one, their request will lead you to a rescue mission unlike any other you've ever experienced before… An adventure for experienced adventures that have caught the eye of the Old One. For characters levels 11 to 17. WARNING: This adventure is combat intensive and not for heroes who are afraid to die for their cause. This adventure will run longer than one standard convention slot and should not be run without judge preparation.
Antonio J. Scalise & Jeremy G. Vosber
14
11-17
Metaregion III: Iuz's Border States
IUZ5-04
Plane Thinking
A grieving sister needs your help in locating her brother. However, things are not always what they seem…especially when on the trail of a missing master of illusions. Remember when lifting a log one sometimes uncovers more than is expected. An adventure for APLs 10-16 and the Third Link of the Confluence Chain.
Michelle Sharp
13
10-16
Metaregion III: Iuz's Border States
IUZ5-05
The Mission is Everything
So many times the Drinkers have sent you on missions of seemingly random importance. So many times they've told you to ignore the evils you may see on your mission. So many times you've been told not to get distracted and sacrifices are necessary to bring down the Old One. Well, this time it's different. This time, you're going to go fix one of the first evils you saw and this time that IS the mission. A one round adventure for APLs 8 to 16
Wes Nicholson
12
8-16
Metaregion III: Iuz's Border States
IUZ5-06
Spy Gnome
Tamatar Chenchenka, codename "Little Voice", was sent to infiltrate the gnomish slaves at work on the Groaning Mines – deep within the terrible Howling Hills. For three years, this loyal undercover agent has endured every indecency known to gnomes; all the while providing The Drinkers with valuable information regarding the Old One's economy…until now. Now her voice has gone silent. Now it is time for her to come in … from the cold. A Living Greyhawk adventure designed for APLs 6-14.
Bruce Paris
10
6-14
Metaregion III: Iuz's Border States
IUZ5-07
Tides of War
The Armies of the Old One march on the gates of the Black Aerie as Iuz prepares for his final confrontation with the Demon Prince Pazrael to claim control of Torremor. Can he be stopped or will heroes step forward to turn back the tide? The Final Link of the Confluence Chain for APL's 10-18.
Rob Little
14
10-18
Metaregion III: Iuz's Border States
IUZ6-01
The Great Northern Expedition
The famous explorer Uust Van Ingermann has disappeared, and associates of his need the services of seasoned adventurers to locate his so called "Great Northern Expedition". Van Ingermann and his companions were last heard of in the lands of the Wolf Nomads. What on Oerth could he be looking for there? A mostly outdoors adventure not to be missed for APLs 6 to 12. Part 1 of the Legacy of Serpents.
Mark Somers and Patrick Williamson
9
6-12
Metaregion III: Iuz's Border States
IUZ6-02
Blue Scales, Red Secrets
A simple escort mission has brought you to the spur of Rift Canyon known as Dragon Rift. What could make its master worried enough to employ common humanoids to do his work? An Iuz's Border States metaregional adventure set in the Combination of Free Lords, for APLs 6 to 12. Having a wilderness oriented PC at the table will prove beneficial during this adventure. PCs that have the Enmity of Morginstaler will find this adventure to be very bad for their health. This is Part One of the Seeker of the Flesh series.
Casey Brown
9
6-12
Metaregion III: Iuz's Border States
IUZ6-03
The Cup Runs Dry
A desperate individual from a mysterious organization that opposes the Lord of Pain has magically contacted you. His organization is under assault and if you do not move quickly, all they have worked for over the last ten years will be gone. To make matters worse, it appears the powerful and enigmatic leader of the organization may be a traitor to the cause. An Iuz's Border States Metaregional Adventure for APLs 10-16.
Theo Judd
13
10-16
Metaregion III: Iuz's Border States
IUZ6-04
Acid Test
An evil is revealed in the recently liberated city of Admundfort, one that could send it's tendrils out across Oerth. An old friend, Gildor Arcanix, asks assistance against the vile foe. Never before has the enemy been so determined to see good and honest folk fail. Can heroes overcome this Acid Test? An Iuz Metaregional Adventure for APLs 8 to 14.
Jeffery A. Dobberpuhl, Esq.
11
8-14
Metaregion III: Iuz's Border States
IUZ6-05
The Madhouse
The Old One is looking into something and the Shade would like to know what. Why has an abandoned house near Admundfort attracted Iuz's attention? This adventure is extremely roleplay intensive. A one-round Iuz's Border States Metaregional adventure set in the Shield Lands for APLs 4-12.
Britt F. Frey
8
4-12
Metaregion III: Iuz's Border States
IUZ6-06
Drach Treielabone
Celebrations in the dwur mountain kingdom of Khundholm are a pleasant respite from the normal grind of adventuring life. Barandon, the Haigh Righ of the Khund (pron. "Koond"), makes only one request of his guests – that o they enjoy a well laid table, comfortable quarters and the good fellowship of the Khund folk. But when a problem crops up that the Khund cannot undertake, are you willing to lend a hand to help them secure your nation's good relations? A one-round Iuz's Border States Metaregional adventure set in Perrenland for APLs 4-14.
Patrick Williamson and Andrew Cowan
9
4-14
Metaregion III: Iuz's Border States
IUZ6-07
Stone Cold
A white dragon and his magical beast followers are attacking a tribe of goliaths. Why are they doing this and what do they want from semi-nomadic hunter-gatherers? A one-round Iuz's Border States Metaregional adventure set in the Clatspur Mountains for APLs 6-14.
Gary Affeldt
10
6-14
Metaregion III: Iuz's Border States
IUZ6-08
Over the River And Through the Woods
Hired to track a suspicious person, you travel to Stalmaer in Furyondy and cross the River into the Gnarley Forest, into the lands of Verbobonc. What or, more importantly, who will you find there? A one-round Iuz metaregional adventure set in Furyondy & Verbobonc for APLs 8-14.
Chris R. Hoffman
11
8-14
Metaregion III: Iuz's Border States
IUZ7-01
The Seven Tests of Irinna Qu'lla
Blurb. In 596 adventurers discovered what is best described as a living Ur-Flan culture, the Hursik within 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 for APLs 8-14.
Patrick Williamson
11
8-14
Metaregion III: Iuz's Border States
IUZ7-02
Affinity & Discord
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 for APLs 8-14. PCs that detect as evil or have equipment that detect as evil are STRONGLY encouraged to not play this scenario.
Chris R Hoffman
11
8-14
Metaregion III: Iuz's Border States
IUZ7-03
Horde and Hoard
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 Howling Hills for APLs 4-14.
Paul Kulbitski
9
4-14
Metaregion III: Iuz's Border States
IUZ7-04
Blue with Envy
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 for APLs 4-10. 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.
Casey Brown
7
4-10
Metaregion III: Iuz's Border States
IUZ7-05
Know Thy Enemy
The Drinkers of the Cup of Midnight, in an attempt to prevent history from repeating itself, have decided that turnabout is most 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 for characters level 3-15 (APLs 6-12). WARNING: This adventure is role-playing intensive and is set in locations and presents situations that may be extremely dangerous for paladins, clerics of good-aligned deities, or any good (particularly devout) PCs in general. There are definite repercussions for these types of PCs. In addition, this adventure contains many situations that may be gruesome or inappropriate for less-mature audiences.
Todd Ammerman and Joe Cirillo
9
6-12
Metaregion III: Iuz's Border States
IUZ7-06
Northern Lassitude
A free holiday north of Lake Quag, sailing, good food, entertainment, relaxation, foot massages – all courtesy of Gildor Arcanix in appreciation of your previous support. By now you know Gildor all too well, so what task does he have for planned you to pay for this luxury spa retreat? This adventure continues the "Dragon Scales" adventure path (IUZ6-01, IUZ6-02, IUZ6-04, IUZ6-06, IUZ6-07, IUZ6-08 and IUZ7- 01) and for best enjoyment these adventures should have been played in order before this adventure is played. A one-round Iuz's Border States Metaregional adventure set in Ungra Balan for APLs 6-14.
Joe Fitzgerald, Patrick Williamson and Scott McManus
10
6-14
Metaregion III: Iuz's Border States
IUZ7-07
Any Means
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 the Old One'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 for APL 8-14 (character levels 5-15).
Gary Affeldt
10
5-15
Metaregion III: Iuz's Border States
IUZ8-01
End of the Line
After years of scheming, the chromatic dragon cultists take a daring new step as they move toward the completion of their plans, and you are recruited to thwart them. Meanwhile, the Drinkers of the Midnight Cup want you to help investigate a startling new connection between the cultists and Iuz. Finally, another party wants your assistance, too, for what could be the strangest mission you've ever undertaken. What does all this mean? You're going deep into lands swarming with orcs, demons and undead to find out. A two-round Iuz's Border States metaregional adventure for APLs 10-16. This adventure includes untiered encounters and an extended play opportunity.
Joshua B. Grace and Chris Hoffman
13
10-16
Metaregion III: Iuz's Border States
IUZ8-02
Final Words
A two-round Iuz's Border States metaregional adventure taking place throughout the metaregion for APLs 12-16. This adventure is connected to the Core Ascension plot arc and, for story continuity, it is recommended that this adventure be played after COR8-06 Entrapment and before CORS8-02 Wheels within Wheels. Worshippers of Kelanen, Telchur, and Vatun will particularly enjoy this adventure.
John du Bois and Andy Perlman with notable contributions by Casey Brown and Britt Frey
14
12-16
Metaregion III: Iuz's Border States
KEO1-00
Keoland Gazetteer
< GAZETTEER >
KEO?-IN?
Counterstike
Keoland
KEO?-IN?
With her Pearly Whites…
Keoland
KEO?-IN?
The Tomb of Doom
Keoland
KEO?INT
Blood Moon Over Gradsul
Keoland
KEO1-01
March Through Keoland
Excitement, glory, adventure and fame, or a mind numbingly, tedious, boring, interminable wagon-trip through the dusty roads of Keoland to deliver supplies on behalf of the kings agent. It's all a matter of perception. This is an introductory adventure based in the Kingdom of Keoland for character levels 1-4.
Michael A. Donavan
3
1-4
Keoland
KEO1-02
Little Reconnaissance
The Secretary of the Lady Regent of Cryllor needs you to do a little investigation of the humanoid troubles in western Cryllor. Sounds fairly easy, but these things always sound easier than they are... An adventure for characters levels 1-4.
Adam H. Morse
3
1-4
Keoland
KEO1-03
Charting the Course
The nations of the Yeomanry and Keoland have been divided for years by differing ideologies and past indiscretions. Now, a chance for a renewed relationship exists. But does anyone on either side really want this to happen? What does it take to chart a course through hostile political waters?
Keoland
KEO1-04
Never Mined
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3
1-4
Keoland
KEO1-05
All That Glitters
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4
1-6
Keoland
KEO1-06
Evil in the Woods
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4
1-6
Keoland
KEO1-07
Deathmarch
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4
1-6
Keoland
KEO1-08
Warts and All
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4
1-6
Keoland
KEO1-09
Dreadfog
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4
1-6
Keoland
KEO2-01
Fleeing The Scene
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Scott Casper
6
3-8
Keoland
KEO2-02
Down Trodden
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6
3-8
Keoland
KEO2-03
Stuck In A Moment
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6
1-10
Keoland
KEO2-04
Illegal Aliens
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7
3-10
Keoland
KEO2-05
Royal Rescue
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5
1-8
Keoland
KEO2-06
Hunt In The Hool
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Keoland
KEO2-07
Getting There Is Half The Fun
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6
1-10
Keoland
KEO2-08
Pemlo's Lambic
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5
1-8
Keoland
KEO3-01
The Tomb of Tloques-Popolocas
The Gradsul Museum of Antiquities is exhibiting a rare Amedio treasure this evening: the newly discovered tomb of an ancient Olman holy ruler, Tloques-Popolocas. A dinner party is being held to celebrate its unveiling, and your presence has been requested. A Keoland regional adventure for APLs 2-8 and Part One of the "Olman Retribution" series.
John Miguel Baker
5
2-8
Keoland
KEO3-02
Predators and Prey
A strange light had reappeared in the depths of the Hool Marsh. Rumors abound: Lizardfolk have summoned an avatar of Sess'Innek; the Mad Mage Baltron has relit his beacon; agents of the Scarlet Brotherhood are establishing an outpost in the swamp. Or could it be something more sinister than anyone can even imagine? A Keoland regional adventure for APLs 4-10 and Part Three of the "Death in the Hool" series.
Jarrad Lutton
7
4-10
Keoland
KEO3-03
Will of the People
Within the Earldom of Linth, generations of mixed-blood humans have long railed against the Suloise noble house that has oppressed them. Now, the Earl's lands teeter on the brink of rebellion, and King Kimbertos has ordered a meeting between the Earl of Linth and the leader of his oppressed minority. Is this the first step towards peace – or war? A Keoland regional adventure for APLs 4-12 and Part One of the "Linth" series.
Christian J. Alipounarian
8
4-12
Keoland
KEO3-04
Of Witches and Warlocks
It is time for the annual meetings of the Craufield's Mage Council and the pageantry that has grown up around it. Surely nothing can go wrong on such an occasion! An adventure for characters levels 3 - 12. This module is the third in the Crowning Glory cycle, continuing the stories that began in KEO1-07 Deathmarch and KEO2-02 Downtrodden
Joe Russell
8
3-12
Keoland
KEO3-05
Crimes of the Heart
The Scarlet Brotherhood has been delving into the Dreadwood and the Silent Ones want you to hunt them down. A two-round Keoland regional adventure for APLs 4-10 and Part Two of the Barony of Dilwych series.
Keith C. Palm
7
4-10
Keoland
KEO3-06
Chain Reaction
When a royal tax collector turns up dead in the streets of Cryllor the adventurers that find him are caught up in a series of events that no one could have anticipated. An investigative adventure for APLs 4 to 14.
Mark Whittaker
9
4-14
Keoland
KEO3-07
Old Secrets Never Die
"Wanted: An experienced reconnaissance and recovery team for a mission of national security. All interested and qualified parties should report to Viscount Richart Jorgos in Jaedrae." The Viscount grows more nervous by the day – it sounds like another of his missions into the Hool Marsh to report on the massing lizardfolk forces. An adventure for APLs 4-12. This is the fourth module in the Hool Series which included KEO2-05 Royal Rescue, KEO 2-06 Hunt in the Hool, and KEO3-02 Predators and Prey.
Joe and Rich Marflak
8
4-12
Keoland
KEO3-08
A Little War: Prelude
Forces are mustering in the shadows of the Jotens under the command of a mysterious Suel mage. Towns in the county of Cryllor have been threatened; the village of Kilm has been razed. Now, savages raid the farmlands of the Good Hills Union. Questions must be answered. Who is this mysterious leader? What is the source of the raiders? And just how much is Pemlo's stock actually worth? An adventure for APL 2 – 12. This module is the second in the Good Hills Gone Bad series that began with KEO2-08 Pemlo's Lambic.
Kevin Lawson
7
2-12
Keoland
KEO3-IN
Uny-Con 2003
Keoland
KEO3-IN
Crookhollow Blues
Keoland
KEO3-IN
Dark Shadows over Gradsul
Keoland
KEO3-IN
Von Reiklande's Crypt
Keoland
KEO3-IN?
The Mystery of Sir Mandison Laeveaole
Keoland
KEO3-IN2
A Safe Haven?
Keoland
KEO3INT
Chamber of Souls
Keoland
KEO3INT
Gradsul by Gaslight
Keoland
KEO3INT
I Created a Monster
Keoland
KEO3INT
Victims & Villains
Keoland
KEO3INT
The Purloined Scroll Tube
Keoland
KEO3INT
Raiders of the Lost Tamoachan
Keoland
KEO4-01
Hope, Entwined
Recent events in the Viscounty of Nume Eor and the Hool Marsh Protectorate have drawn the attention of King Kimbertos Skotti himself. A venerable sage and a captured Brotherhood monk may hold the answers to a blossoming hope for Keoland, or serpentine plots may strangle Keoish interests in Nume Eor and beyond. A Keoland Regional adventure for APLs 2-12 and the fifth and final installment in the "Death in the Hool" series, which included A Royal Rescue, Hunt in the Hool, Predators and Prey, and Old Secrets Never Die.
Shawn Merwin
7
2-12
Keoland
KEO4-02
Active Imagination
A soul of evil comes closer to its twisted plan with every beat of its heart. In a dementation of a man's innocent dream, death and danger stalk the innocent. In sanity, a former madman finds no peace. How will they come together to decide the fate of the Barony of Dilwych? A Keoland Regional adventure for APLs 2-12, and the third and final scenario in the Dilwych series that includes KEO2-04 Illegal Aliens and KEO3-05 Crimes of the Heart.
Keith Palm and Judy Rudolph
7
2-12
Keoland
KEO4-03
Lasting Deeds
Disturbing rumors of missing persons and strange figures moving around at night have been filtering out of the Duchy of Dorlin. A rain of evil begins to fall within the borders of Keoland. The PCs must stand against the trickle, or it will rain, rain hard, and flood so that all they hold dear will be washed away. A Keoland Regional adventure for APLs 4-12, and Part Four of the Crowning Glory Series that included Death March, Down Trodden, and Of Witches and Warlocks.
Joseph Russell
8
4-12
Keoland
KEO4-04
The Rain, the Wind, and the Night
The unsolved murder of a Royal Explorer lingers over the port city of Gradsul like a miasma. Powerful political factions seek your help to close the books on this crime before its ramifications hurl Gradsul into a night so black it may never see the dawn. But which side holds the key to true justice? A Keoland regional adventure for APLs 2-12, and Part 2 of the Olman Retribution Series. It is strongly recommended that players first play KEO3-01 The Tomb of Tloques-Popolocas and subsequently play the same characters if possible. REPORTING FOR DUTY benefit is active for the following Keoish metaorgs: Gradsul Military, Gradsul Nobility, Sea Mages, Royal Explorers, Knights of the Malagari, Silent Ones. PCs in these metaorgs pay 0 TUs for this mod, as long as it doesn't cause their TUs spent on "Reporting for Duty" to go over the TUs paid for their current level in the metaorg.
Jeff Detweiler
7
2-12
Keoland
KEO4-05
A Last Dance at Midnight
A puppet of dark forces, the daughter of the Earl of Linth spins and leaps in an empty hall. Within her family's ancient manor, she steps to unheard music and dances with unseen others. How does the magic upon this child threaten the fate of the Empire? And why is her family unable – or unwilling – to help? Can you end her midnight dance? This is the second module in the Tales of Linth series. A one-round adventure for character levels 4-12. This module focuses heavily on role-playing and investigative elements.
Charles Skidmore with Christian J. Alipounarian
8
4-12
Keoland
KEO4-06
Knights of Futures Past
Check your weapons and armor at the door, because it's festival time in grand old Gradsul. Veterans and neophytes alike put on their colorful costumes to partake of the Ball of the Red Masque, a feast fit for heroes where adventurers and their tales are told and toasted…though not necessarily in that order. A Keoland regional adventure for APLs 6-16, and Part Two of the "All Good Things" series which began with KEOI4-01 Hide and Seek.
Wayne Rosen and Sean Smith
11
6-16
Keoland
KEO4-07
In the Footsteps of the Fallen
Visitors usually find the Good Hills Union a bit odd, but harmonious. Well, it's not all Lambic and Chicken Cake. What festers beneath the pastoral surface? A Keoland regional adventure for APLs 4-12, and the final installment of the Good Hills Gone Bad Series which included KEO2-08 Pemlo's Lambic and KEO308 Prelude to a Little War.
Kevin Lawson
8
4-12
Keoland
KEO4-IN?
Winter's Turning
Keoland
KEO4-IN?
Cryllor: Secrets and Lies
Keoland
KEO4-IN1
COSCON Interactive: Secrets and Lies
Keoland
KEO4-IN2
Fog of War
Keoland
KEO4-IN3
The Dragon Hunters
Keoland
KEO4-IN4
Death by Chocolate
Keoland
KEO5-01
For Want of a King
Chaos reigns in the Kingdom of Keoland; the King has been assassinated and the Oeridian heartlands have erupted into civil war. Even as opposing forces begin to form battle lines, House Neheli ponders that which has occurred. It would seem that the die has been cast for the fate of the Lion Throne – or has it? A Keoland regional adventure for APLs 2-6, and Part Two of the "All Good Things" series that began with KEOI4-01 Hide and Seek.
Christian J. Alipounarian
4
2-6
Keoland
KEO5-02
Twisted Chaos
Shortly after the victory at Steffenmoor, evil is unleashed from within the depths of the ruined city, wreaking havoc upon the occupying soldiers of Keoland. Hundreds are dead, while survivors have been mutilated by magic that twists both body and mind. Strange creatures now roam the flooded streets of Steffenmoor, and the burden of discovering the nature of this new magical threat has fallen to the National Academy of Wizardry – and a few heroes. A combatintensive Keoland regional adventure for APLs 4-12, and Part Two of the Sakatha Returns! series.
Jarrad Lutton
8
4-12
Keoland
KEO5-03
Closure and Disclosure
In the heart of the Empire, the blighted earth is drenched with Oeridian blood, fueling the inferno of revolt. A woman seeks heroes to help her find out why, before it can bring ruin across the Sheldomar. A Keoland regional adventure for PCs of APLs 6-12 and Part Three of the Tales of Linth series (which included KEO3-03 Will of the People and KEO4-05 A Last Dance at Midnight).
Duncan McNeill-Burton
9
6-12
Keoland
KEO5-04
Burning Brightly
"The star that burns twice as bright burns half as long." Dorglast has always been a bastion of strength for the Darkwatch. Now, dread stories filter out of those dark hallways about a strange burning man that hunts the Knights of the Malagari. Amidst this confusion, a fallen man seeks to save the Knighthood, his Kingdom, and his soul. One burns within, one without, but only one will burn through the night. A Keoland regional adventure for PCs of APLs 6-12 and the conclusion to the Crowning Glory series (which included KEO1-07 Deathmarch, KEO2-02 Downtrodden, KEO3-04 Of Witches and Warlocks and KEO4-03 Lasting Deeds).
Charles Skidmore
9
6-12
Keoland
KEO5-05
The Madness of King Jorgos
By all accounts, Viscount Richart Jorgos has gone mad! Are the machinations of the Lizard King behind his decline? Or is a more sinister plot afoot? A Keoland regional adventure for APLs 8-16 and Conclusion of the Sakatha Returns series.
Jay Stypinski
12
8-16
Keoland
KEO5-06
A Tale of Two Lions
Upon her divine loom, Istus weaves the threads of fate into tapestries of destiny. Within the oldest kingdom on Oerth, a sinister cabal's plans for domination stand on the edge of fruition. Can those threads be undone to make right what was rendered so terribly wrong? A Keoland regional adventure for APLs 6-12, and the Conclusion of the All Good Things series (which included KEO4-IN1 Hide and Seek and KEO5-01 For Want of a King).
Christian J. Alipounarian
9
6-12
Keoland
KEO5-07
The Thin Edge of the Wedge
Danger lurks in Gand, and the clerics of the Laughing Rogue are on the case – or are they the ones responsible? A Keoland regional adventure for APLs 2-8.
Jay Stypinski
5
2-8
Keoland
KEO5-IN1
The Siege of Westkee
Keoland
KEO5-IN2
Secrets of the Sea Princes
Keoland
KEO5-IN3
Stokerfel Manor
Keoland
KEO5-IN4
Mission Implausible
Keoland
KEO5-IN5
Welcome to New Silverdeep
Keoland
KEO6-01
Like a Leech
Hold on as if you belong. A Keoland regional adventure for APLs 2-8.
Charles R. Skidmore
5
2-8
Keoland
KEO6-02
Forest of Ribbons
For many years the Dreadwood has housed secrets beyond compare, secrets kept by a small cabal of militants called the Dreadwalkers. Secrets that would be deadly should they ever stir to life and erupt from the care of their warders. The forces of unrest are legion and the Dreadwalkers dwindle season by season. Pushed to the breaking point, a desperate gamble is taken to develop a new weapon against Keoland's biggest secret…and Keoland's most vicious enemy.
Phineas Walsh and Judy "jr" Rudolph
Keoland
KEO6-03
Baby's Breath
The past three years in the County of Linth have seen tremendous upheaval - civil war, and the collapse of the ancient house which ruled those lands. The fate of the kingdom has at times revolved around the Countess Hannah Linth, the only known survivor of her depraved and wicked royal family. But now, as the eldritch blight of the County takes a dramatic turn, the kingdom may find this child to be its only hope. A Keoland regional adventure for APLs 12-16, and the conclusion to the Tales of Linth series which included KEO3-03 Will of the People, KEO4-05 A Last Dance at Midnight, and KEO5-03 Closure and Disclosure. This adventure includes an optional encounter at increased TU cost; if played, this event should be scheduled as a two-round adventure.
Christian J. Alipounarian
14
12-16
Keoland
KEO6-04
Old Sins Cast Long Shadows
A mysterious summons calls to you and your companions. Every ninety-nine years members of a secret order gather their members to save Keoland from a town long forgotten. Once again Ninety-nine years have passed and now the order finds itself too weak to contain this threat any longer. Desperate times and desperate measures, so the bards say. Prepare to visit a town a town that never was, to confront an evil that may never leave. A Keoland regional adventure for APLs 8-12, and part one of the To The Last Man Standing series.
Charles R Skidmore
10
8-12
Keoland
KEO6-05
Pemlo's Legacy
To hear him tell it, Pemlo Penchant has been a hero, a confidant to the king and a true master of his craft. Others call him a brawler, a braggart and a drunk. Whatever the truth, a life lived like Pemlo's leaves wreckage in its wake. Now, old scores are being settled. Will you stand with the brewmaster of Crookhollow or against him? A roleplaying intensive Keoland regional adventure for APLs 2-12.
Kevin Lawson
7
2-12
Keoland
KEO6-06
The Price of Hospitality
As political tensions run high in Keoland, our mighty heroes escape to the backwater Barony of Mill Creek. Surely danger couldn't follow them to this isolated area. Surely the scheming Keoish nobility would leave this boring farming community alone. Surely you must be joking. A Keoland regional adventure for APLs 2-8,
Wayne Rosen
5
2-8
Keoland
KEO6-07
Forest of Scales
Dotting the southwest border of Nume Eor, a series of recently-built towers stand watch against the dangers of both the Hool Marsh and the Dreadwood. Reports have flowed into Jaedrae on a regular basis – until now. Two of the nearby towers have not reported in, and Richart Jorgos has ordered an investigation. Messengers must be sent to all outposts to determine their status, and the Viscount once again calls upon adventurers to supplement his resources. A Keoish regional adventure for APLs 2-10 and continuation of the Forests sequence [KEOIS6-01 Forest of Iron, KEO6-02 Forest of Ribbons]. It is helpful, but not necessary, to have played previous adventures in the series. This adventure is of particular interest to Dreadwalker and Haven PCs. Large creatures need not apply. A Keoland regional adventure for APLs 2-10, and Part 3 of the Forests series.
Phineas Walsh and Judy "jr" Rudolph
6
2-10
Keoland
KEO6-08
By Virtue or Venture
A celebration in the port city, a chance meeting and the concerns of a gem merchant in the city can all lead up to one thing. You are once again in Gradsul, and some questions shouldn't be asked and some people shouldn't be met. A Keoland regional adventure for APLs 4-12.
Tony Antonich
8
4-12
Keoland
KEO6-IN1
A View from the Edge of Madness
Keoland
KEO6-IN2
20,000 Leagues Under the Azure Sea
Keoland
KEO6-IN4
Guild Wars
Keoland
KEO6-IN5
An End to Tranquility
Keoland
KEO6-IN6
The Rushmoors Have eyes
Keoland
KEO6-IN7
Out of the Forest and Into the Fire
Keoland
KEO6-IN8
Out of the Wood and Into the Fire
Keoland
KEO7-01
Herald of Woe
Westkeep is in need of supplies, yet three caravans of armor, gear, and weapons have disappeared in what should have been a short trip off the Javan and through a mere sliver of the Hool. Once ambivalent relations with the Lizardfolk have grown tense as overzealous guards blame the tribes and skirmishes flare. Can you survive long enough to discover what is going on deep within the swamp? A Keoland regional adventure for APLs 4-12, Note: This adventure counts as Reporting for Duty for members of Dreadwalkers, Members of the Royal Standards, and Mercenaries (Hospitaliers/Justice Blade/Lion Braich/Mountain Lions/Stargazers). This is of particular interest to members of the Silent Ones metaorganization.
Benjamin McFarland
8
4-12
Keoland
KEO7-02
Mist Taken
The union of two dwarven clans is a momentous occasion, as rare as a precious diamond. This is made even more precious when the union can also serve to bring two countries together in time of need. So the wedding of a prominent clan of dwarves from the Principality of Ulek to the dwarves of Clan Stonecrow carries a special weight. However, there are those who want to see this wedding fail, and those who delight in simple slaughter. The real trick is determining who is who. A terror of the night once thought defeated rises again to threaten the community of Curget in the Good Hills of Keoland. A Keoland regional adventure for APLs 2-12
Jonathan Knapp
7
2-12
Keoland
KEO7-03
To Catch a Thief
Knowledge is power … and in Keoland, it can also be deadly. Is a commission to recover a stolen book and catch a thief as simple as it seems? A Keoland Regional adventure for APLs 2-10, and Part 1 of the Philosopher's Stone series
Brian Benoit and Jay Stypinski
6
2-10
Keoland
KEO7-04
Castlefall
Godakin Keep was once the spearhead of Keoland's imperial ambitions. From its courtyard countless soldiers have marched, bringing the illumination of the Lion Throne throughout the Sheldomar Valley. Now in times of peace it serves as a nearly forgotten outpost, an old warhorse put to pasture, a punishment for those sent to serve there. A month after a request for additional soldiers was denied, all communication from the Keep has ceased. Finally, a tensquad of Royal Standards sent to investigate returns a message. "Godakin is liberated, next the liberation of the oppressed begins. Woe to those who oppose." A spear, resharpened, now points inward. A Keoland regional adventure for APLs 6-12, and Part Two of the To the Last Man Standing series, and sequel to KEO6-04, Old Sins Cast Long Shadows.
Charles R. Skidmore
9
6-12
Keoland
KEO7-05
Face of the Scourge
Cryllor has seen many changes, and in those changes a dangerous Count has returned to power, forcing his benevolent daughter into seclusion. People starve in the streets, while a twisted justice is enforced in the county. Can a single voice calling for help start a change that the county needs? A Keoland regional adventure for APLs 2-12.
Harold Austin and Duncan McNeill-Burton
7
2-12
Keoland
KEO7-06
A Bright Scaled Horror
A delicate balance within Keoland has been destroyed, and an ancient enemy of the Empire has chosen this time to strike. Godakin Keep on the western border of the Empire has fallen to treachery and now flies a foreign banner. However, all is not darkness, as a powerful relic has been snatched from the grasping claws of the enemy and travels to the hands of the King. As a black tide surges eastward on the heels of the relic, a strange messenger arrives in the town of Black Top with a message of hope. Will a hastily convened council of heroes be able to take advantage of the message, or will it be drowned by the black tide of war? A roleplaying intensive Keoland regional adventure for APLs 6-12, and Part Three of the To the Last Man Standing series. This is a direct sequel to KEO6-04 Old Sins Cast Long Shadows and KEO7-04 Castlefall. It is recommended that those adventures be played first if possible
Charles Skidmore
9
6-12
Keoland
KEO7-07
The Stalkyard
As an unusually hot Keoish summer fades into autumn, events on the western border of the Empire continue to smolder. The truth is now filtering to the ears of Keoish citizens: war has come to the western marches and with every passing day marches eastward to Niole Dra. As the Keoish Empire reels from this sudden onslaught, a bold counterattack is planned on the heart of the assaulting forces: Godakin Keep. But is the assault a diversion, a suicide mission, or a stroke of genius? Only time will tell, because only the survivors author the histories. A Keoland regional adventure for APLs 8-12, and Part Four of the To the Last Man Standing series. This is a direct sequel to KEO6-04 Old Sins Cast Long Shadows, KEO7-04 Castlefall and KEO7-06 Bright Scaled Horror. It is recommended that those adventures be played first if possible.
Charles Skidmore
10
8-12
Keoland
KEO7-08
Forest of Caverns
The Green Man of Geoff has returned. The Necromancer has been defeated. The Nethernight has been destroyed, allowing the Linth lands their slow process of recovery. External threats nullified, the Archdruidess of the Sheldomar Valley, Reynard Yargrove turns her full attention to finding a way to close the portals in the Dreadwood. Four keys. Four tribes. Four seasons. Four turns. Soon, the planar rifts will become permanent, forever turning the primordial forest into a pseudonatural planescape. Time is running out. An ancient enemy gathers its army in anticipation. Will you do your part to stop them? A Keoland Regional investigative Dreadwood adventure for APLS 4-10 in the Forests series and a sequel to KEOIS6-01 Forest of Iron, KEO6-02 Forest of Ribbons, and KEO6-07 Forest of Scales. Heroes are encouraged; mercenaries stay home. Large creatures may experience difficulty in this module.
Phineas Walsh and Judy "jr" Rudolph
7
4-10
Keoland
KEO7-09
Thick as Thieves
As the Empire of Keoland rages with war, King Kimbertos plans an unusual ceremony to bolster his peoples' resolve. The mastermind behind the invasion desires to see the ceremony interrupted in order to rob hope from a kingdom at war. What will ensue is a maze of manipulation and deceit, which can only mean that the most dangerous weapon here is not made of steel but rather of influence. Welcome to the recoronation of King Kimbertos Skotti the First. A Keoland regional adventure for APLs 6-12
Charles Skidmore with Dave Guerrieri
9
6-12
Keoland
KEO7-IN1
Deep into the Oerth
Keoland
KEO7-IN2
Look Who is Coming to Dinner
Keoland
KEO7-IN3
The Grotto of Sodden Shadows
Keoland
KEO7-IN4
Up the Creek
Keoland
KEO7-IN5
The Makaster Code
Keoland
KEO7-IN6
All Along the Watchtower
Keoland
KEO7-IN7
The Battle of Halfway
Keoland
KEO8-01
Forest of the Outlands
Four Keys. Four Tribes. Four Seasons. Four Turns. Time has run out for Reynard Yargrove. Not even the wishes of an archmage are enough to remove the taint of the Far Realms from the archdruidess, and no creature outside of Nature can close the portals. A trip to Obad-Hai's realm might be just the remedy. A Keoland Regional planar-hopping Dreadwood adventure for APLS 6-12 in the Forests series and a sequel to KEOIS6-01 Forest of Iron, KEO6-02 Forest of Ribbons, KEO6-07 Forest of Scales, and KEO708 Forest of Caverns
Phineas Walsh and Judy "jr" Rudolph
9
6-12
Keoland
KEO8-02
The Daunting Spire
Baron Malweig of Dilwych requests your assistance, asking you to venture forth to an ancient dangerous site, breech its defenses, and find weapons for use in the coming battles. A Keoland Regional adventure for APLs 4-12..
Dave Guerrieri
8
4-12
Keoland
KEO8-03
Forest of Two Kingdoms
A thousand years ago, fleeing the destruction of the Twin Cataclysms, twelve Suel tribes migrated east through what became known as Slerotin's Pass. Three remained in the Sheldomar Valley: the Rhola and their Lizhal allies, the Neheli and their Linth allies, the Lerara.... and their Malhel masters. A thousand years in the Far Realms may have altered the physical form of the Malhel, but their motive remains the same; it's time to Rejoin the Empire. The finale of the Forest series [KEOIS5-04 Forest of Iron, KEO6-02 Forest of Ribbons, KEO6-07 Forest of Scales, KEO7-08 Forest of Caverns, KEO8-01 Forest of The Outlands, KEOIN8-01 Forest Besieged:Recon, and KEOIN8-03 Forest Besieged Dourstone] for APLs 8-16. (PCs that are Banned, Wanted, or Hunted in Keoland are unable to participate in this module.)
Phineas Walsh and Judy "jr" Rudolph
12
8-16
Keoland
KEO8-04
The Secret
It is Keoland's hour of need, and the Count Orloc has gone missing. A call has gone out to adventurers to find him, so he can help stand against the Army of The Returned. But will the Count's secret unite the kingdom...or divide it? A Keoland regional adventure for APLs 2-12.
Brian Benoit and Jay Stypinski
7
2-12
Keoland
KEO8-05
The Last Stand
You have heard the rumors and seen the signs, the Army of the Returned moves closer to the capital of the kingdom. Heroes from around the land have been called upon to help with Niole Dra's defense, and you are among them. But Lashton has other plans for you. Can you do his bidding and still stand with your king to defend the gem of the Sheldomar. A Keoland Regional adventure for APLs 6-14
Tony Antonich
10
6-14
Keoland
KEO8-06
Aftermath
So this is what war is really like. Death…..Violence……Carnage. No corner of Keoland is untouched. The powers that be ask for your aid in the aftermath. What becomes of Keoland, and its citizens. The final Keoland regional adventure for APLs 4-14.
Dave Guerrieri
9
4-14
Keoland
KEO8-IN1
Forest Besieged
Keoland
KEO8-IN2
For Hool the Bell Tolls
Keoland
KEO8-IN3
Scouting the Dread
Keoland
KEO8-IN4
The Stone's Flow
Keoland
KEOI3-01
Precious Cargo
A representative of King Kimbertos Skotti of Keoland needs you to provide an armed escort for a carriage traveling from Niole Dra to Redlee Manor in the Shelspring Barony. Certainly there can't be much danger in that. A Keoland introductory module for first-level characters only.
Shawn Merwin
1
1
Keoland
KEOI3-02
Struck Between a Rock and a Hard Place
When the favorite chess set of the Earl of Linth is stolen, some fledgling heroes are charged with its recovery. But what does this have to do with… flumphs? This adventure is an introductory module for 1st-level characters.
Christian J. Alipounarian
1
1
Keoland
KEOI3-03
Escape from Waldon Mountain
Pa Waldon dreams of rebuilding the family tavern. But the area is off limits ever since those strange men in black rode into town. What secrets are they hiding up on Waldon Mountian? An introductory adventure for 1st level characters
Sean Smith
1
1
Keoland
KEOI3-04
Runaway Bride
Invitations have been sent. The Decorations are in place. Guests are starting to arrive, but the bride is nowhere to be found. The Lord of Montvale has summoned all available bodies to find his daughter. Will your group of stalwart companions be able to find her before it's too late? An introductory adventure for 1st level characters.
Mark Whittaker
1
1
Keoland
KEOI4-01
Hide and Seek
A plot from within threatens the Kingdom of Keoland. Every hand holds a knife; behind every smile is the promise of murder. Can the heroes unravel a mystery and shed light on a plot that threatens the very Kingdom? This adventure is an introductory module for 1st-level characters only and designed to be played in two standard RPGA time slots (eight to ten hours). This adventure is the prelude to the All Good Things story arc
Christian J. Alipounarian
1
1
Keoland
KEOI4-02
Hool Goes There
A madman with unspeakable knowledge is missing from the village of Waycombe. Can you stop the would-be plunderers before they unwittingly uncover an ancient horror? A Keoland introductory module for first level characters and the prelude to the Sakatha Returns! story arc.
Jay Stypinski
1
1
Keoland
KEOI5-01
Fast Times at Ravonnar High
On the northwestern border of Keoland a solitary fortress stands a lonely watch against the ever-present enemies of Keoland. Only a very few choose to call Ravonnar their home. Some come out of duty to their kingdom or their Order. Some come seeking fame and fortune across the Javan or in the abandoned ruins of the Rushmoors. Others come with a still darker purpose. And not all are quite as they may appear... A Keoland introductory adventure for 1st level characters only.
Mark Whittaker
1
1
Keoland
KEOI5-02
The Unwanted Ones
Charity and mercy beg assistance to help one who is too weak to help themselves. Can you find a home for the unwanted one? An introductory Keoland regional adventure for 1st level characters only.
Robert Recckia
1
1
Keoland
KEOI5-03
Clearing Out the Chapterhouse
You received an urgent summons from the Headmaster of the Seaton Chapterhouse of the National Academy of Wizardry. But what task can novice adventurers complete that Keoland's most accomplished wizards cannot? A Keoland Introductory module that answers the nagging question about just what happened to all those abandoned toad familiars. For 1st level characters only.
Jay Stypinski with Christian Alipounarian
1
1
Keoland
KEOI6-1
Forest Iron
Loggers are disappearing, interrupting the retrieval of the Ironwood, and Lord High Admiral Duke Luschan Sellark Rhola VIII of Gradsul is not pleased. What appeared to be an isolated incident in a small village on the Dreadverge is suddenly revealed to be part of something much larger. The locals of Anglar are not willing to present themselves to the dangers of the Dreadwood for mere gold - are you? A Keoland introductory regional adventure for first level characters only.
Phineas Walsh and Judy "jr" Rudolph
1
1
Keoland
KEOI6-2
Wasteland
The last few years have seen the Earldom of Linth has been blasted by both physical confrontation and spiritual assault. After a forced evacuation, the court of the land has declared Linth to be habitable again, and a stream of people has started to return to their lands. However, the returning refugees are finding that not everyone left Linth, and that life in the Earldom is about to change. Note: This adventure is playable by first level characters only.
Charles Skidmore
1
1
Keoland
KEOI7-1
A New Brew
It is early spring, and it's Growfest. You've heard that brewmaster Pemlo Penchant (of Pemlo's Lambic fame, the Draught of Kings) is looking for some help collecting some ingredients of a secret new brew he is planning on concocting this very season. Maybe you can aid Pemlo in his preparation this time, like the other famous heroes did in 592 C.Y. A Keoland three-round regional introductory adventure for level one characters only.
Dave Guerrieri
1
1
Keoland
KET1-00
Ket Gazetteer
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Ket
KET1-01
A Favour
Sometimes adventure finds you, and sometimes you have to find adventure. A role-playing intensive adventure to introduce players to Lopolla and the nation of Ket. The first Ket regional adventure for characters levels 1-2.
2
1-2
Ket
KET1-02
Fallen Hero
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4
1-6
Ket
KET1-03
Trail of Fears
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4
1-6
Ket
KET1-04
Search for the Lost
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4
1-6
Ket
KET1-05
Thicker than Water
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4
1-6
Ket
KET2-01
Tale of One City
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5
1-8
Ket
KET2-02
Shockwave
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5
1-8
Ket
KET2-03
Fish Out Of Water
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5
1-8
Ket
KET2-04
Treasure Hunt
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Ket
KET2-05
Diamonds in the Rough
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6
3-8
Ket
KET2-06
Valley of the Lost
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7
3-10
Ket
KET3-01
Lowest of the Low
What is the cost, if innocence is ignored? Of course in Ket, what does innocence truly mean? Come to the village of Yern in Polvar Province and ask around for yourself. Be sure to look for a bargain in the bazaar. An adventure for characters 1-6.
Jason O'Gorman
4
1-6
Ket
KET3-02
And Battles to be Won
The Tusman Hills are home to some very independent and difficult tribesmen with some odd practices. How much will you risk to help free some captives from their control? An adventure for characters level 1-8
Stephen Baker
5
1-8
Ket
KET3-03
Into Thin Air
A newborn baby is a time for joy and celebration. Great Heroes like Arad Darkeye come out to kiss them and shake hands. But for each new birth, terror and silent conspiracy have brought death. Praise the goals of the future, for the tasks of the past are unspeakable. A Two Round adventure for APL 4-8. Part One of the Things Best Forgotten Series.
JIM REA
6
4-8
Ket
KET3-04
Sneers of the Mind
Sometimes conjuring bunny rabbits just isn't enough. Sometimes, you look to places you shouldn't, for knowledge that was never meant for mortal minds. A tale of horror for the strong of mind. A One Round Adventure for APL 2-8. Part 1 of the Altered Perceptions series.
Stephen Baker and Chris Chesher
5
2-8
Ket
KET3-05
Broken Faith
There is trouble near the Yatil Mountains and the local Bey has had his hands full routing a nest of undead that have been unearthed. Just when the locals thought they had it under control, a local inventor goes missing. Now the Archons and Elite Threshers known as the ‘Black Scorpions' have become involved and you seem to have become the middlemen. Who's pulling the strings and what does this mean for Ket? A One Round adventure for the unselfish from APLs 6 to 12.
Stephen Baker
9
6-12
Ket
KET3-06
Burned Flour in High Dough
In Molvar City, a man disappears without a trace. Has he gone on another drinking spree as he often does, or is something more sinister afoot? It's probably nothing, but have you got anything better to do? I thought not. An adventure for APL 2-6.
Jean-Philipe "JP" Chapleau
4
2-6
Ket
KET3-07
Bounty Hunt
The Irafa Road cuts through some of the most dangerous regions within the Bramblewood. At one end, the heartland of Ket and at the other, the annexed lands of northern Bissel. What happens when something valuable to both gets misplaced within the treacherous wood? It can't be good for anyone. The Bramblewood is never for the feint of heart. A One Round adventure for APLs 8 to 12.
Penn Davies and Jason R. O'Gorman
10
8-12
Ket
KET3I-01
Secrets of the Past
Just outside of Polvar, a Baklunish archaelogist is excavating a ruin and needs some equipment delivered. It should be a routine trip, to earn a bit of extra spending money and see the countryside. An introductory adventure for level 1 characters only.
Stephen Baker
1
1
Ket
KET3I-02
Choices
Life is matter of choices, for those who choose to adventure in Ket these choices can often be very difficult as can the consequences. An introductory adventure for level 1 characters only.
Gregg Peevers
1
1
Ket
KET3I-03
Do You Take This Man?
A long hard trek to the northeastern reaches of Ket ends in song, dance, and the celebration of Kettite culture. And with a wedding in the works, how much trouble could you possibly find? An introductory adventure for 1st level characters
Gregg Peevers & Marjorie Copeland
1
1
Ket
KET3I-04
On the Road Again
A trip down the Irafa Rd becomes all the more interesting as you "volunteer" to help a lieutenant in the Kaman, the light cavalry of Ket. An introductory adventure for 1st level characters only
Stephen Baker
1
1
Ket
KET4-01
The Rescue of Sanjar the 'Low'
Giant folk have been seen taking pilgrims into the Yatils. Mullahs are frantic for help. Are you brave enough to mount a rescue to free those kidnapped? An adventure set for APL 4-10. This adventure is the sequel to "Lowest of the Low" and second in the "Good vs Evil" series.
Jason O'Gorman
7
4-10
Ket
KET4-02
That Which Remains
A lady in need seeks your help. Strange things are happening in her village and you may be the only ones who can find out the truth. Will you answer her call? An adventure for APLs 2-6.
Lisa Liscoumb and Michael Rowsell
4
2-6
Ket
KET4-03
Double Dog Dare
An old adventurer has a challenge for you but doesn't think you're up to the task. Can you prove him wrong or will you die trying? An adventure for APLs 2-12.
Craig Copeland and Marjorie Copeland
7
2-12
Ket
KET4-04
Water the Meadows
Farmers produce the food that Ket needs to live and thrive. Now, what could possibly make them want to stop and take up another livelihood? An adventure for those with moral conviction from APL 2-12. Part I of the Foundations series.
Stephen Baker
7
2-12
Ket
KET4-05
Oracle
A reclusive sage wants the adventurers to seek out a long lost oracle, located deep under the roots of the mountains, and consult its ancient knowledge. An adventure for APLs 6-12.
Andrew Jaremkow
9
6-12
Ket
KET4-06
At the Feet of the Dragon
Borders come and borders go but nomads still roam the Plains of the Paynim south of Ket, sometimes venturing into the Tusman Hills themselves. Do you dare to brave an area claimed by the tribes and see what you can find out about their future or their past…An adventure for the fleet of foot and stout of heart from APL 2-12. Part One of the Heritage series.
Stephen Baker
7
2-12
Ket
KET4-07
The Darkeye Hour
Arad Darkeye is ready to return to the Beygraf's service. Yet old enemies jealously await to spoil the national celebration. The consequences could lead to Ket's darkest hour. Part four in the ‘Darkeye of Ket" series. An adventure for APLs 8 to 12.
Jim Rea
10
8-12
Ket
KET4-08
Ruin
Rumor of the discovery of an ancient temple near the village of Masha'a has spread like wildfire and drawn many adventurers North to investigate. Will you brave the unknown and emerge with riches and fame? Or will you find only doom? Be sure to meet with old friends…and don't forget to write. An Adventure for APLs 2-12, and part One of the "Revelations" series. Players who have played "Of Dragons, Demigods, and Ancient Times" are encouraged to play the same characters.
Gary Milakovic
7
2-12
Ket
KET4-09
All's Fair
The tensions in the city of Vilayad have reached a boiling point. Rumors abound and it remains besieged by the Worldburners. Now there is word of a Council to be held to determine the fate of the city. A two round continuous Ket/Tusmit regional adventure set entirely in besieged Vilayad for the selfless and heroic from APL 6 to 14. No animals or animal companions allowed, save horses (for Baklunish cultural reasons). Balanced parties with all characters within the APL range of the table are highly recommended.
Stephen Baker and Telquenariel
10
6-14
Ket
KET4I-01
Of Dragons, Demigods, and Ancient Times
In Northern Ket, beneath the shadow of the Yatil Mountains, a run of the mill petty theft occurs; something too small for the investigative talents of adventurers, isn't it? But if it is something more, and it's overlooked, what then? A One-Round Introductory Module for 1st level characters.
Gary Milakovic
1
1
Ket
KET5-01
Choices of the Dragon
What happened almost 375 years ago to create the True Faith of Al'Akbar is still having ramifications to this day. Will you help or hinder the efforts of those who were present at the schism and seek to clear their own conscience? A challenging two round continuous adventure for those with soothing words and strong sword arms set in Ket for character levels 4 to 14. (APLs 6 to 12).
Telquenariel and Stephen Baker
9
6-12
Ket
KET5-02
Recruitment Drive
A dwarven stronghold on Threefalls Lake in the Yatil Mountains stands deserted. Is there something more to this than meets the eye or is it fated to disappear into obscurity, a relic of an age long past? Part of the ongoing Natural Evolution Series. An adventure in the Yatil Mountains of Ket for character levels 1 to 14. (APLs 2-12)
Stephen Baker
7
2-12
Ket
KET5-03
The Missing
The Village of Balikaz seemed like a nice place to stop and rest. But sometimes, even in Ket, trouble lurks in the nearby woods. A Ket regional adventure for character levels 1 to 14. (APLs 2-12)
DaK and Penn Davies
7
2-12
Ket
KET5-04
All the Grafsmen
Graf Sarosh Tendulkar, of the Tuflik Province, has been hiring adventuring groups to expand his borders into the Banner Hills. The favor of a Graf, and his gold, are all it takes to bring you to the Town of Durva. An adventure with challenging combats and extensive role-playing opportunities for character levels 1 to 14. (APL's 2 to 12)
Dru Moore and Telquenariel
7
2-12
Ket
KET5-05
Redemption
The foothills of the Yatils are a dangerous place to be right now. For some reason the most exposed communities and mines are being evacuated but one Government Copper Mine has not complied. Have they already faced whatever is the cause of the threat? Are they just late in replying? Is there anything that can be done to find out? Part 2 of the Foundations Series. An adventure for character levels 1 to 14. (APLs 2 to 12).
Stephen Baker
7
2-12
Ket
KET5-06
Lesser Children
An ominous menace stirs in the foothills of the Barrier Peaks, while heretical agents of an arcane cabal lead the ignorant local people astray to search for ancient secrets locked in the hills. An adventure for hardy heroes levels 4 to 14. (APLs 6 to 12)
Andrew Jaremkow
9
6-12
Ket
KET5-07
Lifting the Latch
A recent discovery by the Brotherhood of Sorcery has provided a clue to an old mystery. But in order for the solution to be found, missing pieces must be put into place. An adventure for character levels 1 to 14. (APLs 2 to 12) This is the first instalment of the Keys to the Past series.
Lisa Liscoumb and Michael Rowsell
7
2-12
Ket
KET5i-01
Best Man for the Job
A young Baklunish girl wants to be the new groundskeeper at Rary's Tower. Can you help her prove she's the "best man for the job"? A one-round Introductory module for 1st-level characters.
Lisa Liscoumb
1
1
Ket
KET6-01
The Prize
From the Yatil Mountains comes the horror army. Undeterred by the forces arrayed before them, the army bypasses all defenses and is headed directly into the Bramblewood itself. Can it be stopped? Should it be stopped? The dangers of the forest wait, possibly more so than they have ever been before. The penultimate adventure in the Natural Evolution Series. An adventure for character levels 1 to 14. (APLs 2-12).
Stephen Baker
7
2-12
Ket
KET6-02
Rules of Engagement
The Faith of Al'Akbar, in the pristine form of the True Faith, is ready to celebrate the refurbishment of an important Temple. How can you play a part in all of this? An adventure for character levels 1 to 14 (APLs 2-12) set in Lopolla, the capital of Ket. There is a possibility of player vs. player conflict in this adventure. Furthermore, animals and animal companions other than horses and riding dogs may find themselves restricted in this adventure.
Stephen Baker and Telquenariel
7
2-12
Ket
KET6-03
Closing the Deal
Another piece of the puzzle has been found in the safekeeping of a tribe of wood elves in the Bramblewood Forest. Now the Brotherhood of Sorcery and the government of Ket need you to escort a diplomatic party to negotiate with the elves. An adventure for character levels 1 to 14. (APLs 2-12), featuring the Brotherhood of Sorcery and the Mouquol Consortium. This is the second instalment of the Keys to the Past series, and a sequel to KET 5-06 Lifting the Latch.
Lisa Liscoumb and Michael Rowsell
7
2-12
Ket
KET6-04
Stones
Wintertime in Ket can be harsh, as icy blizzards blow snow into impassable drifts, travel becomes difficult and travellers wish they were safely at home. There are those however, who see the impassable roads and chilling temperatures as the perfect cover for evildoing. A one-round Ket adventure for PC levels 1 to 14 (APLs 2-12), particularly suitable for Archons, Halfling Family Members and Xanavade of Ket.
Penn Davies
7
2-12
Ket
KET6-05
Honest Work
Every true Ketite loves horses, so who wouldn't jump at a chance to guard a herd of valuable Ad'vashda mares on their way to Veluna? Besides, it's a beautiful summer day--the sun is shining, the birds are singing and the Threshers are nowhere in sight. What could possibly go wrong? An adventure for character levels 1 to 14. (APLs 2-12)
Stephen Baker
7
2-12
Ket
KET6-06
The Patriots Post
A missing tower… an abandoned post. Rary, supposedly the Archmage of Ket, has not been seen for many years. The Beygraf and Archons of Ket have finally had enough—it is time replace Rary. Are you up to the task? This adventure is not suitable for PCs deemed "monsters" in Ket, including Elves, Asherati and Centaurs. Part 1 of the Positions of Power series. An adventure for PC levels 1 to 14. (APLs 2-12)
Stephen Baker
7
2-12
Ket
KET6-07
The Good of All
The nightmares begin and do not cease – a doorway is opened, or is it being closed? What was set in motion countless centuries earlier is now about to be settled. The final adventure in the Natural Evolution Series…one way or the other. A two-round adventure with an Extended Play Option set in Ket for character levels 1 to 15 (APLs 2-16).
Stephen Baker
9
2-16
Ket
KET6I-01
Old Man Mullah Had a Shrine
An old man needs young blood to tend to the temple garden. Things are never what they seem. Or are they? A shopping expedition for new adventurers starting their career in the city of Molvar. Playable only by 1st level characters at APL2.
Brendan Robertson
1
1
Ket
KET7-01
Balance of Secrets
Gainful employment, simple task, reasonable compensation. It all sounds pretty standard for your average band of brave adventurers. But balance counts for everything this time. And do the pink chickens really know what's going on? A oneround regional adventure set in Ket for characters level 1-14 (APLs 2-12), particularly suitable for members of the Seekers of the Perfect Forms, the Shadows of Xan Yae, and the Stouthearts. Part 1 of the "Seeking Balance" series.
Penn Davies & Alan Brown
7
2-12
Ket
KET7-02
The Wicked Returns
Shades of silence whisper dangerously in the night as voices from beyond attempt to settle all scores. Wrap yourself in light before you go to the darkest of places. A one-round regional adventure with an Extended Play Option set in Ket, for characters level 1-15 (APLs 2-14), particularly suitable for members of the Puppeteers of Ket, Warders of Geshtai and Guardians of Eternal Slumber. The third and final part of the "Good vs Evil" series that began with KET3-01 The Lowest of the Low and KET4-01 The Rescue of Sanjar the Low.
Jason O'Gorman
8
2-14
Ket
KET7-03
Balance of Harmony
Vultures circle a village common, as death plunges a black knife into the heart of Ket. Something is upsetting the balance of Ket's society—but what? Or who? A one-round regional adventure set in Ket for characters level 1-14 (APLs 2-12), particularly suitable for members of the Brotherhood of Sorcery, the Wanderers of Fharlanghn, and the Xanavade. Part Two of the "Seeking Balance" series. Players are strongly advised that for maximum enjoyment of this series of adventures, KET7-01 Balance of Secrets should be played first.
Alan Brown & Penn Davies
7
2-12
Ket
KET7-04
5th Name
The buried shall rise, and the hidden shall wake, while the foolish man dies, and the learned man quakes. The fire in the skies shall lay waste to the land, should the delvers in dreams fail to make their last stand. A one-round regional adventure set in Ket for characters level 1-14 (APLs 2-12). This adventure concludes the series begun with KET4-05 The Oracle and KET5-06 Lesser Children.
Andrew Jaremkow
7
2-12
Ket
KET7-05
Like Bees to Honey
What is the word of a convicted smuggler worth? The Black Scorpions seem to think you should find out. Sweet! A oneround regional adventure set in Ket for characters level 1-15 (APLs 2-12), particularly suitable for members of the Clergy of Istus, Heroes of Azor'Alq and Beygraf's Pride. A continuation of what began in KET6-05 Honest Work.
Stephen Baker
7
2-12
Ket
KET7-06
Balance of Peace
Life wanes and death waxes. How soon until the tipping point is reached? A one-round regional adventure set in Ket for characters level 1-14 (APLs 2-12), particularly suitable for those who avoid the frontal assault method of investigation, as well as members of the Archons, Dwarven Clans, and Shadows of Xan Yae. Part Three of the "Seeking Balance" series. This adventure contains spoilers for previous adventures in this series, therefore players are strongly advised that for maximum enjoyment, KET7-01 Balance of Secrets and KET 7-03 Balance of Harmony should be played first.
Penn Davies & Alan Brown
7
2-12
Ket
KET7-07
Balance of Ket
Celebrate an upcoming national holiday with a meal at the Griffon's Nest. As usual, beware of the food there, and also keep in mind that treason doesn't take a vacation. A one-round regional adventure set in Ket for characters level 1-14 (APLs 2-12), particularly suitable for members of The True Faith, Heroes of Azor'Alq, and Veterans of Ket. The fourth and final instalment of the "Seeking Balance" series. This adventure contains spoilers for previous adventures in this series; therefore players are strongly advised that for maximum enjoyment, KET7-01 Balance of Secrets, KET 7-03 Balance of Harmony and KET7-06 Balance of Peace should be played first.
Alan Brown & Penn Davies
7
2-12
Ket
KET7-08
Blot Out the Sun
It has begun. The Cup and Talisman, blessed artifacts of Al'Akbar, have been given to the corrupt Caliph of Ekbir of the Exalted Faith. Incensed at this outrage, the Grand Mufti of the True Faith has called upon Ket to rise up and reclaim these sacred artifacts, and the army, the Mullahs and many Citizens of Ket have responded to his call. Tusmit is but the first step on the road… An adventure for levels 1-15 (APL 2-12). Part 1 of the Road to Righteousness series. Because the plotline of this series is linear, the adventures should be played in chronological order for the best playing experience. Those of the Exalted Faith or claiming the Home Region of Ekbir should be aware that this adventure will be significantly more dangerous for them. Any PC may play this adventure, even if they declared for the Beygraf in KETINT7-03 At the Beygraf's Pleasure. However, PCs who declared for Sylvana bint Zoltan and the Grand Mufti and/or have not played any of the adventures in the Beygraf in Molvar series may be rewarded for their loyalty. Players should be aware that due to advances in the regional storyline, playing previously published Ket adventures after they have played this one will result in storyline discontinuity.
Stephen Baker
7
2-12
Ket
KET7-09
A Thorny Issue
Mullahs of the True Faith have taken the Ket army on a holy quest to invade Ekbir. With no army protecting Ket, Bissel has invaded, taking Lopolla by storm. Ketites remaining in the country are divided and leaderless. Can Ket be saved? Will anyone try? Or is there no place left for those more loyal to Ket than to the True Faith? An adventure for levels 1-15 (APLs 2-12). Part 1 of the Beygraf in Molvar series—adventures in this series should be played in order for the best play experience. Any PC may play this adventure, even if the PC has previously worked for the quest for the Cup & Talisman. However, PCs may be rewarded for their loyalty if they have declared for the Beygraf and/or have not played any of the adventures in the Road to Righteousness series. Playing Ket adventures published prior to November 2007 after playing this one will result in regional storyline discontinuity.
Alan Brown, Penn Davies & Chris Wachal
7
2-12
Ket
KET8-01
Visible Means
One day you are at a diplomatic ball, the next you are up to your eyeballs in toxic waste. Invading Ekbir will be a piece of cake—if you can survive the journey across Tusmit. An adventure for levels 1-15 (APL 2-12). Part 2 of the Road to Righteousness series. Because the plotline of this series is linear, the adventures should be played in chronological order for the best playing experience. Creatures larger than Medium may have a difficult time participating in this adventure without instant transport magic (and even that is not a guarantee). Any PC may play this adventure, even if they helped the Beygraf escape in KETIN7-03 At the Beygraf's Pleasure. PCs who joined the quest for the Cup & Talisman in the same adventure and/or have not played any of the adventures in the Beygraf in Molvar series may be rewarded for their loyalty. Players should be aware that due to advances in the regional storyline, playing Year 7 Ket adventures after they have played this one will result in storyline discontinuity.
Stephen Baker
7
2-12
Ket
KET8-02
Crossing the Threshold
You know that treasure maps and the treasures they hide usually have upsides and downsides. Will the upside of this one be enough to overcome the downside? The answer may be the salvation—or destruction—of Ket. A one-round Regional adventure set in Ket for characters level 2-15 (APLs 2-14). Third and final part of the Keys to the Past series, as well as Part 2 of the Beygraf in Molvar series—adventures in this series should be played in order for the best play experience. Any PC may play this adventure, however, PCs may be rewarded for their loyalty if they have not played any of the adventures in the Road to Righteousness series. Playing Ket adventures published prior to November 2007 after playing this one will result in regional storyline discontinuity.
Lisa Liscoumb and Michael Rowsell
8
2-14
Ket
KET8-03
Blood of the True
Seven years ago, the master criminal Sa'id succeeded in stealing the Blood of the True, sacred relic of the True Faith… and then he disappeared from sight. Can you follow a seven-year-old trail that is as cold as a Jurat's heart? A one-round Ket regional adventure for characters level 1-14 (APLs 2-12). Third and final part of the Beygraf in Molvar series. This adventure contains spoilers for previous adventures in this series. Any PC may play this adventure, however, PCs may be rewarded for their loyalty if they have not played any of the adventures in the Road to Righteousness series. Playing Ket adventures published prior to November 2007 after playing this one will result in regional storyline discontinuity.
Jason O'Gorman & Penn Davies
7
2-12
Ket
KET8-04
This Old House
With all the talk about civil war and Bisselite invasions, it can be easy to overlook the little problems that still affect people's lives. Such as a senile wizard, his caring daughter, and a small chore that needs to be done… hopefully without leaving a large smoking crater in the middle of town. A one-round adventure set in Ket for characters levels 1-8 (APL 2- 6).
Sandra Sine
4
2-6
Ket
KET8-05
Priorities
The ruined capital of Ket, Lopolla, may yet hold the key to victory in Ekbir. What awaits in the razed city and are the secrets contained worth the price you must pay? An adventure for levels 1-15 (APL 2-14). The conclusion of the Road to Righteousness series. Because the plotline of this series is linear, the adventures should be played in chronological order for the best playing experience. PCs claiming the home region of Ekbir or openly worshipping the Exalted Faith of Al'Akbar will not be able to participate significantly in this adventure. Otherwise, any PC may play this adventure, although those who have not played any of the adventures in the Beygraf in Molvar series may be rewarded for their loyalty.
Stephen Baker
8
2-14
Ket
KET8-06
The Empty Throne
The Army of the Righteous, led by the Black Arrow and Sylvana bint Zoltan, has returned from Ekbir and now surrounds the city of Molvar. The forces of Nadaid man the walls, their weapons ready. Meanwhile, the throne of Ket sits empty. Who will be the first to claim it, and start the final civil war? A plain white pennant flutters in the morning breeze—someone approaches the walls of Molvar under a flag of truce to make an announcement. An adventure for character levels 4-15 (APL 6-14). This is the final Ket adventure, and contains spoilers for several previous adventures— for best play experience, players should try to ensure that this is the last Ket adventure that they play.
Jim Rea & Penn Davies
10
6-14
Ket
NAE1-00
Naerie Gazetteer
< GAZETTEER >
Ahlissa (Naerie)
NAE3-01
Daughter of Idee
The old countly line may not be as extinct as once thought. What effect will this have on the tumultuous politics of Naerie? An adventure for APLs 2-8
Steven Zwanger
5
2-8
Ahlissa (Naerie)
NAE4-01
The Living and the Dead
Arriving in the remote hamlet of Greenrock at the end of a weary day's travel, the players encounter a group of concerned citizens of the town. A group of farmers have disappeared on their way to the market in Eragern, one of the largest markets in Ingmalt's Barony. The farmers have been missing for two nights and their families are running out of hope of their return. Closest aid is the militia of Ekehold, but their arrival could take several days, and the farmer's families turn their hope towards the characters. A one-round adventure for APL 2–8
Juha-Pekka Saarinen
5
2-8
Ahlissa (Naerie)
NAE4-02
The Venomous Temple
A few months ago, a group of heroes entered the tomb of Satyr's Horn and found instructions on how to enter an underground temple of Pyremius, which vanished long ago. So far, no one has survived while trying to pass the three deadly entrances to the temple, but now, the instructions on how to pass the entrances have been found. Great deeds, perils and treasures await heroes who dare to enter the temple. But rumors have spread far and wide... A one-round adventure for APLs 2–8. A stand-alone sequel to "The Living and the Dead".
Juha-Pekka Saarinen
5
2-8
Ahlissa (Naerie)
NAE4-03
The Apprentice
You have come to Naerie City in time for Richfest. Weather is pleasant, people are polite and there is always something new around every corner. Unfortunately, someone sent some uninvited guests and it will be up to you and the Nasranite Watch to clear up the situation. A one-round Regional adventure for APLs 2-10
Anders Lindborg & Sampo Haarlaa
6
2-10
Ahlissa (Naerie)
NAE4-04
The Prince of Idee
There is anarchy on the borders of the Barony of Menst: bandits on the highways, humanoids raiding mining settlements, peasants planning revolt. Can heroes be found to restore order and root out the source of the unrest before the Barony's eastern-most county is lost? A one round Dungeons and Dragons®adventure for APLs 2-8
Dan Hass
5
2-8
Ahlissa (Naerie)
NAE5-01
When Nightingales Sing...
Baron Berik Oedil is re-marrying and the Barony of Ingmalt is preparing for the festivities. However, it seems someone does not like the idea and suddenly you find yourself drawn into a web of intrigue. A one-round adventure for an APL 2-8 party who are skilled in both diplomacy and swordsmanship.
Sampo Haarlaa
5
2-8
Ahlissa (Naerie)
NAE5-02
Return to Gefjon
Breddol the Sage once again needs someone to visit the caverns of Gefjon Isle and the sleepy village of Bandhar. It's been two years since the last trip, but surely things haven't changed that much? Or maybe they have.... Either way, it's time to board a ship and return to Gefjon. A one round scenario for APLs 2-8.
Sampo Haarlaa
5
2-8
Ahlissa (Naerie)
NAE5-03
Heart of the Wood
Sapling Wood is haunted by a curse that terrifies the folk of Falenthorpe. All attempts to lift the curse have failed and people are being taken by the spirits in the wood. Can the heroes find the woods' secret or will they perish like so many others before them? A one round scenario for APLs 2-8.
Nick Silverstone and Sampo Haarlaa
5
2-8
Ahlissa (Naerie)
NAE6-01
Danour
The future of Naerie is endangered when an old enemy appears amongst the waves of a raging storm. An adventure designed for stealthy adventurers of character levels 1-13 (APL 2-10), with a possible optional encounter.
Warren Banks
6
2-10
Ahlissa (Naerie)
NAE6-02
First Bite
The wild yearly carnival of Felten sounds like a fun time. It is a chance to relax, drink heavily, and enjoy the best that the Barony of Schwente has to offer. What could go wrong? One round Principality of Naerie regional module for character levels 1-11 (APL2-8).
Keith McCall
5
2-8
Ahlissa (Naerie)
NAE6-03
Legacy of the Serpent
A trip to Gornor's Cove lets you see some old and new acquaintances. But is there something darker going on in the town than everyone knows? A one-round Principality of Naerie scenario for characters of level 1-11 (APL 2-8). This module is a follow-up to NAE6-02 First Bite and it is recommended that you have played that module first.
Sampo Haarlaa
5
2-8
Ahlissa (Naerie)
NAE6-04
A Fair Amount of Intrigue
To celebrate the tenth anniversary of Naerie's liberation Prince Barzhaan has announced a Royal Fair and Tournament to be held near Naerie City. Anytime everyone ends up at the same event, something interesting is probably going to happen. A role-playing intensive Naerie adventure for characters of level 1-13 (APL 2-10).
Dan Hass
6
2-10
Ahlissa (Naerie)
NAE6-05
Sharafon
You rarely notice them. Sometimes you see them in the streets or on the docks. Many remain in labor camp servitude. Others have made the Menowood their new home. Hepmonaland warriors rampaged through Naerie in the service of the Scarlet Brotherhood, but now they are slowly becoming part of the population. Will they always remain on the fringes of society? You will help decide. A Naerie regional adventure for character levels 1-11 (APL 2-8). This module will have important effects on future plotlines. Parties that share an ideological point of view are recommended for this module
Sampo Haarlaa & David Howard
5
2-8
Ahlissa (Naerie)
NAE7-01
Like Love Impatient
Catching a dangerous outlaw is simple; any adventurer can do it. But arranging a marriage? Not so simple! A one-round regional adventure set in the Principality of Naerie for characters level 1-13 (APLs 2-10).
Steven Zwanger
5
2-10
Ahlissa (Naerie)
NAE7-02
Demon Wishing
A previous task was left uncompleted. The taint of evil, while bound, still infests the area near Osfelred. Heroes are needed to settle the matter once and for all. A sequel to NAE4-02 The Venomous Temple. A two-round regional set in Principality of Naerie for Character levels 4-14 (APL 6 to 12).
Dan Hass
9
6-12
Ahlissa (Naerie)
NAE7-03
Incognito
Sometimes the path to victory is fairly straightforward. Sometimes it requires a more convulted path. Can you walk in the shoes of somebody else to defeat the enemy? Can you play the patriot in the fanatic's cause and convince him of your sinceresty to get all the information you need to defeat those that both freedom fighter and city guards wants defeated? A one-round adventure set in Principality of Naerie for characters level 1-10 (APLs 2-8).
Gordon Smith
5
2-8
Ahlissa (Naerie)
NAE7-04
Unyielding
In the days of yore, the keeps of the Eddri Line defended the County of Idee from the forces of the Great Kingdom. In their duty they were unsuccessful, for the attack came from a different quarter, yet some never admitted defeat. Now the forts lie empty and forlorn in the hills – right up until some stalwart fools with a deathwish come traipsing through their halls. A one-round regional adventure set in the Principality of Naerie for character levels 1-12 (APL 2-10).
Jukka Särkijärvi
6
2-10
Ahlissa (Naerie)
NAE7-05
Trail of the Serpent
While the Serpent Guard has been destroyed, authorities in Felten & Gornor's Cove still require assistance in discovering their past. The trail of the serpent began in village of Radoc, on the outskirts of Hollow Highland and it is here where the secrets will be revealed. A sequel to NAE6-01 First Bite and NAE6-03 Legacy of the Serpent. A one-round regional set in Principality of Naerie for Character levels 1-13 (APL 2 to 10).
Sampo Haarlaa
6
2-10
Ahlissa (Naerie)
NAE8-01
Twilight Revolution
A noble house is threatened. Gornor's Cove is on the brink of rebellion. Can anything stem the tide? Part 1 of 2 in the Tides of Change series. A one-round regional adventure set in the Principality of Naerie for characters level 4-12 (APLs 6-10).
Derek Knutsen
8
6-10
Ahlissa (Naerie)
NAE8-02
Lay Down Your Burdens
Ever since the Greyhawk Wars, Scarlet Brotherhood agents and their Hepmonoland warriors have been holed up in the western fringes of the Menowood, staying a thorn in the side of the Ahlissans. Now Prince Barzhaan of Naerie finally wants to see this problem resolved, one way or another. A one-round adventure set in the Principality of Naerie and the Menowood for characters level 2-15 (APLs 4-12).
Gordon Smith
8
4-12
Ahlissa (Naerie)
NAE8-03
Seneschal of Idee
The Count of Copperfeld has died and the Seneschal is running Copperfeld Keep. Who killed Count Zaran? And what did Selnor the Seneschal have to do with it? A one-round Principality of Naerie regional adventure for characters of level 1-15 (APLs 2-12).
Michael McKinnon & Mikko Laine
7
2-12
Ahlissa (Naerie)
NAE8-04
Bright Sun Black Lion
It is a festive time in Naerie City, as Keoland and Ahlissa prepare to sign the historic Azure Sea Treaty for mutual cooperation against the Scarlet Brotherhood and the great cathedral of Wee Jas is reconsecrated after a decade of disuse. However, nothing ever goes smoothly in Naerie and even less so when the members of the Scarlet Sign are concerned. Can the heroes of the Principality present a unified front against their age-old enemy, or will all come to ruin? A oneround regional set in Principality of Naerie for Character levels 4-14 (APL 6 to 12) and the final adventure for Principality of Naerie. Warning: This adventure features untiered encounters.
Sampo Haarlaa & Jukka Särkijärvi
9
4-14
Ahlissa (Naerie)
NAEI3-01
The Stone Strider
Breddol the Sage has a collection job he needs doing. Simply travel to the island of Gefjon, retrieve a statue and return it to him in Naerie cit y. What could be easier?
Anders Lindborg
1
1
Ahlissa (Naerie)
NAEI5-01
In the Docks
It promises to be an easy job – stay awake one night to guard a warehouse for a pocketful of coin. In Naerie, however, things are never that straightforward... A one-round introduction scenario for 1st level characters.
Nick Silverstone
1
1
Ahlissa (Naerie)
NAEI5-02
Under the Raven's Wing
When hired to find a merchant's missing son, the trail winds from city streets to haunted castles. Yet in Naerie, not everything is always as it seems. A one round introduction scenario for 1st level characters
Matt Koelbl
1
1
Ahlissa (Naerie)
NAEI6-01
The Temple Below
An easy job takes you to Eragern where an old grizzled soldier tells you about things he saw in the war. Will you follow the way he points to you?
Sampo Haarlaa
1
1
Ahlissa (Naerie)
NAEI7-01
Along The Coast
Looking for adventure, a motley group climbs aboard the White Lady to get to the town of Poelitz. But even during the journey, adventure has a way of crossing paths with them. And who knows what awaits at the end of the journey? A one-round Naerie introduction adventure for 1st level characters only. This module is a sequel to NAEI5-01 In the Docks.
J-P Hartikainen
1
1
Ahlissa (Naerie)
NAEM6-01
Fun Fair
It is the tenth anniversary of Naerie's liberation from the yoke of the Scarlet Brotherhood, and the powers that be have decided this calls for a celebration. The festivities include a tournament for adventurers and brave individuals. Do you have the guts to participate and the wits to come out the winner? A mini-mission for APL 2 to 12. This module is a companion to NAE6-04 A Fair Amount of Intrigue. Players who played the module SND4-03M: Fun Fair may not play this module
Pierre van Rooden.
7
2-12
Ahlissa (Naerie)
NMR3-01
Xerbo's Fury
Rumors abound of pirates on the Nyr Dyv. The authorities seem indifferent, but someone is watching. Can you unravel the mystery of what is really happening on the Nyr Dyv? An adventure for Characters levels 4-14. Secrets on the Wind Part 1.
James Zwiers
9
4-14
Metaregion IV: Nyrond and Her Environ
NMR3-02
Business is Business
Ratik law on some things is very clear. On others it is still a bit hazy. A merchant needs your help to secure a potential trade route. A journey into the heart of the Rakers should prove to be quite the adventure. Assuming you survive the experience. This is a scenario for APLs 2 thru 12. It is also the first in the "Northern Lights" series.
Craig Hier
7
2-12
Metaregion IV: Nyrond and Her Environ
NMR3-03
Blind Faith, Muted Voices
The renewal of Nyrond has begun, but forgotten among all the obstacles that King Lynwerd has had to deal with is the issue of Midmeadow. The Valorous League of Blindness would like to keep it this way, as they draw closer and closer to completing their plan with their Palish brothers to the north. Tenh refugees from the recent invasion of that land bloat the tent camps that cripple the local economy. What role will the Urnst states play in all this? A once beautiful city -- a gift from the elves of the Gamboge Forest -- has become a foul place, but soon all will change. Part one in the "Issue of Midmeadow" meta-regional series. An adventure for PCs level 1-13.
Nicholas K. Tulach
7
1-13
Metaregion IV: Nyrond and Her Environ
NMR3-04
The Wealth of Nations
The Temple of Zilchus in Radigast City is seeking honest adventurers to find valuable cargo that disappeared during an important pilgrimage to Rel Mord. An outdoor-based adventure for APLs 2-12.
T. Troy McNemar
7
2-12
Metaregion IV: Nyrond and Her Environ
NMR3-05
Norebo's Luck & Bralm's Embrace
Shadows creep across the landscape, and they are trying their best to ensnare you in their blackness. Can you discover the hand that guides them and put an end to it? A two-round continuous play adventure for Characters levels 4-14. Secrets on the Wind Part 2. It is highly recommended that Part 1, Xerbo's Fury (NMR3-01) be played before undertaking this adventure.
James Zwiers & John Jenks
9
4-14
Metaregion IV: Nyrond and Her Environ
NMR3-06
All is Well and Stabled
In the mistakes of men lie more possibilities for evil than any demon could ever imagine. - Tiberius Stormshadow. Suitable for APL 2-10
Tim Keogh
6
2-10
Metaregion IV: Nyrond and Her Environ
NMR3-07
Gruumsh's Retort
Something evil is afoot in Eagle Crag Pass and it has taken hostages. That is what two strange fellows from Ratik claim. Is there something going on or are these guys a few coppers short of a silver piece? A Living Greyhawk Metaregional scenario for APLs 2-10.
Craig Hier
6
2-10
Metaregion IV: Nyrond and Her Environ
NMR4-01
Big Game Hunt
The streets of Rel Mord are home to many dangers. Some have sharp fangs, others nasty daggers. But there exists a far more hideous and foul evil than all the vermin and bandits combined . . . Nobility. A high-level scenario for only the bravest and most capable of adventurers. An adventure for APLs 8-14.
Craig Hier
11
8-14
Metaregion IV: Nyrond and Her Environ
NMR4-02
Balancing Acts
In Wintershiven, their 'Inquisition' priests ruthlessly pursue those they call heretics. In Rel Mord, their king enhances the power of his legions under the guise of defense. In Radigast City, their political manipulations may bring the nation to civil war. When will it all end? An adventure for APLs 8-14.
T. Troy McNemar
11
8-14
Metaregion IV: Nyrond and Her Environ
NMR4-03
Open Market
Trade in rare and powerful items—some of them magical—is a fact of life in Greyhawk. In the course of their violent— and often brief—lives, adventurers come into contact with a lot of them. Once they have found these items, there is another challenge: Selling them. A Living Greyhawk Nyrond and Her Environs Metaregional adventure set in the Theocracy of the Pale for APLs 2-14.
Glyn Dewey
8
2-14
Metaregion IV: Nyrond and Her Environ
NMR4-04
Turns of the Spiral
The Temple of Olidammara has a problem: two of their "Archeological Recovery Experts" are overdue to check in. Would you be willing to go and check on them? An exercise in ingenuity of questionable legality for characters of 1st through 8th level.
John D. Jenks
5
1-8
Metaregion IV: Nyrond and Her Environ
NMR4-05
Baby Steps
The circus has come to town bringing with it the usual merriment, excitement, and wonder. But this season the sideshow has brought something that crosses the boundary between right and wrong. A long journey must be undertaken to save an exploited soul. A one-round Living Greyhawk Nyrond and Her Environs Metaregional adventure for APLs 2-12.
Denise Head and Dean Head
7
2-12
Metaregion IV: Nyrond and Her Environ
NMR4-06
Syrul's Slander
Rumors spread like maggots on a corpse, bringing word of foul deeds, treacherous actions, and a far-flung plot to subsume the nations of the Nyrond area. Secrets are hidden on a silent wind, masked by the actions of a few, but all feel the repercussions. Now, adventurers have been summoned to aid and abet the governments of the area. Word has come that a final strike shall be made against the perpetrators, and you have been asked to assist. Are you willing to brave the last facedown; are you willing to fight for yourself, your neighbors, your nation, and other nations? This is the conclusion to the Secrets on the Wind series. An adventure for APLs 8 through 16. It is recommended that Part 1 (NMR3-01 Xerbo's Fury) and Part 2 (NMR3-05 Norebo's Luck & Bralm's Embrace) be played first and in that order.
James Zwiers
12
8-16
Metaregion IV: Nyrond and Her Environ
NMR4-07
The Eye of Gruumsh
A pleasant evenings meal has been interrupted. Again. This time an old friend has gotten in a bit of trouble and before long the fate of the Pale seems to be in your hands. Do you dare rise to the challenge or does the prospect of facing the Eye of Gruumsh seem too much for you? This is an adventure for APLs 6-16,
Craig Hier
11
6-16
Metaregion IV: Nyrond and Her Environ
NMR5-01
Under the Boughs
Just what are the Sylvan Elves up to in the Celadon forest and why are they so wary? An adventure for APLs 2-12.
Michael Ray Deal
7
2-12
Metaregion IV: Nyrond and Her Environ
NMR5-02
Natural Enemies
Deep in the heart of the forest, evil festers. The Celadon needs your help. Will you answer the call? An adventure for APL 4-16, part two of the Blight series.
Kathy Ice
10
4-16
Metaregion IV: Nyrond and Her Environ
NMR5-03
Borne Upon an Ill Wind
All is not well in Nyrond. His August Supremacy, Emperor Sewarndt has disrupted more than the life of his own people. From the Pale to the Duchy of Urnst the aftershocks of Sewarndt's 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. Part 1 of the Tradewinds series.
Bill Benham and Peter Williams
8
2-14
Metaregion IV: Nyrond and Her Environ
NMR5-04
The Charity of Friends
Adventurers hail from all over the Flanaess--the County of Urnst, Duchy of Urnst, Nyrond, the Theocracy of the Pale, and even the Bandit Kingdoms. They die or disappear all over the Flanaess as well. Most of them don't have friends or family who care enough to look for them or even notice that they're gone. But some of them do and the Copperheads were just such an adventuring band. Can you find what happened to them and rescue them or avenge their deaths? A one-round Living Greyhawk module set in the Nyrond and Her Environs Meta-region for APLs 8-16 or particularly daring APL 6 parties. Part Three of the Blight series.
Glyn Dewey
12
8-16
Metaregion IV: Nyrond and Her Environ
NMR5-05
Winds of Change
Black Prince Sewarndt may be gone, but his legacy remains. One of his former lieutenants has set up a blockade near the mouth of the Nesser River, keeping critical supplies away from Nyrond's rebuilding efforts. Can your strike force destroy it? Merchants and war refugees from Nyrond, the Duchy, the County and the Pale are counting on you. An adventure for characters of APLs 2-16.
Susan Ruff and Eric Brittain
9
2-16
Metaregion IV: Nyrond and Her Environ
NMR5-06
The Forsaken Valley
Since ancient times, the Phostwood has suffered from the onslaught of a disease that has cursed the Phost trees. Now, like so many of the other nearby forests – the Celadon, the Gamboge, and the Nutherwood – the Phostwood is under a new form of attack. But this time, no blight is to blame. This time it is the trees themselves. An adventure for APLs 10- 16.
Joe Streeper
13
10-16
Metaregion IV: Nyrond and Her Environ
NMR5-07
Corruption of the Heart
Darkness stalks within the Gamboge forest, leading astray the faithful. Shadows move in the silence, changing the scenery. The strings are pulled, and the music has started; the dance macabre has begun. But will you dance to the tune of the puppeteer, or will you break free, and spin to your own tune? This is a one-round wilderness-based adventure set within the Gamboge forest; however, parties may find that more is needed than pure wilderness skills. This adventure supports APLs 4-16 and is part Four of the Blight Series.
James Zwiers
10
4-16
Metaregion IV: Nyrond and Her Environ
NMR5-08
Fighting the Headwind
"There is now only one hope of salvation, Pholtus of the Blinding Light. Only those blinded to iniquity and its lures can hope to prevail in these terrible times…Hence, Nyrond must be changed, and we're the men to do it, just as we are the men to root out the evil within these lands which matches the evils of Iuz and Aerdi outside". As a lightning strike the Franz carries rumor of secession from the north. A territory contested and a name feared. What will become of the spark set to ignite northern Nyrond? Will Woodverge's countrymen burn under a blinding light? An adventure for APLs 2 – 16.
Rene Ayala
9
2-16
Metaregion IV: Nyrond and Her Environ
NMR6-01
The Blighted Star
The Celadon Forest has its share of ruins and mysterious places, but none as strange as the star-shaped castle ruins named Star Haunt. The doom that befell the original occupants is as unknown as the magic and treasures the castle ruins may hold. You have tracked the cause of the Blight to this location and you are certain that they are in the ruins somewhere. Celadon folk give this mysterious place a wide berth, but will you? The "shooting stars" that rain down around it from time to time are the least of the hazards here. A two-round adventure for APL 6-16, part six of the Blight series.
Dan Taylor and Danny Stratton
11
6-16
Metaregion IV: Nyrond and Her Environ
NMR6-02
The Mad Baron of Pikemaster
Baron Fennin Duncombe has long been known to be strange, but his recent behavior has rumor label him outright insane. He has called to him a number of priests of Pholtus to "show him the light". He houses one of former Prince Sewarndt of Nyrond's supporters in his house. To top it all off, he invited a number of nobles to his estate to discuss "issues of importance". Finally, he has offered a great bounty to anyone who can find a local woman. An explosive situation to say the least… A one-round meta-regional adventure set in the County of Urnst for characters level 1-15 not afraid of dabbling in the game of houses (APLs 2-16).
Jean-Philipe "JP" Chapleau
9
2-16
Metaregion IV: Nyrond and Her Environ
NMR6-03
Privilege of the Dead
"The pain comes in waves now, almost more than I can bear. My hope is fading, and I don't know how much longer I can hold on or even if there is any reason for me to keep trying." A very challenging search and rescue module for players and PCs that are comfortable with leaving what they know behind (APLs 8 thru 16).
Eric W, Brittain & John Ruff
12
8-16
Metaregion IV: Nyrond and Her Environ
NMR6-05
Gift of the Tempest
Taking shelter from a storm in the village of Haudver, the PCs awake to find that more than seaweed is being washed ashore by the tide... A one-round Meta-regional adventure set in Ratik for characters level 1-13 (APLs 2-10), Part 1 of Terrors of the Deep. [Not for those with a dislike for the ocean.]
Pieter Sleijpen
6
2-10
Metaregion IV: Nyrond and Her Environ
NMR7-01
The Village
Villages in civilized lands are always quaint. Though often banal to the experienced adventurer, each village has characteristics that make it stand out from the rest. This village is no exception. Unrelenting fog, mysterious deaths and voices in the darkness terrify the local inhabitants. It also has a secret to die for. A two-round Metaregional adventure set in the Duchy of Urnst for characters level 2-16 (APLs 4-14).
Bryan Bagnas
9
4-14
Metaregion IV: Nyrond and Her Environ
NMR7-02
The Wake of the Tempest
The good ship Kalandra lies wrecked, victim to the furious storm that cast it onto rocky cliffs, its cargo looted and its secrets revealed. But is that truly the case? What more is to be found in the shattered belly of the sunken ship? Visionary messages would have it that mysteries are yet to be found. A one-round Nyrond and Environs meta-regional adventure set in Ratik for characters level 1-13 (APLs 2-10). Part 2 of Terrors of the Deep. (Not for those who hear ‘run away' in the sea's song.).
James Dempsey
6
2-10
Metaregion IV: Nyrond and Her Environ
NMR7-03
Draconic Dreams
A letter, a dream, and the promise of a journey: this is how you got involved on a rather unique voyage on the Nyr Dyv. An old worshipper of the Sea Dragon's dream of his youth may get you involved in more than a simple boat trip. This adventure is NOT for Asherati characters. A one-round meta-regional adventure mostly set in the County of Urnst for characters level 4-15 (APLs 6-14). This adventure may run long, especially at higher APLs. Players and DMs are encouraged to be well-prepared when running this adventure.
Jean-Philipe ‘JP' Chapleau
10
6-14
Metaregion IV: Nyrond and Her Environ
NMR7-04
Signs and Portents
An ominous letter, from the high priestess of Lydia, draws you to Seltaren. The movements of the stars align in the manner foretold in the prophecy. Murder, and perhaps something even more foul, are at hand. A one-round Nyrond and her Environs metaregional adventure for characters levels 3-15 (APLs 4-14) set in the Duchy of Urnst city of Seltaren.
Glyn Dewey
9
4-14
Metaregion IV: Nyrond and Her Environ
NMR7-05
Raking Leaves
With primeval darkness gaining power, a set of ancient heretical tomes, long since forgotten, may bring salvation. One set is believed to exist somewhere in the Rakers. It is up to the heroes of the area to find them, retrieve them, and make sure they are not used for evil ends. A one-round Nyrond and Her Environs Meta-regional adventure set in The Rakers for characters level 2-14 (APLs 4-12).
Matthew Thompson
8
4-12
Metaregion IV: Nyrond and Her Environ
NMR7-06
Eye of the Tempest
For months rumors have said that an evil fleet sails the Solnor Ocean, preying on ships of all nations and leaving few survivors. The rumors have now been confirmed, and a storm gathers in the form of an armada of the undead. Can a band of brave adventurers sail to a mysterious location and recover a hidden treasure that might avert the coming tempest? A two-round Nyrond and her Environs meta-region adventure set on the Solnor Ocean for characters level 4-16 (APLs 6-14). Part 3 of Terrors of the Deep [Not for those with a dislike for the ocean.]
Mark Somers and Renout van Rijn
10
6-14
Metaregion IV: Nyrond and Her Environ
NMR8-01
Draconic Schemes
Four years ago, a woodsman of the Gamboge told the tale of how he escaped a green dragon to anyone who would listen. Now, folks from a number of regions are interested in the fate of that dragon. Why are Urnstians so interested in the beast and Nyrondese interested in giving it to them? Schemes are afoot. A one-round meta-regional adventure set in the Northern Gamboge forest for characters level 2-15 (APLs 4-14). This adventure has a particular interest for members of House Duncombe, the Pale Diplomatic corps and anyone with an interest in the Gamboge Forest.
JP Chapleau
9
4-14
Metaregion IV: Nyrond and Her Environ
NMR8-02
Heresy's Blood
When the church of Lydia puts out a request for adventurers, there should be heroes aplenty to answer the call. After all, with the Canon Apocrypha opened and all that nasty business put behind them, there couldn't possibly be any danger involved in helping them out one last time. A one round Nyrond and Her Environs meta-regional adventure for characters level 4–15 (APL 6–16). Characters with the Enmity of Hassirak the Tempter may get what is coming to them...
David Adams
11
6-16
Metaregion IV: Nyrond and Her Environ
NMR8-03
Heresy's End
A bottle of wine, a frightened prophetess, a sorority of escorts, and an evil cult – what can they have in common, and what answers may be found in the Canon Apocrypha? Answers may be revealed as an ages old conspiracy reaches its climax. A two-round Nyrond and Environs meta-regional adventure set across the meta-region for characters level 6-15 (APLs 8-16).
Mark Somers
12
8-16
Metaregion IV: Nyrond and Her Environ
NMR8-04
The Battle for Claw Point
Metaregion IV: Nyrond and Her Environ
NYR0-01
Brother of Death
Lost in a magical sleep, the daughter of a powerful King enlists your help in finding a cure. Everything from steel to magic to intrigue stands in your way. Will sword or common sense save the day? An adventure for characters levels 4-6, characters provided.
Keith Polster
5
4-6
Nyrond
NYR1-01
Mail Call
It is six years after the Greyhawk Wars. The rebuilding of the Kingdom of Nyrond is continuing. It has been hard work for everyone, including you and your fellow members of the Kingdom's Militia. It has been boring, backbreaking work, and anything new would be a welcome change. It looks like you will be getting that chance. You have been given a new temporary assignment—delivering the mail! An adventure for 1st-level characters.
Dennis Holmdahl
1
1
Nyrond
NYR1-02
You Ain't From Around Here
It's been a few weeks since you've returned from Royal mail duty. The town crier announces a call from the Crown for licensed adventurers to explore the central regions of the Gnatmarsh. A scenario for PCs of level 1 – 2 set in the Kingdom of Nyrond.
Steven A. Hardinger
2
1-2
Nyrond
NYR1-03
Whisper
As far back as anyone remembers the children on Carpenter's Street have always played in the branches of the Great Oak. You watched them climb and swing in that old tree when you were stationed in Rel Mord as part of the militia. Now, none of the children go near the local landmark. Some of the children whisper rumors that the old tree is haunted. This is an adventure for character levels 1-6.
4
1-6
Nyrond
NYR1-04
Cattle Call
By Heironeous, it's hard to say which is more intolerable in Rel Mord: the midsummer heat or the midsummer boredom. When it was announced that adventuring parties were needed to survey road conditions around the Kingdom, you jumped at the chance, and thus found yourselves walking the main road from Rel Mord to the provincial Almorian capital of Mithat. You've heard plains and hills here are home to a great variety of humanoids, monsters and animals, with new settlers wanting to add to the local populace. What could possibly go wrong? For characters level 1-4.
4
1-6
Nyrond
NYR1-05
Answering the Call
Traveling in Almor you have learned the Church of Pholtus is determined to bring the Protectorate of Almor back from the darkness that has claimed it. The Prelate of Almor has put out a call to the faithful and to all good adventurers to help him restore Almor to its rightful place in the Flanaess and you have answered the call from his priests to restore the Church to a small thorp called Midday.
Nyrond
NYR1-06
Slim Pick'ens
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1-4
Nyrond
NYR1-07
The Great Pie Fest
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1-4
Nyrond
NYR1-08
Book Wyrm
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3-8
Nyrond
NYR1-09
Dog Days of the Stone Boys
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1-6
Nyrond
NYR1-10
The Great Scavenger Hunt
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1-6
Nyrond
NYR1-11
The Temple of Love
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3-8
Nyrond
NYR2-01
Grappled Quarry
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3-6
Nyrond
NYR2-02
Patriots or Felons?
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3-10
Nyrond
NYR2-03
Returned Mail
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1-8
Nyrond
NYR2-04
If It Isn't One Thing…
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Nyrond
NYR2-05
Silence of the Gnomes
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Nyrond
NYR2-06
…It's Another - A Ransom Gone Wrong
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1-10
Nyrond
NYR2-07
The Outpost
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3-10
Nyrond
NYR2-08
A Long Road Back
Guards have deserted the cleric Toven outside Womtham, leaving him without protection or the means to hire any. Stranded, with the most dangerous leg of his journey still ahead, Toven searches for able-bodied adventures to help him finish his quest. For no one travels the war torn lands of the Flessern River basin alone. For APL levels 2-8.
Russell Moreland
5
2-8
Nyrond
NYR2-I02
A Day in the life of Rel Mord
Nyrond
NYR2-I03
Crisis at Castle Von Flessern
Nyrond
NYR2-I04
Battle of Mowbrenn
Nyrond
NYR2-I05
Pirates of Mithat
Nyrond
NYR3-01
Curse of Almor
The Pholtan Church of the Bright Path needs adventurers to remove the remaining fiendish and undead creatures that terrorize the repopulated Almorian lands. But the residents of Silverwat know that it is going to take more than a wellwielded weapon to remove the curse that plagues their home. An adventure set in the wilds of Almor for character levels 3-12.
T. Troy McNemar
8
3-12
Nyrond
NYR3-02
Monkey Business
Faithful citizens keep disappearing from Nyrond. The Kingdom is crawling with murderous apes. Are the two events connected? Can you uncover the secrets hidden on Monkey Island? An adventure for characters 1st through 12th level
Jake Linford
7
1-12
Nyrond
NYR3-03
A Trip to the Barren Keep
King Lynwerd wants Blackmar Huldane brought to Royal Justice dead or alive. The former war hero Blackmar has been declared a traitor to the Kingdom of Nyrond and now has a substantial price on his head. Everyone in Mowbrenn knows that Blackmar has supposedly holed up in the old Barren Keep with forces loyal to him. So that is where you are headed. APL's 4-12
Uwe Menzel
8
4-12
Nyrond
NYR3-04
Gnome Way Out / Silence of the Gnomes
Duke Grevin Damar of Flinthill has spread word far and wide. His castle in Arndulanth will host it. Heros of the realm will attend as his personal guests. A very special gnome will speak to the brave. The recruitment has begun. But, are you really ready to attend an event being called The Dragonslayer's Ball? And is any party really going to mobilize the realm to face a rampaging dragon bent on killing every gnome in the Flinty Hills? An adventure for characters level 6 - 12.
Jeffery C. Harris
9
6-12
Nyrond
NYR3-05
Heironeous Impressions
The wind whips across the peaks of the Rakers stirring plumes of snow from the summits; winter never seems to give up its hold on the foothills here. The cold, the damp, the mud, the howling winds, the rough stone buildings of the monastery, and the isolation make this the perfect setting for mystery and death. There is trouble here in the very foothills of the Rakers, can you find the source in time or will this remote desolate place become your icy tomb? An adventure for characters of 4th to 10th level.
Bradley Hawks
7
4-10
Nyrond
NYR3-06
Beyond the Wisteria Tree
A slight gust blew through the area, rocking the pendulous violet blooms of the wisteria tree. Wrapping its vines up the ruined chimney of a former farmhouse, its presence was a curiosity and even somewhat of a concern to Kalia. It had not been there the previous night, and guests at her nearby inn were beginning to whisper. A mystery adventure following the events of Returned Mail for parties of APL 2-8.
Robert Moon
5
2-8
Nyrond
NYR3-07
To Catch a Falling Star
Strange clues. Strange people. Strange dreams. You awake to find yourself sitting in the Royal Theater in Rel Mord. With no idea of what is going on, you know only that you need to catch a falling star to make sense of everything. A Royal adventure for characters of 1st to 14th level.
John D. Jenks and J. Eddy Roberts
8
1-14
Nyrond
NYR3-08
Run Up the Colors
"Arr! Yonder be Oldred, says I. City of thieves, and nest of pirates and cutthroats. Climbin' aboard a sleek privateer for some high-seas huntin', are ye? I says some old scores'll be gettin' settled, and some new threats revealed, says I." A seagoing adventure in the Oldred Series for character levels 1st through 9th (APL 2-8).
Loren Dean
5
2-8
Nyrond
NYR3-09
Kiss of Incabulous
Following the Festival of the Swans in Swan Bore, you hear of a kidnapping in Oldred. Yet, the sight of the village of River Junction tells you, you won't be getting to Oldred anytime soon. A Royal adventure for characters of 5th to 14th level. Part three of the Scavenger Hunt series.
John D. Jenks and J. Eddy Roberts
10
5-14
Nyrond
NYR3-I01
The Revenant of Rel Mord
Eighty Five years ago a fire tore through a commoners section of Rel Mord. A few attempts were made to rebuild, but crews complained of strange occurrences and hauntings. Instead the section was abandoned, and has remained so until recently. Somebody is looking for adventurers brave enough to venture into the section and resolve the mystery. An introductory scenario to Nyrond and Rel Mord, for first level characters only.
Brandon Gillespie
1
1
Nyrond
NYR3-I01
Festival at Castle von Flessern
Nyrond
NYR3-I02
Assault on Almor
Nyrond
NYR3-I03
A Day in the Life of Rel Mord II
Nyrond
NYR3-I04
Force of Nature
Nyrond
NYR3-I05
The Bishop's Wife
Nyrond
NYR3-M01
The Road to Appolled
Nyrond
NYR3-S02
Several Shades of Grey
Nyrond
NYR3-S03
Pillars of the Gnatmarsh
Nyrond
NYR4-01
Towers of the Abbor-Alz
Ancient towers in the Abbor-Alz may hold the key to the survival of the Kingdom of Nyrond. Can you succeed where the Nyrondese armies have failed? An adventure for the brave and the loyal for character levels 3-12.
T. Troy McNemar
8
3-12
Nyrond
NYR4-02
In the Streets of Oldred
Claireen could see her own reflection in the tarnished mirror, but her vision was quickly blurring with the tears that filled her eyes. Tears tinted blue-black from the excessive eye make-up upon her pained visage. Weakened and immobilized against the wall, she could only turn her head to the side with gritted teeth as the end came. "In the Streets of Oldred" is a dangerous, roleplaying-intensive, city-based adventure for APLs 6–12.
Robert Moon
9
6-12
Nyrond
NYR4-03
He Loves Me, He Loves Me Not
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.
John D. Jenks and J. Eddy Roberts
10
5-14
Nyrond
NYR4-04
Heironeous Assumptions
Who knows what the future holds... Apparently the Lord inquisitor does. The priests of Hextor have been causing many problems throughout the kingdom and now the Lord Inquisitor of the church of Heironeous has a mission for you... As well as a dire prediction if you fail. A module for APLs 2-12.
Bradley Hawks
7
2-12
Nyrond
NYR4-05
Onyxgate
Dire omens and portents point to a threat gathering in the ancient and fell fortification known as Onyxgate. Rumor speaks of an entire legion lost attempting to clear this den of evil. For the good of the Kingdom, will you risk life and perhaps soul to provide your King with information on this threat? An adventure for resourceful and hardy characters. APL 4-12. It is strongly advised that parties do not "play up".
Keith A. McCall
8
4-12
Nyrond
NYR4-06
Heironeous Conclusions
There is unrest in the kingdom of Nyrond; although some threats have been dealt with others have only gained strength. Rumors of a gathering army of humanoids in the Bone March again spread throughout the land, but this time there are more than just rumors. The Glaive Valorous of the church of Heironeous has called for the aid of the adventurers at this pivotal time for the Kingdom. The conclusion of the Heironeous series, it is highly recommended that players go through NYR3-05 Heironeous Impressions and NYR4-04 Heironeous Assumptions before playing this module as it may contain spoilers. Characters who have gone through the previous modules will find this module more interesting and informative. A Module for APLs 6-12.
Bradley Hawks
9
6-12
Nyrond
NYR4-07
And All the Kings Men
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.
Tom Kee
11
6-16
Nyrond
NYR4-I01
The Adventurer's Ball, The
Nyrond
NYR4-I02
To Koboldly Where Gnome has Gone Before
Nyrond
NYR4-I03
Battle of Broken Hill, The
Nyrond
NYR4-I04
Murder at the Arcane Wanderer
Nyrond
NYR4-I05
A Day in the Life of Rel Mord III - The Royal Wedding
Nyrond
NYR4-I06
Return of the Kobold
Nyrond
NYR4-I07
Incursion into the Bone March II (Nyrond Strikes Back)
Nyrond
NYR4-I08
The Kobold Always Rings Thrice
Nyrond
NYR4-I09
Raiders of the Lost Temples
Nyrond
NYR4-M01
The Fate of Appolled
Nyrond
NYR4-M02
The Scarlet Shores of Fairwind Bay
"Hello friend, looks like you could use a vacation. Why don't you head down to the one place where anyone can get away from it all? Don't look at me like that, I'm serious! I'm talking about the serene shores of Fairwind Bay in southern Nyrond. They've got great weather, white sand, pristine water, lovely locals, anything you could ask for. Besides, if adventure is bound to find you, why not wait for it on the beach." A 2-round Nyrond adventure for characters who don't shy away from a good challenge. APLs 2- 10. This module also ties in loosely with the Oldred series.
Torry Steed
6
2-10
Nyrond
NYR4-M04
Return of the Kobold
Nyrond
NYR4-S01
Flying Pigs and Other Strange Things
It is a time of strange occurrences and ominous portents. The stars and heavenly bodies in the sky are in a precise alignment that has never been duplicated before. Gods, old and new, feel unique and wholly unfamiliar feelings and the people of Gollump are worried – although not for any of these reasons. People are turning up dead, and the Sheriff doesn't know what to do. As brave heroes, can you stop the death before this one horse town disappears altogether?
Tracy Taylor
1
1
Nyrond
NYR4-S02
A High Price to Pay
The youngest son of a wealthy merchant house has been kidnapped, and his family wants you to find out why, and by whom, and above all, safely return him home. Can you find out the who and why before the kidnapping destabilizes the delicate balance of power in Oldred, and an innocent life is lost? This is a Roll Playing intensive introductory Living Greyhawk scenario for new characters.
Stephanie and J. Eddy Roberts
1
1
Nyrond
NYR4-S03
Extracurricular Activites
A Royal University field trip has gone terribly wrong, and somehow you find yourself in the middle of the whole mess. Can you save a life and a reputation without turning the entire academic community on its head? A one-round introductory scenario for prudent first-level characters.
Joshua Kennedy
1
1
Nyrond
NYR4-S04
Modern Love
How far will a group of adventurers go for true love? In this module, almost all the way across the County of Mowbrenn. A one-round introductory module for first level characters only.
Eric Brittain
1
1
Nyrond
NYR5-01
Don't Cry for Me Nyrond
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 oneround scenario for loyal and patriotic characters. APLs 2-10. It is strongly recommended that PCs play at least a few Year 4 Nyrond Regional scenarios before playing this scenario or that they otherwise be familiar with Nyrond history and politics.
Joshua Kennedy
6
2-10
Nyrond
NYR5-02
Divine Right
A brutal killing. A mysterious package. Another glorious day in the Nyrond Imperium. An adventure for characters of APLs 2-12.
T. Troy McNemar
7
2-12
Nyrond
NYR5-03
For the Duchess of Woodwych
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 through12. This adventure has an optional encounter that can be played for 1 extra TU. Part 4 of the Woodwych series (Part 1: NYR1-07 The Great Pie Fest; Part 2: NYR2-02 Returned Mail; Part 3: NYR3-06 Beyond the Wisteria Tree; Part 4: NYR5-03 For the Duchess of Woodwych)
Robert Moon
7
2-12
Nyrond
NYR5-04
The Mad Duke
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).
John D. Jenks and J. Eddy Roberts
7
2-12
Nyrond
NYR5-05
Shadows of Insurrection
Renowned Royal General Osmeran of the Second Legion may be in greater danger than he knows with his visit to Duke Finelann Boomgren, known sympathizer with the Imperium. Control of the fertile Womtham Province hangs in jeopardy. For characters of 1st to 14th level (APLs 2-12).
Brandon Gillespie
7
2-12
Nyrond
NYR5-06
Road to Rel Mord
King Lynwerd begins his counterattack against the evil Imperium and against the greatest enemy of the Kingdom of Nyrond – his younger brother, the so-called Emperator Sewarndt. An adventure for all heroes of Nyrond, and part four of the Call to War saga. For characters of levels 1-18 (APLs 2-16).
Rene Ayala, John Jenks and Tom Kee
9
2-16
Nyrond
NYR5-07
Return to Heartland
You have returned to Heartland, that small town near the center of Nyrond. The locals greet you by name, the sky is bright and beautiful, and all is right with the world. Time for some of Myrroi's chicken and dumplings, a mug of Aeslip's best ale, a cheery fire, and boastful tales among friends. Part two of the Heartland Saga. A scenario for APLs 2-6 (character levels 1-8).
John D. Jenks
5
1-8
Nyrond
NYR5-08
Town Under Siege
Newtown is not unfamiliar in its dealings with brigands and bandits but the town finds itself feeling helpless with the recent troubles ending and much of the land in flux. With the word that Bortran, the local magistrate and mayor has been killed, Duke Younard has no choice but to send a contingency of adventures to gather information, secure the town and if possible hunt down the bandits until troops can take over Newtown. Can the party deal with the growing crisis or succumb to the same fate of Bortran? A role-playing intense adventure for APLs 2-6 (character levels 1-8).
Joshua Freeman
5
1-8
Nyrond
NYR5-I01
A Lady in Need
Nyrond
NYR5-I02
To Coin A Phrase
Nyrond
NYR5-I03
Battle of the Prophecy
Nyrond
NYR5-I04
Velvet Glove, Iron Fist
Nyrond
NYR5-I05
Heart of the Storm
Nyrond
NYR5-I06
Escape From Castle von Flessern
Nyrond
NYR5-I07
Metamorphosis
Nyrond
NYR5-I08
For King and Country
Nyrond
NYR5-I09
A Harvest of Heroes
Nyrond
NYR5-I10
How the Baatezu Stole Needfest
Nyrond
NYR5-M01
Of Strife, Solace and Flame
Sometimes it is easy to forget the true impact of a sweeping change in leadership. These days, many people in Nyrond are finding that they are without a home. Rumors have spread of a tiny town in the Anodan Hills where those looking to start over can find a home. An adventure of battle and humanitarian aid for characters APL 2 to 10.
Andrew Harasty and Robert Altomare with Stephanie Zuiderweg
6
2-10
Nyrond
NYR5-M02
Releash the Dogs of War
Against the background of a nation in the grips of civil war, a seeming paradox leads you to moment of birth a new power group in Nyrond. Just as the nation struggles with its identity and future, so do the factions within the labor room. This is an investigative scenario for fledgling heroes, written for APLs 2-6. A direct sequel to the events of NYR5-S03 Swans of the Duntide. While it is not required to have played Swans of the Duntide prior to playing this scenario, characters that have already enjoyed the prequel will gain the greatest satisfaction from the events of this scenario. Part 2 of the Swan Bore series (Part 1 is NYR5-S03 Swans of the Duntide).
David Howard
4
2-6
Nyrond
NYR5-S01
A Tale to Tell in Taverns
The tiny town of Felton has need for some adventurers deep within the Anodan Hills. A dangerous tale for first-level adventurers only.
Robert Altomare
1
1
Nyrond
NYR5-S02
The Ratcatchers Guild
"Rats. I hate rats. Why did it have to be rats?" A one-round introductory scenario for somewhat greedy first-level characters.
John D. Jenks, Amy Gillespie
1
1
Nyrond
NYR5-S03
Swans of the Duntide
Welcome to the festival of Swan Bore on this glorious first day of Growfest. The Duntide River is at peak levels and the city is turning out to see the renowned journey of the Swans. Civil war may be brewing elsewhere, but here all is peaceful and prosperous, with merchants from throughout the Flanaess preparing for a weeklong feast and market festival. A role-playing intensive, Nyrond introductory module for first level characters only.
David Howard
1
1
Nyrond
NYR5-S04
A Murder in Heartland
The Town of Heartland is a simple place with simple folk. People are friendly, happy, and little happens out of the ordinary. It is a fantastic place to raise a family and enjoy life within the peaceful Kingdom of Nyrond. But now murder has come to Heartland, and the town finds itself with a problem. A Kingdom of Nyrond Introductory scenario for 1st level characters only. Part one of the Heartland Saga.
John D. Jenks
1
1
Nyrond
NYR6-01
Quality of Mercy
The civil war in Nyrond is over and it is time for the country to heal and rebuild herself but resources are scarce. The Church of Pelor in Nyrond has stepped up its relief efforts by calling on many of its Churches across the Flanaess. Those that are interested in volunteering to serve Nyrond and the Church of Pelor are asked to head to Hendrenn Halgood. A mission of goodwill and compassion for APLs 2-6 (levels 1-8)
Andrew E. Harasty
5
1-8
Nyrond
NYR6-02
A Trip to the Glacier
The Wizards' Guild of Nyrond is seeking hearty and bold adventurers to gather rare and valuable spell components. Will you dare the deep snows, high altitude, and biting cold to earn the gratitude of the guild? A chilling journey to the highest glaciers of the Rakers using rules from the Frostburn Accessory. An adventure for heroic characters at APLs 2-8
J. Eddy Roberts and James Shaw
5
2-8
Nyrond
NYR6-03
A Heartland Homecoming
War is a terrible thing. As any of the Patrons of the Arcane Wanderer can tell you, it shatters families, ruins lives, and leaves only devastation behind. But sometimes, just sometimes, those who left for war somehow manage to come home. Vivena Torer's husband was long thought lost during the fighting at Rel Mord. But today, he and his squad mates have returned to Heartland. A roleplaying intensive, one-round, regional adventure set in the Kingdom of Nyrond for characters level 1-10 (APLs 2-8). Part Three of the Heartland Saga.
John D. Jenks
5
2-8
Nyrond
NYR6-04
Kelwyn's Keys
Border tensions along the Franz River between the County of Urnst and the Kingdom of Nyrond may be stoked into conflict by roving bandits and unorganized thieves. Guild protected caravans are being waylaid and local commoners are kidnapped. Who is behind these events? More importantly, who will stop them? A one-round Regional adventure set in Nyrond for characters level 1-8 (APLs 2-6).
Bryan Bagnas
4
2-6
Nyrond
NYR6-05
Death of a Sailor
A sailor's body washed up on shore. A priest of Pelor murdered. A ghostly ship sighted on Relmor Bay. From Nessermouth to Oldred and out to sea, the trail of clues seems to never end. Is this a simple murder or a plot so deep it threatens even the security of the Kingdom? A one-round Regional adventure set in Nyrond for characters level 1-7 (APLs 2-6). Part Two of the Relmor Bay Series.
Tom Kee
4
2-6
Nyrond
NYR6-06
The Uninvited Guests
The city of Midmeadow has existed in relative obscurity since the disastrous events of three years past, but recent rumors hint that it is slowly becoming a notable trading hub, luring merchants and travelers from far and wide, and suggesting that the city has the potential to recover from its turbulent history. There are those, however, who view stability and the presence of outsiders as a hindrance to progress and evolution, and who further believe that to nurture true growth one must be willing to accept a certain degree of volatility and sacrifice. This one-round Nyrond regional scenario is part one of the Transformations series and is recommended for prudent PCs of levels 1-15 (APL 2-16) who know when to speak and when to forever hold their peace.
Jason Clark and George Rowland IV
9
2-16
Nyrond
NYR6-07
The Rent is Due
On a dark and stormy night in Wragby, on the deathbed of a famed priestess of Istus, an awful prophecy is heard. Deep in a chasm in the Anodan Hills the fate of all Oerth will be determined. A one-round Regional adventure set in the Kingdom of Nyrond for characters level 1-14 (APLs 2-12).
Robert Altomare
7
2-12
Nyrond
NYR6-08
Heartland Expecting
It seems that the hands of fate still manipulate the strings of Heartland. The town celebrates impending birth, the guilds show their curiosity, and you find yourself returning to the warm comforts of home. A potentially frustrating scenario for APLs 2-8 (character levels 1-10). Part Four of the Heartland Saga.
John D. Jenks
5
2-8
Nyrond
NYR6-09
The House of Entrell
Fragments of the Solist ili Narath retell of the defeat of an ancient adversary. Discovered runes and the appearance of the Sign of the Jackal signify a mounting storm. It appears the Firanalyth will return with vengeance in their hearts. Knowledge from the complete scrolls must be consulted to uncover the answers Entrell seeks. The Sagacious Society and Entrell Militia have pledged their assistance. A one-round Regional adventure set in the Kingdom of Nyrond for characters level 1-10 (APLs 2-8). Recommended for Elven-friendly characters.
Rene Ayala
5
2-8
Nyrond
NYR6-I01
Gears of Commerce
Nyrond
NYR6-I04
A Festival in Heartland
Nyrond
NYR6-I05
The Mists of Relmor Bay
Nyrond
NYR6-I06
Dancing with the Baatezu
Nyrond
NYR6-M01
A Lament in Entrell
The land of my forefathers, my land. Grandfather's stories of running through the meadow, sunning on the blossomed hills. Lost are the days of walking unguarded without fear of attack. Encroached my lands have become, restless are the nights. A one-round regional mini-adventure set in the Entrell Estates for characters level 1-10 (APLs 2-8).
Rene Ayala
5
2-8
Nyrond
NYR6-S01
Making Your Marque
With the blockade broken and the Black Prince's control finally removed, Nessermouth has begun to return to normal. A new mayor is in place, a new sheriff as well, and Admiral Mantus has sent a new commander to oversee the 1st fleet until he himself moves back. It's almost like a brand new start to the town and a good place for new adventurers to start their careers. Especially those who like to be near or on the water. If only the weather would just clear up. That storm on the horizon is certainly going to take its toll on the shipping lanes. A one-round Introductory adventure set in Nyrond for 1st level characters only (APL 2). Part One of the "Relmor Bay" series.
Torry Steed and Tom Kee
2
2
Nyrond
NYR6-S02
Demons are Upon Us
Traveling to the river port city of Hammensend was peaceful enough. Will your thirst for adventure be quenched by a boat ride down the Franz River? Or, will adventure that takes you deep into the Celadon Forest hunting down demons within the many ruined keeps that stand on the riverbanks of the Franz River be enough for you? Whichever it is, it is sure to start here in Hammensend. A one-round Introductory adventure set in Nyrond for 1st level characters only (APL 2).
Joshua Freeman
2
2
Nyrond
NYR6-S03
A Coronation Celebration
Nyrond
NYR6-S04
Deserters
Nyrond
NYR7-01
Faith and Conviction/Birds of the Old Faith
Several large swans were found in Rel Mord following the liberation in 595. Having spent the last year and a half in the Oldred Menagerie, the Nyrond Wilderness Alliance seeks to return them to Swan Bore. Members of the Wizards Guild are in town as well. A secretive lot, aren't they? Recommended for characters who love animals and have played earlier scenarios in the Swan Bore series. Only the bravest arcanists will enjoy the journey. This scenario is not recommended for characters who despise spellcasters. A one-round Regional adventure set in the Kingdom of Nyrond for character levels 2-11 (APL2-8). Part three of the Swan Bore Series. Part One was NYR5-S02 Swans of the Duntide. Part Two was NYR5-M02 Releash the Dogs of War.
David Howard
5
2-8
Nyrond
NYR7-02
Abbey of Ice
The Rel Mord Wizard's Guild asks you to answer an urgent plea from the Greater Gnomish Guild of Raker Mountain Sherpas and Gamboge Forest Guides. Can the Wizard's Guild rely on you to aid its allies and secure its supply of important spell components? Sojourn to the bone-chilling heights of the Rakers' highest glaciers and beyond. A oneround Regional adventure set in Nyrond for heroic characters from levels 1 to 12 (APLs 2-10). This adventure is a sequel to NYR6-02 A Trip to the Glacier.
Art Severance
6
2-10
Nyrond
NYR7-03
Requiem to Maglubiyet
Curtulenn, a town along the County of Urnst and the Kingdom of Nyrond, is boiling over with gossip and tall tales. You can scarcely eat Palin's fine spiced meats without hearing fantastic stories of evil goblins, wandering ghosts and missing villagers. The recent trouble caused by a band of goblins uncovered a dark secret near Curtulenn. And your old friend Kelwyn may have a clue to the mystery. Part Two of the Kelwyn Series. A one-round Regional adventure set in Nyrond for characters level 1-10 (APLs 2-8).
Bryan Bagnas
5
2-8
Nyrond
NYR7-04
On the Take
Influence is never cheap to buy, but in a port city like Hammensend it may be cheaper than you think. At least it seems to be now that a new thieves' guild has formed in the Lower District. And what about the recent sightings of the mysterious Rhennee barge folk? What part do they play in all of this? Just remember that when you are talking to city dwellers as you can never be sure if they are on the take. This is an investigative one-round Kingdom of Nyrond module set in the river port city of Hammensend for characters level 1-9 (APLs 2-6). Part Two of the Hammensend Series. Part one was NYR6-S02 Demons are Upon Us. It is not necessary to have played that module but characters that have done so may enjoy this adventure the most.
Joshua Freeman and Thomas Timmons
4
2-6
Nyrond
NYR7-05
A Pirate's Trail
The trail of Captain Yenavast has been cold for quite some time, but some new help just might warm it up once again. That is, if this new help is truly a help after all. Set sail on the high seas of Relmor Bay once again as you search for more clues in a series of brutal killings. A one-round regional adventure set in the Kingdom of Nyrond for characters level 2- 10 (APLs 2-8).
Tom Kee
5
2-8
Nyrond
NYR7-06
Forgotten Temple of Shumhanrhu
In the wild marshland of the Gnatmarsh, dark places become lost, decayed, and forgotten. For resolute treasure hunters and mystery seekers, it's a nagging call and a ripe lure. One such seeker, Kelwyn, now has mysterious keys that fit a lost door as well as a map to that door. The route leads to a long forgotten temple ruin in the depths of the Gnatmarsh. Legends say only a fool would use the keys to open that dark door. Kelwyn is looking for such fools. Part Three of the Kelwyn Series (Part One is NYR6-04 Kelwyn's Keys and Part Two is NYR7-03 Requiem to Maglubiyet). A one-round Regional adventure set in the Kingdom of Nyrond for characters level 1-10 (APLs 2-8).
Bryan Bagnas
5
2-8
Nyrond
NYR7-07
In Faith For Entrell – Calinnes se Entrell
An old man sits in his darkened study contemplating his options. The stillness earns him some serenity in spite of the voices from the hall. A light rap precedes a flood of light as the page opens the door. "Master? He has arrived." A grey elf wearing robes enters. With a slight gesture he touches a spent candlewick, illuminating the room with magical light. "Did you come to the same conclusion, archmage?" the elf questions. "Yes," is the man's distracted reply. The elf nods then turns to leave. "My apologies," old man pursues. "I hope we understand each other, Melf?" Melf does not turn to face him. "Yes, Ghiselinn. We must break the seal, and I must tell a friend more of his people will die." A one-round Regional adventure set in the Underdark beneath the Kingdom of Nyrond for characters level 1-13 (APLs 2-10).
Rene Ayala
6
2-10
Nyrond
NYR7-08
Tinderbox
The familiar peal of wedding bells disturbs butterflies at rest amid the sunflowers surrounding the city of Midmeadow, but the sound soon fades and the insects relax. Other creatures are not so easily quelled. Nearly one year after adventurers thwarted two violent attacks on the city, residents seem to have settled back into an oblivious tranquility, and the industry of the Midmeadow Commune is interrupted only by the lines of people around the Traders' Bazaar, searching for gifts for the happy groom and bride. What does one get for the couple that appears to have everything? This one-round Nyrond regional scenario is part two of the Transformations series (begun in NYR6-06 The Uninvited Guests) and is recommended for resilient yet humble PCs of levels 1-15 (APLs 2-16) who know a bargain when they see one. "The notion of structure is made up of three key ideas: the idea of wholeness, the idea of transformation, and the idea of selfregulation"--Jean Piaget
Jason Clark
9
2-16
Nyrond
NYR7-09
To Mourn with Entrell
Captain Daedre's tears flow freely. The wounds of battle did not compare to the pain he felt for his missing granddaughter. "I have failed you, Ruessa," he whispered. Aelise gripped his captain's shoulder reassuringly. "All is not lost, sire". A blast from elven horns breaks through their sorrow. "Captain, it is the horns signaling our friends leaving this world to recover Fisanuhesti ile Tahlnis." "Yes," Daedre sadly replies. "I have searched my heart for that comfort, yet it is my granddaughter you speak of." Aelise counters, "The howling must not return to the hills. She is blessed by the Protector for this charge." Daedre clasps the hilt of La'elimsha. "Come, in honor of Ruessa we will lead our people to victory." Recommended for elven-friendly PCs. A one-round, combat intensive regional adventure set on the plane of Ysgard, the demi-plane of Tathyl, and in the Kingdom of Nyrond for characters level 1-14 (APLs 2-12).
Rene Ayala
7
2-12
Nyrond
NYR7-I01
The Karnaakh Strike Back
Nyrond
NYR7-I02
Althar's Call
Nyrond
NYR7-I03
Trumpeter
Nyrond
NYR7-I04
Entrell: The Light of the Elves and the Sword of Dawn
Nyrond
NYR7-I05
Secrets Beneath Castle Von Flessern
Nyrond
NYR7-I06
Nessermouth
Nyrond
NYR7-M01
The Chains That Bind Us
Reports of caravan raids threaten to destabilize trade in Almor. Isolated incidents or something more? Luckily, there are safe towns along the trade routes where you can ponder these and other questions. A one-round Nyrond regional adventure set in Almor for characters level 1-12 (APLs 2-10).
Gordon Smith
6
2-10
Nyrond
NYR7-M02
Entrell: The Sign of the Jackal
Diac kept his weather-worn face covered deep behind scarred, trembling hands long after the screams died out. "Gray Son guide me, Gray Son guide me", Diac repeated through concealed sobs as he unconsciously rocked himself like a child being comforted. He impulsively stood when the door to the interviewing room opened. Director Heth emerged from within wiping his hands off on a dirty rag with wrenching indifference. "The spoils from Entrell. Are they ready?" Heth questioned with impious fervor. "Yes", he stuttered in reply. "Bring them, the elf is first". Diac retreated in predictable submission. "Three days. No more", Diac thought to himself. "Gray Son, guide me." A one-round regional mini-adventure scenario set in Nyrond for character levels 1 – 11 (APL 2 – 8). Recommended for elf-friendly characters. Previous scenarios in the series: NYR6-M01 A Lament in Entrell, NYR6-09 The House of Entrell.
Rene Ayala
5
2-8
Nyrond
NYR7-M03
Davben's Book
Foreign marauders threaten a gnomish enclave in Nyrond's Flinty Hill border region. A gnome courier needs the assistance of adventurers to deliver an item the gnomes believe can help them defend their burrows. A Living Greyhawk Mini-Mission set in the Kingdom of Nyrond for characters level 1–10 (APLs 2-8).
Don Kenneth Brown
5
2-8
Nyrond
NYR7-M04
Crossroads
Travel in Womtham has gotten so dangerous that people are afraid to venture out and the god of travel is not pleased. His priests are determined to discover the cause before it disrupts the upcoming Horizon Festival. Hopefully this ancient crypt holds the clues you need to unravel the mystery… A one-round Regional Mini-Mission set in Kingdom of Nyrond for characters level 1-10 (APLs 2-8).
Torry Steed
5
2-8
Nyrond
NYR7-S01
A Mole in the Organization
Nyrond
NYR7-S02
A Haunting on Kingg's Hill
Nyrond
NYR7-S03
Heroic Blues
Nyrond
NYR7-S04
Fueling the Fires
Nyrond
NYR8-01
Beneath Abyssal Seas
Once more, the Rel Mord Wizard's Guild and the Abbey of the Ice seek the assistance of heroic adventurers. Will you plunge into the icy depths of the Abyss to save a soul? A one-round Regional adventure set in the Kingdom of Nyrond for characters level 1-14 (APLs 2-12). This adventure is a sequel to NYR6-02 A Trip to the Glacier, NYR7-02 The Abbey of the Ice, and NYR7-I03 Trumpeter.
Art Severance
7
2-12
Nyrond
NYR8-03
Children of Malice
A host of strange goblins is terrorizing the local villages in what is now called Maglubiyet's Triangle. The villagers' moons-lit nights are filled with bloodshed and misery. Those able to flee the destruction report that the very minions of evil are upon them. The enemy is stronger, faster, and more resilient than before. Where are they coming from? Who will finally put an end to this horrible nightmare? (Combined Finale to the Kelwyn Series: NYR6-04 Kelwyn's Keys, NYR7- 03 Requiem to Maglubiyet, and NYR7-06 Forgotten Temple of Shumhanrhu, and the Swan Bore Series: NYR5-S03 Swans of the Duntide, NYR5-M02 Releash the Dogs of War, and NYR7-01 Faith and Convictions). A one-round Regional adventure set in Kingdom of Nyrond for characters level 1-14 (APLs 2-12).
Bryan Bagnas
7
2-12
Nyrond
NYR8-04
The Battle for Claw Point
Seawatch has fallen, but all is not lost. Nyrond's troops are balanced precariously on the Claw Point Peninsula, semitrapped between the outpost they are striving to recapture and the massive undead army swarming out of the catacombs all around them. A call has gone out to the heroes of Nyrond to help the troops and defeat the Nerullian army of undead that has nested within the sovereign realm. A one-round battle intensive Regional adventure set in Kingdom of Nyrond for only the toughest characters level 1-14 (APLs 2-12).
Tom Kee
7
2-12
Nyrond
NYR8-05
Along Came a Spider
A missing priest, a murdered visionary, an arcane menace, and a city entangled in the sticky strands of political expressionism…can a band of desperate adventurers try their hands at alchemy and turn anarchy into stability by connecting the stray dots that litter Istus's web, or will the dizzying spinnerets of Fate leave them disoriented as the puppeteers descend to feed? This scenario is the third and final chapter in the Transformations series, and is recommended for fearless and ambitious PCs of levels 1-15 (APLs 2-16) who can recognize a fly in the ointment...even when they are the ones creating the buzz. "Freedom is a road seldom traveled by the multitude." –Carlton Ridenhour
Jason Clark
9
2-16
Nyrond
NYR8-06
Moonlit Road to Salvation
Travel in Womtham has gotten so dangerous that even priests of the god of travel need to find safe places to hide. Can you find a hidden Fharlanghn priest and his ward before it is too late? A one-round Regional adventure set in Kingdom of Nyrond for characters level 1-12 (APLs 2-10).
Gordon Smith and Torry Steed
6
2-10
Nyrond
NYR8-I01
Althar's Fate
Nyrond
NYR8-I02
Final Stand
Nyrond
NYR8-M01
The Last Traitor
Desperate commoners reveal that something wicked still lingers inside of Castle von Flessern. Whatever it is, and nobody in the vicinity seems to know, it has remained hidden for nearly three years. Now is the time for brave souls to at long last reclaim a vital keep on the Kingdom's eastern border. A one-round Regional Mini-Mission set in the Kingdom of Nyrond for characters level 1-14 (APLs 2-12).
Don Kenneth Brown
7
2-12
Nyrond
NYR8-M02
The Heart of Almor
Crisis has come to Almor and if left unchecked could threaten the entire realm and beyond. The call has gone out for teams of heroes to come to Nyrond's aide. Do you have what it takes to help heal Almor via travel to the outer planes and forge a lasting security for all? A very loose sequel to NYR7-M01 The Chains That Bind Us and a last chance to visit many of the sites of Almor. A one-round Regional adventure set in Kingdom of Nyrond for characters level 1-15 (APLs 2-16).
Gordon Smith
9
2-16
Nyrond
ONW0-01
Onnwall Gazetteer
< GAZETTEER >
Onnwal
ONW0-03
Living Onnwal journal#1
Journal
Onnwal
ONW0-04
Festival knight adaptation
Journal
Onnwal
ONW1-00
Shadows under Scant
Shadows Under Scant is a module set in the World of Greyhawk and designed for 2nd edition AD&D rules. The action takes place in (and under) the City of Scant which is the capital of Onnwal, founding member of the Iron League. It should be noticed that this adventure takes place in 576 CY, 7 years before the Greyhawk Wars during which the Scarlet Brotherhood and their Hepmonaland minions captured Onnwal.
Creighton Broadhurst.
3
3
Onnwal
ONW?-1-2-3
Two if by Sea
Onnwal
ONW?-4
Upon a Pearl
Onnwal
ONW1-01
Escape From Scant
A desperate band of slaves, captive of the much-feared Scarlet Brotherhood, are cast into a mysterious tunnel discovered under Scant itself. With nothing but their wits they must survive many subterranean trials to escape from Scant! An adventure for 1st level characters.
Creighton Broadhurst
Onnwal
ONW1-02
To Catch a Traitor
While performing a routine sweep of the Volanots to reduce the numbers of hochebi assaulting the beleaguered defenders of Osprem's Light the characters encounter an injured Hillstalker who tells a n amazing tale. An adventure for characters level 1-6.
Creighton Broadhurst
4
1-6
Onnwal
ONW1-03
Glaive's Gambit
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4
1-6
Onnwal
ONW1-04
Nature's Course
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4
1-6
Onnwal
ONW1-05
Last Respects
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2
1-2
Onnwal
ONW1-06
Remember the Farmers
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4
1-6
Onnwal
ONW1-07
Hunters Hunted
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4
1-6
Onnwal
ONW1-08
Rashta's Brother
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4
1-6
Onnwal
ONW2-01
The Naval of the Goddess
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4
1-6
Onnwal
ONW2-02
Death by Luna's Light
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Creighton Broadhurst
5
3-6
Onnwal
ONW2-03
Trouble at Mill
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5
3-6
Onnwal
ONW2-04
Rest in Peace
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4
1-6
Onnwal
ONW2-05
To Hunt a Traitor
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6
1-10
Onnwal
ONW2-06
The Blazing Banner
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Onnwal
ONW2-06P
Pilgrims in an Unholy Land
Undertake a truly heroic quest to allow the flower of chivalry within Onnwal to grow again by entering the forlorn city of Scant. Only the most careful and heroic shall succeed in this mission. This mini-module is an optional add-on to the Onnwal Regional Module The Blazing Banner and is recommended for heroic Good-aligned PCs, especially those who follow Heironeous. Run this module just prior to running Blazing Banner – do not play any other module than Blazing Banner after completing this mini.
Glaive Superior Paul Looby
1
1
Onnwal
ONW2-07
Memento
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Onnwal
ONW2-08
Marooned
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5
1-8
Onnwal
ONW3-01
The Prophet
A village in peril. Women and children are missing, the captives of the Brotherhood. Who can save them from the forces of oppression? An Onnwal regional module for APLs 1-10
PAUL LOOBY
6
1-10
Onnwal
ONW3-02
Pytura
Pyrtura - Fiery Destiny in Ancient Suloise. Sornhill is ablaze – its streets run red with flame and blood. Who is set on destroying the town, and why?
STUART KERRIGAN
Onnwal
ONW3-03
Glaives' Gathering
The ascension of Duke Gellen Cadwale to the office of Glaive Superior is imminent. Will the future of the Order be affirmed with the installation of the new Glaive Superior or will the shadowy hand of the Traitor of Scant make a final play to destroy the Order of the Golden Sun? An Onnwal regional module for APL 4-10. Part Three of the Knights of the Splintered Sun Series. Sequel to ONW 1-03 Glaive's Gambit and ONW 2-06 The Blazing Banne
STUART KERRIGAN
7
4-10
Onnwal
ONW3-04
Shadow on the Storm
It is storm season in Sornhill. Mighty Procan vents his wrat h upon land and sea and the works of mortal men. Upon the wings of the tempest come intrigue, treachery and murder. An Onnwal Regional module for levels 1-10
Tom Moore
Onnwal
ONW3-05
To Hell and Back
A personal invite to take to the seas was given but with little clue as to where. Your ship awaits. The prospect is a clue to the fate of the Disappeared and continuance of vengeance for the Farmers. As you walk the gangplank of the Resplendent , the half-orc captain looks at you and whispers, "Last chance to walk away. We sail for Hell." An adventure for APLs 2 to 12 continuing events from Onnwal regional modules, Remember the Farmers & Rest in Peace .
Steve Pearce
Onnwal
ONW3-06
For Want of a Nail
The Orcs of the Pomarj ravage the land. Onnwal is in flames and a key agent of the Free State has gone missing behind enemy lines. Her salvation, and that of Onnwal, lies in your hands. An Onnwal regional module for APLs 2-12
Paul Looby
Onnwal
ONW3-07
To Kill a Kesh
Events are in motion and the time of the Enemy is almost at hand. It is time for that which was lost, the dearest star of the storms to be found. Time for a journey from the desperate ramparts of the free into the darkest flames of the Oerth.
Creighton Broadhurst and Stuart Kerrigan
9
6-12
Onnwal
ONW3I-01
Sins of the Father
Onnwal
ONW3I-07
The Brewfest
You are invited to Notil, the Seat of Baron Kalderon Faskel, Baron of the high Headlands, to a grand tournament with competitions of foot and archery, as well as the traditional joust.In addition, this year for the first time there will be a quills competition!An Onnwal regional mini-module for APL's 2 - 14
Karl R Goodjohn
8
2-14
Onnwal
ONW4-01
Prisoners of War
Not all enemies of Onnwal die upon the battlefield. Some are captured and some surrender to the forces of the Free State. What happens to those who survive battlefield "justice"? You are about to find out. An Onnwal regional module for APL 2-12.
Paul Looby
7
2-12
Onnwal
ONW4-02
The Hills Are Alive…
A diplomatic situation in the Headlands means that the Church of Jascar requires your aid. The sequel to ONW3-08 To Kill a Kesh .
Stuart Kerrigan
9
6-12
Onnwal
ONW4-03
The Greatest Enemy
Stalemate in Onnwal. While exhausted armies on both sides in the unending war for the Dragonshead draw breath, plots multiply in shadow and deepest night. In times such as this, a single slip, a single move can break the deadlock. The pieces are in motion, but to what end? An Onnwal Regional Adventure for APLs 2-12
Andy MacPhee, Jeny MacPhee and Stuart Kerrigan
7
2-12
Onnwal
ONW4-04
Return to Bigby's Modest Home
Subtle and quick to anger – such is the way of wizards. So what do you do when two come asking that you retrieve something left behind by their old master? A one round Onnwal regional module for APLs 2-10.
Andy MacPhee, Jeny MacPhee and Stuart Kerrigan
6
2-10
Onnwal
ONW4-05
March on Gullhaven
A highly secret mission for the Free State to strike hard into Brotherhood territory. Steely nerves are asked for, along with prowess, skill, loyalty, and the ability to work with others. Do you fit the bill? An Onnwal Regional scenario for APLs 4-14
Iain Reid
9
4-14
Onnwal
ONW4-06
A Strange Sacrifice
While the war against the Scarlet Sign rages in the west, something stirs in the Silvervale. Under the shadows of the Headlands strange tidings come to trouble the lands of the Geldrenns. A two round Onnwal regional module for APLs 2-8.
Michael Cooney and Paul Looby
5
2-8
Onnwal
ONW4i-01
Escape From Obelstone
Obelstone – a dark tower that is a prison complex said to sap the will and steal the mind of all who are brought within its confines. As prisoners of the dread Scarlet Brotherhood you are to be its next victims – unless escape is somehow within your grasp.
Stuart Kerrigan
1
1
Onnwal
ONW4i-02
The Belonging Kind
Onnwal
ONW4i-03
The Collector
Onnwal
ONW4-I02
The Hills Are Alive
Onnwal
ONW5-01
A Crisis of Faith
As the Free State of Onnwal prepares for a final confrontation with the Scarlet Brotherhood, it needs allies. Who better than the enduring Dwur of the Headlands? Or do they perhaps have troubles of their own? For APLs 4-12.
Alasdair Coutts and Andy MacPhee
8
4-12
Onnwal
ONW5-02
The Rescue
In all the years of the Brotherhood occupation many have been slain, but a worse hurt are those who have been enslaved, sold, or worse — simply disappeared. Milos Feralen of Sornhill knows where some are, can you help him get them back? A one-round Onnwal regional module, for APL 2-12.
Thomas Ian Smith and Thomas Ralph
7
2-12
Onnwal
ONW5-03
The Unplumbed Depths
The push towards the liberation of Scant continues. Great deeds must be done to ensure the success of the Free State. The dark, unnatural horrors contained within the confines of Oblestone Keep wait to be conquered. An Onnwal Regional scenario for APL 4 to 12.
R. Michael Hinds
8
4-12
Onnwal
ONW5-04
The Truth in Music
News seeps from the Storm Coast of forbidden secrets, a Suel priestess, and raids by the walking dead. The authorities at Sornhill are prepared to pay the piper. But who is really calling the tune? An Onnwal Regional scenario for APLs 2-12.
Luke Pitcher
7
2-12
Onnwal
ONW5i-01
Battle for Vandrell
The small town of Vandrell stands within the foothills of the mighty Headlands. For decades the ravages of war has ignored this hamlet; even the recent rebellion against the Scarlet Sign has had little or no impact, save the increased trade between Free Onnwal and the Ahlissan state on the back of their new alliance. However now a new threat from an unexpected quarter is about to descend on the inhabitants of this peaceful community.
Alasdair Coutts and Andy MacPhee
1
1
Onnwal
ONW6-01
Screams of the Damned
Two wars waged in Onnwal. Not only are the shores of the Dragonshead soaked with the blood of the nations of Onnwal and Shar, but now the Flan tribes of the Headlands are at war, with a malevolent and ancient evil manipulating matters. Could this new threat be the Enemy of which Tarnedas has spoke of? Once more you shall soon hear the maddening screams within the Hills once more. An epic and dangerous module for character levels 4-15 (APL 6-12). The sequel to ONW4-02 The Hills are Alive and previous related modules.
Stuart Kerrigan
9
6-12
Onnwal
ONW6-02
Spear of Destiny
Onnwal
ONW6i-01
Shoreswell
The small fishing cove of Shoreswell nestles opposite the Storm Isles. The players are acting as couriers when they are drawn below the surface.
Andy Glenn
1
1
Onnwal
ONW7-01
Orphans of the Storm
A minor mission for House Coriell takes you to the Headlands. What you find there points elsewhere, though — not every story that began in the days of the Rebellion knows that the time has come to make an ending. A one-round Onnwal regional for characters level 4-14 (APLs 6-12).
Luke Pitcher
9
6-12
Onnwal
ONW7-02
Scars of War
The War of Liberation may be over, but the long years of conflict have left their scars, both on the landscape, in the shape of the terrible shell of burned Scant, and on the shattered lives of the people. Will you enter the former in an attempt to salve the latter? And if you do, will you survive the fell power that still dwells in Scant, wielding an artefact from Onnwal's past? An adventure for characters level 1 – 10 (APLs 2-8).
Mark Stubbs
5
2-8
Onnwal
ONW7-03
Bottom of the Truth
As the people of war-torn Onnwal begin the process of recovery, Milos Feralen, a merchant of Sornhill looks to his family business. He has lost contact with the family owned mine, and more importantly several shipments of valuable ore. Will you help him get to the bottom of this problem? A one-round Onnwal regional adventure set in the Headlands for characters level 1-13 (APLs 2-10).
Thomas Ian Smith
6
2-10
Onnwal
ONW7-04
A Flourish of Silver
Onnwal
ONW8-01
The Beautiful Death
Children of Onnwal have been unfortunate casualties of the Occupation by the Brotherhood. However the disappearances continue with an ever greater pace in the Northlands. You have the opportunity at the behest of Zamiel of Zilchus to deal with this. His Divinations point uncharacteristically clearly to a woman named Granny. She can show you the way to the Beautiful Death. A one -round Regional adventure set in Onnwal for characters level 1-10 (APLs 2-8).
Steve Pearce
5
2-8
Onnwal
ONW8-02
Audience with the Szek (unreleased?)
Onnwal
ONWS1-01
The Long Night
Onnwal
ONWS1-02
Sins of the Father
Onnwal
ONWS1-03
Consecrations
Onnwal
ONWS2-1A
The Envoy (Part 1)
Onnwal
ONWS2-1B
The Envoy (Part 2)
Onnwal
ONWS3-01
Storm Upon the Volanots
In the wake of the victory at Longbridge in the summer of 592 CY, Jian Destron and Rakehell Chert realised that the Free State must strike before the Scarlet Brotherhood has a chance to reenforce its garrison around Scant. Therefore, in the early spring of 593 CY, they mustered a force of about 1,000 of the Army of Rebellion in Sornhill to clear the Volanots of Brotherhood troops, a prelude to a two-pronged assault on Scant itself.
9
8-10
Onnwal
ONWS3-02
Siege of Tarlesan
Onnwal
ONWS3-03
A Race Through Dark Places
Onnwal
ONWS4-01
The Battle of Alertann
Onnwal
ONWS4-02
Assault on Tessek's Cove
Onnwal
ONWS4-03
Gates of the Gildenlea
Onnwal
ONWS5-01
Return to Gullhaven
Onnwal
ONWS5-02
The Message
Onnwal
ONWS5-03
For the Rescue
Onnwal
ONWS5-04A
The Subservient Serpent
Onnwal
ONWS5-04B
To Obelstone by Shore & Sword
Onnwal
ONWS5-05A
Beacon in the Night
Onnwal
ONWS5-05B
Beheading Halmarn
Onnwal
ONWS5-05C
Seas Alive
Onnwal
ONWS5-06A
Into the Breach
Onnwal
ONWS5-06B
Walls of Scant
Onnwal
ONWS5-06C
Through the Stench of Darkness
Onnwal
ONWS5-06E
The Final Countdown
Onnwal
ONWS5-06F
The Lord City of Scant
Onnwal
ONWS5-06G
Safe as Houses
Onnwal
ONWS5-06H
The Lady of Veils
Onnwal
ONWS5-06I
Storming the Bastion
Onnwal
ONWS5-06J
The Tal Marith
Onnwal
ONWS5-07
Season of Gifts
Onnwal
ONWS7-01
It is Dark (Path 1)
Onnwal
ONWS7-02
It is Dark (Path 2)
Onnwal
ONWS7-03
It is Dark (Path 3)
Onnwal
OWN?-5
Blood Beneath the Sun
Onnwal
PAL1-01
Holy Word
Could it be that someone has found the long lost treasure of Talavir Markum? The Church would like to find out, and you are the people for the job. An adventure for characters level 1-6.
Catie Martolin
4
1-6
Pale
PAL1-02
The Absence of Law
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4
1-6
Pale
PAL1-03
(P)al(e)ientology
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4
1-6
Pale
PAL1-04
Prelude to the Past
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6
1-10
Pale
PAL1-05
Alliance Reborn
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5
3-6
Pale
PAL1-06
Festvalle Serendipite
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Pale
PAL1-07
Northern Brewings
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6
3-8
Pale
PAL1-08
Cold Comfort
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5
1-8
Pale
PAL1-09
Bewitched
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6
3-8
Pale
PAL1-10
Siege at Castle Arndulant
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6
3-8
Pale
PAL1-11
The Trouble with Trollops
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6
3-8
Pale
PAL2-01
Drawing From Life
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6
1-10
Pale
PAL2-02
Pale Harvest
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6
1-10
Pale
PAL2-03
Stitch In Time
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4
1-6
Pale
PAL2-04
The Sleeping Lands
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6
1-10
Pale
PAL2-05
The Heretic
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6
1-10
Pale
PAL2-06
The Claws of Evil
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7
3-10
Pale
PAL2-07
Appetites
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5
1-8
Pale
PAL3-01
In the Shadow of Death's Door
The Theocrat, Supreme Prelate of the Pale, is on his deathbed. He asks you to travel to the door of death itself, to the lair of the slain green dragon Xianshee. At stake is nothing less than the future of the Theocracy of the Pale. Chapter Four of Germinations, and the final part of the Crisis of Leadership. An adventure for Average Party Levels 2 through 12.
David W. Baker
7
2-12
Pale
PAL3-02
The Inquisition
An Iuzian spy has been discovered in Wintershiven and the Inquisition is on the way to interdict him. This could be a major political blow for the Progressive party. . . unless the PCs choose to intervene. But if they do, whose side will they be on? An adventure for APLs 2 through 8.
Glyn Dewey
5
2-8
Pale
PAL3-03
Shield of Faith
The Shield of Blinding Light has been found in the war torn nation of Tenh. Both the Church of the One True Path and the followers of Pelor treasure this ancient relic. Can you successfully obtain the Shield for the Church of the One True Path and return it to its rightful place in the hands of the Champion of Pholtus? Part I of the Champion of the Pale series. This is an adventure set in the Theocracy of the Pale for character levels 1-10.
Donovan Hicks
6
1-10
Pale
PAL3-04
Full Circle
Bahira, wizard of Ogburg, asks you to find some gems known as the Shards of the Uvalnoniz. She requires the Shards to complete a magic circle, a circle that is part of a powerful incantation. The incantation will strike a critical blow against a terrible evil that threatens the Pale. Chapter Five of Germinations. Unlike other chapters, it's recommended that you play the previous chapters before playing this one. An adventure for Average Party Levels 2 through 12.
David W. Baker
7
2-12
Pale
PAL3-05
Arms of Divine Might
Recently in the Pale, the Shield of the Blinding Light was recovered. Now it is believed that the location of the rest of the arms and armor of Corin Malthesun has been found. Will you be the heroes who recover the rest of these relics for the Pale, so that the Champion of the Pale can be named and properly armed and armored. Part II of the Champion of the Pale series. This is an adventure set in the Theocracy of the Pale for character levels 1-13.
Donovan Hicks
7
1-13
Pale
PAL3-06
Fog of War
The pounding of hooves quakes the earth beneath your feet. The clash of swords rings in your ears. The stench of rotting flesh hangs over the broken pitch, like torn pennants draped over twisted bodies. Sweat stings your eyes for fear of the coming battle as you look out onto a field rent by carnage and howling bloodlust. If only there was a way out. An adventure for average party level 4-12.
Nicholas K. Tulach and Brian Moseley
8
4-12
Pale
PAL3-07
The Champion of the Pale
The Church of the Blinding Light has recovered relics of great power. These relics now need a worthy soul to carry them in defense of the Pale. Who will this new champion be? The final part of the Champion of the Pale Series. This is an adventure set in the Theocracy of the Pale for character levels 1-13.
Donovan Hicks
7
1-13
Pale
PAL3-08
Random Encounters
You stop off in Hawkburgh for a well-earned rest and run into some settlers that need help. It seems they have been having problems with animal attacks. Well, you didn't have anything else to do today. An adventure for APL's 2-8
Lance White and Russ Stanley
5
2-8
Pale
PAL3-I01
Dawn Break
A new dawn has arisen in the Pale. It seems as though things are changing for the better, but near the Troll Fens, dawn only means another bitter day has begun. An introductory adventure for 1st-level PCs only.
Nicholas K. Tulach
1
1
Pale
PAL3-I02
Stolen Cloaks and Silent Daggers
Some church cloaks have been stolen from a local craftsman. With the trouble from the Tenhites the Church Militant and Watch are to busy so they look for a few fresh faced adventure's to help out. Part one of The Disturbing Cycles An adventure for 1st level PC's
Thomas Sleeper
1
1
Pale
PAL3-I03
Battle of Silverdelve Narrows
Pale
PAL4-01
Lost Soul
A lost soul awaits rescue from the Land of the Dead. Will you be able to bring this helpless soul back to the Land of the Living or is she doomed to wander, lost forever?
Frank Bayer
Pale
PAL4-02
Stirring the Waters
The village of Fensdale has rested free from Iuz for two years, but some waters have lain undisturbed since long before the birth of Old Wicked. Now something stirs, showing these waters may be deeper and darker than any Pholtan ever feared. An investigative and outdoor-based event for resolute PCs, APL 4 to 10.
Derek Schubert
7
4-10
Pale
PAL4-03
All Which is Forgotten
An army gathers and a battle looms on the eastern border of the Pale. Yet, rather than join in the battle, you are asked to recover treasure stolen from the Library of Antigua. It is commonly known that no thief has successfully absconded with a relic from that vault, where it is said the Theocracy stores dangerous and perhaps even evil artifacts for study and safeguarding. The treasure is now in the hands of a wizard named Konrad Huber. Chapter Six and the conclusion of Germinations. Unlike most chapters, it's recommended you play the previous chapters before playing this one. An adventure for Average Party Levels 2 through 12.
David W. Baker
7
2-12
Pale
PAL4-04
Leap of Faith
Another evening in the Pious Pilgrim brings rumors and a promise of adventure. A great evil could be defeated with an artifact lost to history. Will you take the leap of faith and follow the divine inspiration of a young brother of the Arcanist Guild into the dangerous Rakers? An adventure for APL 4-12.
Gregory A. Dreher
8
4-12
Pale
PAL4-05
Possessions in the Dust
The Ether Threat is finally over, but the damage to Tenh remains. Hundreds of refugees huddle in the makeshift shantytown surrounding Atherstone, separated from the lives they once led. Will they survive? An adventure for APLs 2-16.
Neil Harkins
9
2-16
Pale
PAL4-06
Strands of the Gloom
Autumn advances and the Pale prepares for another season of long nights. Armies move northward, but troubles grow in the south where terrors in the Gamboge Forest ensnare friend and foe in a tangled web. An adventure for PCs of APLs 6 to 12 who know how to pick their battles. Part three of the Heritage series, including PAL2-03 Stitch in Time and PAL4-02 Stirring the Waters, but you need not have played them before this one.
Derek Schubert
9
6-12
Pale
PAL4-07
The Root of Chaos
An ancient forest beckons with its eerie glow. Creatures lurk in the verdant canopy above, waiting for an unfortunate soul to pass by. Around each bend and from behind each fallen log, eyes peer through the mist. And below, the roots hold fast in their tangled tapestry. An adventure for Average Party Level (APL) 4 through 12.
Joe Streeper
8
4-12
Pale
PAL4-08
Winters Past
It seems the threat of Winterwind to the Theocracy is finally at an end, since the silver dragon Brennan has returned at last. In the Rakers, a cold wind has blown in from the North, bringing mysteries, villains, and the possibility of new allies. An adventure for bold but diplomatic adventurers who are not afraid of catching frostbite. A Theocracy of the Pale regional adventure for APLs 2 to 12.
Donovan Hicks
7
2-12
Pale
PAL4-09
Retribution
Idle days along the Yol River turn to alarm when rangers report coming across the paths of ogre bands moving fast through the Phostwood. The faithful of the Pale seek shelter in their homes, but malice travels on thundering drumbeats from across the river, deep within the ghostly forest. A Pale regional adventure for the noble and the savage of APLs 4-12.
Jef Parr
8
4-12
Pale
PAL4-I0?
Twisting in the Wind
Pale
PAL4-I0?
Druid Trials
Pale
PAL4-I01
Great Hippogriff Hunt
Pale
PAL4-I02
Dead or Alive
Ohevel, the former Gorman of Stonetower is wanted for murder, treason, assault, heresy, inciting a riot, conspiracy to commit the above, and dereliction of duty. The church has put a sizable bounty on his head and you stumbled across some information that could lead you to where he's hiding. A Living Greyhawk Introductory Scenario set in the Theocracy of the Pale.
Glyn Dewey
Pale
PAL4-I03
Arcane Shadows
With power comes responsibility: the responsibility to register yourself! In the Theocracy of the Pale, the Church of the One True Path keeps an unwavering eye on arcane spellcasters. But what happens when a foreign arcanist does not know the law? A Theocracy of the Pale Introductory Adventure for adventurers who feel strongly about whether arcanists in the Pale should be registered
Donovan Hicks
Pale
PAL4-I04
Dawn of Power's Insight
Pale
PAL4-I04
Taking Tenh: Standing in the Light
Pale
PAL4-M01
Alone Together
The devastation of Tenh has displaced many from their homes. In the foothills of the Griffs, some outcasts find common bonds and help each other survive, while others look for easy victims. A rustic mini-mission for APLs 2-10, part of the "Scouting Tenh" missions.
Derek Schubert
6
2-10
Pale
PAL4-M02
Strange Bedfellows
The Siege at Castle Arndulant left some unfinished business. And unfinished opportunities
Ron Levy
Pale
PAL4-M03
Demons in the Dust
"Unfinished evil long may dormant lie/'neath Valandil's Mill Many's coin did die/Though fist of stone nurse broken bone/and treasure's not sought by him alone/yet for murdered souls his fingers pry." That was the divination that sent you through the desolate lands of Tenh towards the ruins of Valandil's Mill. A Living Greyhawk mini-mission recommended for loyal Pholtans but suitable for mercenaries of APLs 2-10
Glyn Dewey
6
2-10
Pale
PAL4-M04
Man Ripper
She's back, she's pissed, and she's coming to kill you. A mini mission for APLs 2-16, part of the "Scouting Tenh" missions
Joe Streeper
9
2-16
Pale
PAL5-01
The Road Less Traveled
Winter, CY 595. The war has ended as quickly as it began. The city of Calbut, now annexed into the Theocracy of the Pale, celebrates as operations in its four platinum mines resume. You are contacted by a scholar who has knowledge of an ancient Flan treasure. The trail to the treasure begins where the mines end; in the Underdark. An adventure for PCs who aren't afraid of the dark. APL 4-12.
David M. LaMacchia
8
4-12
Pale
PAL5-02
Plight of the Emissary
Returning from the County of Urnst, an emissary is abducted in the night while resting in the town of Longfield. The local leadership fears the embarrassment this is sure to cause and desires a rapid yet discreet resolution. Is a group of heroes the answer to their prayers? An outdoor adventure through the Nutherwood for APLs 2 through 8.
Gary Ingram
5
2-8
Pale
PAL5-03
Strata
All citizens of the Pale know their place, but not all are content. In the foothill city of Landrigard, hearts can be as hard as stone, as dark as coal, or as brilliant as a diamond. And when a crisis squeezes these stones, the blood of Oeridians, Flan, and dwarves stains the streets. An investigative urban adventure for APLs 6 to 12. Part of the Heritage series, best enjoyed if you have played PAL4-02 Stirring the Waters and PAL4-06 Strands of Gloom.
Derek Schubert
9
6-12
Pale
PAL5-04
Seeds of Winter
Growfest has arrived, but frost remains on the ground, delaying the planting and its celebration. Although the nearby Rakers are free of the mysterious Winterwind, plans from years ago are incubating—hardly a reason for the Pale to rejoice. An adventure for characters of Average Party Level 6-10 who remember the taproom tales of veteran Palish adventurers.
Neil Harkins
8
6-10
Pale
PAL5-05
Floracon
Several years ago in a long-forgotten temple, adventurers unearthed the Floracon. Since then it has passed through many hands, bringing only peril and misery wherever it went. Now, the time has come to put an end to this fell object. A tworound continuous scenario involving a perilous descent to the Temple of Dumathoin and beyond for APL 4 to 14.
Joe Streeper
9
4-14
Pale
PAL5-06
My Brother's Keeper
Gold has been discovered in the mountains of Landrigard Prelacy, and every able-bodied man is rushing to stake a claim. Never mind that the peaks are haunted and miners are disappearing – there are fortunes to be made! Recommended for adventurers of APLs 2-8 who love the natural world in all its forms.
Brian Moseley and Jason Clark
5
2-8
Pale
PAL5-07
Troll Winter
The Troll King sits on his throne in the Troll Fens. His machinations are slowly coming to light; with this knowledge comes the need to confront the fiend in his own realm. To this end, the Pale Patrol has asked mercenary adventurers and loyal Pholtans alike to journey into the Fens and determine how large a threat is left. An adventure into the icecovered Troll Fens in the dead of winter for characters of APL 2 to 12. Part 2 of Winter Stalks the Pale, begun in PAL4- 08 Winters Past.
Donovan Hicks
7
2-12
Pale
PAL5-I01
The Long, Cold Watches of the Night
Pale
PAL5-I02
Force Of Habit
Pale
PAL5-I03
Cry Havoc!
Pale
PAL5-M01
The Accidental Anarchist
A spree of bizarre accidents have plagued the northeast quarter of Wintershiven for the last week. The city guard is looking for a connection between the uncanny coincidences. Adventurers, fortune seekers, and those interested in the unusual are drawn to the neighborhood to see what they can see. A Pale Mini-Mission for APL 2 to 8.
Dan Roisman
5
2-8
Pale
PAL5-M02
Shadows and Light
In Wintershiven, the young Champion of the Pale continues to grow in strength and knowledge under the care of the Church of the One True Path. Meanwhile, in a small Bakluni community within the capital, a desperate girl fights for her survival on the streets. As shadows close about her to dictate her destiny, can the right guidance save her from the cruel night? An adventure for caring but battle-ready adventurers of APL 2 to 10.
Donovan Hicks
6
2-10
Pale
PAL5-M03
Night Court
Pale
PAL5-M04
For Love or Pholtus
Pale
PAL5-M05
A Truffle Matter
Pale
PAL5-M07
Exercise of Soul
Pale
PAL5-S01
Answers From Beyond
Pale
PAL5-S02
Who Watches the Watcher
Pale
PAL5-S03
Weeds
Pale
PAL6-01
Shapers of Sun and Stone
In the Stonelands, the former Duchy of Tenh, the people and land are in desperate need of assistance. The people are slowly returning and their care is being provided by the Church of the One True Path. The land is another story, but there are those seeking to assist the land in its return as well, but what happens when two sides of the same coin oppose each other? What happens when those trying to help need their own help? An adventure for those who enjoy the outdoors of APLs 2 to 12, especially for PCs in the Shapers of Sun and Stone meta-organization.
Lance White
7
2-12
Pale
PAL6-02
Tiger, Tiger!
Five years ago, a circus tiger escaped from the Pale's very first deadly festival. Today, we find out what happened to him. An adventure for APLs 4 to 12, suggested for players who enjoyed The Thirty-Six Chambers of Shaolin, Five Deadly Venoms, and Kill Bill.
Ron Levy
8
4-12
Pale
PAL6-03
A Matter of Grey Importance
In a place like the Pale, villainy often resides in grey areas, or areas only dimly illuminated, like the Phostwood. An act of charity is remembered but will a determined force unleash its wrath for overlooked slights, or will adventurers seek another solution? An adventure for Average Party Levels 2-12, recommended for characters unafraid of voicing political opinion and bearing the consequences; especially intriguing for bards, druids, Faithful Flan and members of the Church.
Dale Thurber
7
2-12
Pale
PAL6-04
Tooth and Nail
A mysterious Cult, an incurable curse, and the unspoken threat of a troll invasion snake out from the Fens like malignant tentacles. What constitutes a credible menace to those in power, however, is too often ignored until the coils constrict. In the shadows of more eminent intrigues, darker evils have begun to coalesce. This outdoor-based, searchand-destroy mission is part two of The Necessary Goddess, begun in PAL5-06 My Brother's Keeper, and is recommended for tenacious heroes. A one-round Theocracy of the Pale Regional adventure for characters level 2-12 (APLs 4-10).
Jason Clark
7
4-10
Pale
PAL6-05
Heart of Winter
The Troll King has been exposed and the myths of a Lord of Ice are no more; Winterwind lives and claims both titles. The Troll Winter continues unabated and the planting season has come and gone. Starvation is proving a powerful weapon, but out of the past comes an old enemy, bringing hope back to the Pale from a fallen ally. An adventure for diplomatic PCs of levels 2 to 15 (APL 4-12) who can remember that sometimes the enemy of my enemy is my friend. Part 4 of Winter Stalks the Pale.
Donovan Hicks
8
4-12
Pale
PAL6-06
Promises in the Dark
Whispered rumors are circulating in Landrigard Prelacy that the lost dwarven city of Garsegzuul has been discovered deep beneath the Rakers. Can the zealous footfalls of experienced spelunkers, historians and relic-hunters go unnoticed while long-forgotten treasures are unearthed, or will the intrusion of surface-dwellers disturb a centuries-old, uneasy stillness? What fetid secrets lurk below, only the harshest light is fit to reveal. This scenario is the third and final chapter of Biting the Hand that Feeds, begun in PAL5-06 My Brother's Keeper and continued in PAL6-04 Tooth and Nail. A one-round Pale Regional Adventure for decisive PCs of levels 4-14 (APLs 6-12) who know that revenge is a dish best served cold. "The last act is bloody, howsoever fine all the rest of the play"—Pascal.
Jason Clark
9
6-12
Pale
PAL6-07
Snow Fall
The secrets of the treacherous Troll Winter have been exposed and its origins revealed. Many different factions want the winter ended and the threat of Winterwind put to rest. Do you and your allies have what it takes to stop the Troll Winter and allow the Spring Thaw to take place? As the deepest snows begin to fall, journey across the Pale and face the treacherous winter winds once more. A one-round Theocracy of the Pale Regional adventure for battle-hardened PCs of level 4 to 15 (APL 6-14) who are fully prepared for cold weather. Part 5 of Winter Stalks the Pale.
Donovan Hicks
10
6-14
Pale
PAL6-08
Winter Thaw
Pale
PAL6-I01
Open Cages
Pale
PAL6-I04
The Scouring of Pentress
Pale
PAL6-M01
A Crisis of Command
Pale
PAL6-M06
Blessed are the Meek
A sleepy old village in the central Pale is home to farmers and ranchers. A peaceful place such as this is perfect for raising orphans in the light of Pholtus. And though all children are eager to learn, some have wisdom beyond their years. A one-round (four-hour) Theocracy of the Pale Regional mini-mission for APLs 2-10. This mini-mission is part of a series, including PAL5M-01 The Accidental Anarchist, PAL5M-02 Shadows and Light, and PAL5M-07 Exercise of Soul.
Joe Streeper
6
2-10
Pale
PAL6-S01
A Celebration of Heroes
Pale
PAL6-S02
Ante Up
Pale
PAL6-S03
The Troll Throne
Pale
PAL6-S06
A Line in the Snow
Pale
PAL7-01
Orderly Encounters
A two-pathway adventure catering to those for or against the Pale, continuing the story of PAL6-02 Tiger, Tiger! Recommended for those who enjoy the dangers of either the high road or the low road. A one-round regional adventure set in the Theocracy of the Pale for characters level 2-14 (APLs 4-12).
Ron Levy
8
4-12
Pale
PAL7-02
Reed Carefully
Trolls? Of course. Hydras? Fairly common. Even the occasional giant crocodile is nothing to panic about in The Fens. However, when a pack of grimlocks, a pair of walking mushrooms and a blind lizard-like beast are spotted this far away from their subterranean homes, it's time to find out what's going on. A one-round regional adventure set in the Theocracy of the Pale for characters level 1-10 (APLs 2-8).
Mark Quinto
5
2-8
Pale
PAL7-03
Wyrm Sign
Sassy, the great Green of the Gamboge, has been quiet for some time now. However, something has been stirring recently. Something big, something mean, and something hungry has started attacking small farms outside of Woodsedge, near the Gamboge Forest. An adventure for fearless hunters ready to look into the face of death and its many sharp, pointy teeth. This adventure also shares some elements from the Heritage Series. A two-round Pale Regional adventure set outside Woodsedge for characters level 4-14 (APLs 6-12).
Matthew Thompson
9
6-12
Pale
PAL7-04
The Spirit of the Law
A group of diplomatic emissaries from Veluna have gone missing while exiting the Pale. Fearing that the foreigners may have caused trouble (or be in trouble), the Pale Diplomatic Corp has decided to retain some adventurers to find them. A role-playing and investigative adventure set in the Theocracy of the Pale for characters level 1-15 (APLs 2-12) that know how to deal with Palish Law.
Tom Maguire
7
2-12
Pale
PAL7-05
The Frozen Frontier
The beauty of the Rakers can be deceptive. Trappers and tribesmen eke out a simple existence on their snow-covered slopes while dwarves, orcs, and goblins mine and battle beneath their rocky roots. But, from time to time, events beneath the mountain spill out onto its surface. A band of orcs have been driven from their caverns; does the steady beat of their wardrums spell doom for your band of adventurers at the Stauber trading post? A one-round regional adventure set in the Theocracy of the Pale for battle-ready and wilderness savvy adventurers of level 1-11 (APLs 2-8) who know how to weigh their options.
Glyn Dewey
5
2-8
Pale
PAL7-06
Undermining Authority
With the Demonic invasion turned aside, the now empty structures of Bitterhollow seems to have attracted a few squatters. Several small squads have been tasked to investigate, and with armed forces still running thin – an old acquaintance request for your expertise in some underground matters. A subterranean epic for PCs who aren't afraid of the dark; APLs 2-10. Part II of the Truth or Derro series which includes Pal 7-02 Reed Carefully.
Mark Quinto
6
2-10
Pale
PAL7-07
The Letter of the Law
Several adventurers suspected of worshipping illegal deities are suspected to have gone into hiding. The Church of the One True Path needs your assistance in tracking down these miscreants before they can proselytize their heretical ways to the faithful. A role-playing and diplomatic adventure for characters levels 1-15 set in the Theocracy of the Pale (APLs 2-12). Part Two of the Pale Law Series (Part 1: PAL7-04 The Spirit of the Law)
Tom Maguire
7
2-12
Pale
PAL7-I01
Too Many Nomicons
Pale
PAL7-I02
Fair Trade
Pale
PAL7-I03
Neither Wind nor Snow
After the victory against Winterwind, the Pale Patrol seeks those willing to bear the news to the rest of the Theocracy. A one-round Theocracy of the Pale Regional introductory adventure for first level characters.
Jeff Lloyd
1
1
Pale
PAL7-M01
Ten by Ten
Pale
PAL7-S01
How Way Leads onto Way
The city of Calbut, under the guiding hand of Pholtus, is enjoying a period of peace not felt since before the Stoneholder invasion some 15 years before. There is even a peace treaty with the Svirfneblin whom live below the city in the underdark. But something lurks below, in the platinum mines of Calbut, which will now rise to the surface and try to remove that peace. This is a loose sequel to Pal 5-01 The Road Less Traveled and a prequel to KublaCon's 597 Battle Interactive. A battle for character levels 1-10 (APLs 2-8).
Stephan Kendall
5
2-8
Pale
PAL7-S02
Auspicious Beginnings
Pale
PAL7-S03
Ante Up Again
Pale
PAL7-S04
Perhaps the Better Claim
From the city of Calbut, in the Stonelands of the Theocracy of the Pale, the call has gone forth for volunteers to take on a deadly mission; a mission that could spell the success or failure for the city and maybe the Theocracy itself. This call is for all adventurers as well as those in the Pale Militia, Pholtan Knights Valorous, and the combat arm of the Church of the One True Path.
Stephan Kendall
9
2-16
Pale
PAL7-S05
Dirty Business
Pale
PAL8-01
Law and Disorder
Outside the city of Landrigard, several church militant officials have been attacked by powerful creatures of chaos. In addition, investigations into the mysterious villain trying to corrupt Palish laws have also begun to point to the Rakers. The time has come to take the fight to the forces of chaos. This is the final part of the Palish Law series (PAL7-04 Spirit of the Law and PAL7-07 Letter of the Law). A one-round regional adventure set in the Theocracy of the Pale and places beyond for characters level 3-15 (APLs 4-12).
Tom Maguire
8
4-12
Pale
PAL8-02
As Knight Turns Into Day
In the days after the Second Battle for Bitterhollow, a great blanket of clouds gathered above the city of Ogburg, blocking the sun and casting the city in a grey haze. A renegade knight has rallied a veritable army to his side hunting the final vestiges of Derro with wanton disregard for those caught in the crossfire. Finally divinations on either subject seem to show the same thing... a solid black line being traced on a map to the city of Ogburg followed by the disappearance of the city itself. This adventure is best suited for heroes of levels 4-14 (APL 6-12) that like a bit closure. Part of the Truth or Derro series which includes PAL7-02 Reed Carefully, PAL7-06 Undermining Authority, PAL8S-01 Basilica of the Holy Star and PAL8-02 As Knight Turns Into Day
Mark Quinto
9
6-12
Pale
PAL8-03
A Flan for All Treasons
The Faithful Flan and their beneficiaries have asked for your help. The situation in Atherstone is deteriorating as more and more refugees begin piling into the city hoping to find new and old lands in the recently liberated Duchy of Tenh. A Voice speaks out to the masses, demanding action. Will you help or will you silence the rabble? A Pale Civil Unrest scenario for all PCs who wish to change the direction of the Pale for characters level 2-15 (APL 4-12).
Tom Maguire
8
4-12
Pale
PAL8-04
...As We Know It
The scars of war mar the landscape of the Pale, but the shattered faith of the populace is harder to heal. Cities once thought safe have been ravaged by undead hordes. Heroes fought against other Heroes, each defending what they thought was right and just. The unquestioned faith in the office of the Theocrat has been torn asunder. A voice from the past has returned bearing ominous news that raises doubt in Theoman's Basslet's divine mandate to rule. What is to become of the Pale? A one-round regional adventure set in the Theocracy of the Pale for characters level 6-15 (APLs 8-12).
Cedric Atizado
10
8-12
Pale
PAL8-S01
Basilica of the Holy Star
Scholars have been working non-stop within the Library of Antigua when a breakthrough occurred. Ancient texts have been found that points to several ruined basilicas buried deep beneath the Griff mountains. These archaic structures are reported to have been built by the saint herself in praise of the Blinding Light. However, divinations are cryptic and provide the same phrase over and over again, "Here is where the answer lies." A two-round regional interacvite set in the Theocracy of the Pale for characters level 2-14 (APLs 4-12) who enjoy finding things that probably belong in a museum. This an interlude for the Truth or Derro Series which includes PAL 7-02 Reed Carefully, PAL 7-06 Undermining Authority, and PAL 8-03 Truth and Consequences
Mark Quinto
8
4-12
Pale
PAL8-S04
It's the End of the World
Pale
PER1-01
Pig Tales
Spring comes late to the Yatil Mountains, as winter is always reluctant to loose its chilly grip. Only fools and adventurers willingly travel the alpine trails at this time of year. To stay alive you need to stay warm. To do that you need to be active, and what better way than to chase a little pig around the peaks and valleys?
Perrenland
PER1-02
Chasing the Ox
Rustlers have been raiding the farms around the village of Skillet. Now they have gone too far, stealing the prize colt of the mayor, the last colt from Old Regret. Can the party chase them down and reap the reward for its recovery. An adventure for player characters of level 1-6.
4
1-6
Perrenland
PER1-03
Vortrote's Legacy
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4
1-6
Perrenland
PER1-04
The Voorman's Daughter
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3
1-4
Perrenland
PER1-05
Night of Steel
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7
3-10
Perrenland
PER1-06
Varday
Varday is Exag's annual celebration of the ending of the various adventurers' apprenticeships. Every year on this day, Exagians open their houses and hearts to these future protectors. It is their way of showing their appreciation for all they will do on their behalf. But amongst all this celebration are apprentices who have been found wanting in one way or another. By the end of this day, they will either prove their worth, be failed, or die in the service of Exag, Yattenhied and Perrenland. This is a one round regional Living Greyhawk scenario set in Perrenland. It is aimed at 1st Level player characters, and is an APL 2 adventure
Anthony Dooley
1
1
Perrenland
PER1-07
Denzel's Kurgen
Tragedy has struck the normally sleepy southern town of Schellingvale in Yattenheid. In the past week a band of orc renegades has entered the area, and last night raided the dwelling of a local wizard, slaying him and his three guards. Now his trusty servant, who escaped, is seeking a band of brave adventurers who can return to Denzel's Kurgen and remove the murderers and illegal squatters. This is a one round Living Greyhawk Regional Perrenland adventure for APL 2, 4 or 6
Matt Brebner
4
2-6
Perrenland
PER1-08
Promises to Keep
A letter from a well-regarded benefactor leads to a rescue mission in the Yatil Mountains. Can a national hero be exposed as the villain that he is, and can justice be done? A scenario for APLs 4-6.
Mark Somers & Adam Reeve
5
4-6
Perrenland
PER1-09
Pots of Knowledge
In the villages around Krestible, there is the oft-told tales of the crazy old wizard who spent his life looking for the Pots of Knowledge. Now, two brothers have gone looking for the wizard's old hiding places and have bitten off more than they can chew. Can you help them out?
Geoff Skellams
2
2
Perrenland
PER2-01
History Repeating
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4
1-6
Perrenland
PER2-02
Into the Hills
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4
1-6
Perrenland
PER2-03
Mordenkainen's House of Chocolate
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4
1-6
Perrenland
PER2-04
Wyvern's claw
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4
1-6
Perrenland
PER2-05
Ghosts at the Waterside
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5
1-8
Perrenland
PER2-06
Bandits
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5
1-8
Perrenland
PER2-07
Watering Hole
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5
1-8
Perrenland
PER2-08
Dark Waves
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5
1-8
Perrenland
PER2mini-01
Keeping One's Head
A wedding between the Oostmeer and Vestmeer septs of the Meerijder clan looks set to heal the rift between them. Will things go as planned, or will fate intervene. A Regional Interactive Adventure for APL2-8. This adventure costs 4 TU to play.
Various Authors
5
2-8
Perrenland
PER2mini-02
Feestelijk Voorjaar
This interactive is broken into 4 miniscenarios and 3 interludes. There are activities running between sessions which can be participated in, if players wish.
Various Authors
5
4-6
Perrenland
PER3-01
The Pfaltzgraf's Fury
Tensions in Perrenland are boiling to the surface. The Southern Clans are mustering their troops as loyalty to Clan is tested against loyalty to Canton, the Voormann and a united Perrenland. You have been dispatched by the Voormann to investigate rumors of brewing civil war in the eastern Canton of Clatspurgen, specifically in the Kershane pass. It seems your fates are becoming ever more entwined with the destiny of Perrenland as a unified nation.
Patrick Williamson
Perrenland
PER3-02
Wild Goose Chase
An apothecary has reported a suspicious customer that has caught her attention. But what do her suspicions have to do with the missing daughter of the Voormann? A Single Session Perrenland Regional Scenario for APL 2 to 8
Mark Somers
5
2-8
Perrenland
PER3-03
The Yeti's Tooth
An unexpected visit from a clandestine clan member supplies you with the location of the next part of the Sturgenblood Totem – the fabled yeti's tooth! The trouble is that all the other clans are after it as well, and are hiring on other adventurers in an effort to stop the totem from being reassembled! Be the first to reach it – or the first to die. This scenario is the second scenario in the "Hollows Of Mordaine" series. It is suitable for play at APLs 4, 6, 8 and 10.
Bruce Paris
7
4-10
Perrenland
PER3-04
Tinderbox
The election of the Voormann has come. The city of Schwartzenbruin takes a collective breath and awaits the result that will shape the country for the next eight years. But while others wait, can intrepid adventurers rescue Hánnè Weisspeer from the clutches of Kârl Hüssen and thwart that villain's dastardly plans? A Single Session Perrenland Regional Scenario for APL 2 to 8.
Mark Somers
5
2-8
Perrenland
PER3-05
Lost Souls
A leader lost, a nation is in turmoil, a race against time to save the nation from ruin. Can you retrieve the lost souls and foil the prophecy that cries the nations doom. For APLs 4-10
Patrick Williamson
7
4-10
Perrenland
PER3-06
Highway Robbery
The attacks on caravans have continued, even increased in number and ferocity. You have journeyed to Yatilskaad to investigate rumours that the attackers are soldiers from Ket. This scenario is designed to be played at APL 2 to 10.
Wes Nicholson
6
2-10
Perrenland
PER3-07
Under the Hills
Three thousand years ago, Exag began as a village at the intersection of numerous trading routes. Many of those trading routes have disappeared over time, and most have faded from memory. Sages tell of ancient trade routes with Ekbir and Tusmit; but nobody believes them. In this adventure, Tiger Nomads bring you to Exag; and murder takes you Under the Hills. A regional adventure set in Perrenland, for APL's 2-10.
Bob Beck & Patrick Williamson
6
2-10
Perrenland
PER3-08
A Dark God's Laughter
Another night travelling on the road, brings your party to another campfire. As you drift off to sleep, you all have the same, strange recurring dream. Is the same one many Perrenders have been having of late? A Living Greyhawk adventure suitable for character levels 2 to 13.
Patrick Williamson, Mark Somers and Bruce Paris
8
2-13
Perrenland
PER3int-01
Roodbergs Be Damned
In the small mountain village of Grünsenke the people are in trouble. The Karlsfurt River, lifeblood to the village has dried up. Without it the crops are withering and the livestock are dying. The people of Grünsenke are unable to trace the source of the problem as the river flows from Vosser land, and the Vossers have been turning away all of the Roodberg villagers. It is up to the players to discover what the Vossers are hiding and restore the river so the Roodberg village will not die.
Dean Bailey
1
1
Perrenland
PER3int-02
The Dance of Nerull
Welcome to Schwartzenbruin the city of pleasures, on the coldest day of the year the famous festival called the Dance of Nerull has begun, tourists form all over have come to witness the macabre events of the festival, for some tourists the events can become very personal indeed…
Patrick Williamson
1
1
Perrenland
PER3mini-01
When the Sun Sets in Brebenward
Perrenland
PER3mini-02
Fresh Air Mountain Views
This interactive is set in the Sepia Uplands. It's theme is the establishment of a new town in a sheltered valley at the north-western edge of the Sepia.
Various authors
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?
Perrenland
PER4-01
Moradin's Forge
What is Moradin's Forge? Reports from the Yatils speak of powers dark and sinister stirring in the mountains near Exag, bands of Dwarves flying an ancient black banner with a white hammer are converging on the city of Exag chanting as they head into the mountains "Moradin's Farg hur nar karng broon", Moradins Forge will not fall again. A Perrenland regional adventure for characters level 3-12.
Patrick Williamson and Bob Beck
8
3-12
Perrenland
PER4-02
Mind Games
You have been invited to the Resting Anchor Tavern in Traft City to sample Rolf Heiniker's latest entry in the annual Brewer's Competition. It is your chance to rub shoulders with the city aristocracy, as well as other notable personages. Let the drinking begin! Suitable for a 4.5 to 5 hour timeslot and APLs 2-12.
Bruce Paris
7
2-12
Perrenland
PER4-03
Brother Mine
The Church of Zilchus has gained the mining rights to an abandoned goldmine near the town of Schwunglestad. Convinced that the mine still holds riches, they have hired Trennan Burken-Vosser, a geologist to investigate its potential. But going into a deep, dark hole can be dangerous. What he really needs is a group of brave adventures to act as bodyguards. Suitable for player characters Levels 1-12.
Dean Bailey
7
1-12
Perrenland
PER4-04
Battles in the Yatils
A force of evil is on the march from the southern Yatils to the ruined Ur-Flan city of Kir Russ. Nobody knows why they are heading there, but it can't be a good thing for Perrenland or the Flanaess for them to succeed. With all that's going on in our neighbouring countries, few troops can be spared to stop the advance of this force. Which means it's up to some foolish brave adventurers to do the job. A one round scenario for APLs 4 to 14.
Wes Nicholson
9
4-14
Perrenland
PER4-05
Regicide
Whilst in Schwartzenbruin, a letter from an old friend leads lethargic adventurers in search of a legendary item – something that could change the course of events in Perrenland – forever. The next scenario after Tinderbox, Lost Souls, and A Dark God's Laughter. An adventure designed for Average Party Levels 4 to 12.
Patrick Williamson, Mark Somers, Bruce Paris, James Dempsey with thanks to Adam Cowan
8
4-12
Perrenland
PER4-06
The Hollows Unveiled
An ancient artefact, The Sturgenblood Totem, has led you to the very place of its unmaking – the legendary Hollows Of Mordaine. Here, at The Spire Of Thrax, must the totem be placed so that no clan may hold dominion over any other. But will the temptation to keep it be too great? Or will its destruction unleash an even greater horror on the Concatenated Cantons of Perrenland? This scenario is the third and final part in The Hollows series, which began with The Wyvern's Claw and continued in The Yeti's Tooth. For an average party level (APL) of 4 to 12.
Bruce Paris
8
4-12
Perrenland
PER4-07
A Nation Mocked
On the borders of the Vesve in the Kershane Pass, the fight begins to drive the evil out of the great forest and to restore Highfolk, a nation mocked by an enemy that will not show its hand. Part one of the "A Nation Mocked" series. An adventure designed for Average Party Levels 2 to 12.
Patrick Williamson and James Dempsey
7
2-12
Perrenland
PER4-08
A Furgotten Business
The City of Traft is not where you would expect a new trend in fashion to emerge; but one has! And it is a fashion that has swept through the Aristocracy like wildfire. But does the new wave of fashion have a darker connotation? Where is it coming from? And why is it making one clan, in particular, extremely hot under the collar? A Perrenland regional adventure suitable for character levels 1-13.
Dean Bailey and John Deague
7
1-13
Perrenland
PER4-09
One Jen Too Many
Once every four years, Krestible plays host to Das Grünfest ("The Green Festival"). Along with the usual performers, a popular new bard from Schwartzenbruin has been booked. But, evil forces are at work to prevent his performance. On the other hand, perhaps the screaming fans have their own performance in mind? Fame, glory and superstardom await those with the will and luck to succeed on the stage of life and you are bodyguards to a star. A Perrenland regional adventure for APLs 2-8.
Brendan Robertson
5
2-8
Perrenland
PER4mini-04
Silence of the Damned
The original intention of this interactive was to stage a battle concept for LG Perrenland. This has morphed somewhat over time into a set of mini and maxi scenarios that cover in part the invasion of the Kershane Pass by the forces of Iuz. The PCs in this interactive have an opportunity to see if this invasion succeeds or fails. The "battle" section of the interactive occurs in the end where the PCs after several adventures will literally have to fight to save the key strategic point of the Monastery of St Cuthberts from a surprise attack by the forces of Iggwilv and Iuz.
Various authors
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Perrenland
PER5-01
I Dream of Janni
In the town of Rikkendál it's a time of celebration. A wedding is about to be held and all is well. Or is it? Where is the groom's best man? Or should that be best ogre? Little Janni is usually such a punctual fellow. What could be holding him up? And why is that travelling merchant so keen to sell those funny looking pots? This single session regional scenario for APLs 2-12 rediscovers the early days of Perrenland's adventures by continuing plots elements started in Pig Tales and Pots of Knowledge .
Mark Somers
7
2-12
Perrenland
PER5-02
Hell's Gloom
A late night meeting on a Rhennee barge, in the midst of Clatsberg City, leads to a trip into unknown and hostile territory – where a good disguise, quick wits, and a thick fake accent may offer the best, and only, chance of survival. It is a requirement that players of this adventure have played the Perrenland regional adventure PER4-07 "A Nation Mocked" before they attempt this adventure. This adventure is designed for APLs 2-12.
Patrick Williamson
7
2-12
Perrenland
PER5-03
Fear of the Heart
A force long thought vanquished has returned. With a lightning strike into the Heart of Perrenland it has awakened the fears of a canton that remembers all too well. Amidst the panic and confusion, the call for help rings out. With everyone else leaving the canton will there be those brave enough to venture in? It is a requirement that players of this adventure have played the Perrenland regional adventure PER4-07 'A Nation Mocked' before they attempt this adventure. A single round Perrenland scenario for APLs 2-12.
Andrew Cowan and Patrick Williamson
7
2-12
Perrenland
PER5-04
A Pit Too Far
An unexpected discovery soon has the PCs exploring unmapped depths below Khundholm, leading them into what may be the fabled Pit of Neijmargen. Yet it may be that this adventure will prove to be a pit too far. An adventure designed for APLs 4-12.
Patrick Williamson
8
4-12
Perrenland
PER5-05
Black Blood
After the excitement of last year's election of a new Voormann, Schwartzenbruin has settled down to its role as the premier trade port of Perrenland. There are dark clouds on the horizon for this majestic city. The lake and river trade is dominated by the Meerijder clan, but their divisiveness weakens the whole. Within the docks there are dark secrets and a darker past. What will your decision be? Part One of the Heart of the Black Bear series. A Perrenland Regional Adventure for APLs 2-10.
Brendan Robertson
6
2-10
Perrenland
PER5-06
Beneath The Citadel
Events in the ruins at Kir-Rüss included some damage to the citadel. In the rubble, a hitherto unknown passage was found, leading to a sunken city below. The archaeologists want to check it out, and perhaps it holds the key to the defeat of Perrenland's enemies, but first it must be made safe. Are you up for the task? Set around Harvester - Patchwall 595 CY. For characters levels 3–13 (APLs 4–12)
Wes Nicholson
8
4-12
Perrenland
PER5-07
Dark Days In Deed
Leaving the battlefront, it is time to return to Traft City for a well-earned rest. But something more annoying and frustraiting awaits you: the ongoing machinations of Traft's aristocracy, and the unveiling of a new orphanage which rivals the local opera house in sheer opulence. Soon you will wish you were back on the frontline! A very aristocratic adventure for APLs 2-16.
Bruce Paris
9
2-16
Perrenland
PER5-08
Bitter Winds, Brother's Sorrow
The mighty Lake Quag is a dangerous place for Vestmeer sailors without the added risk of piracy, but piracy seems to be rampant these days. When a lone survivor washes up on shore from a recent attack, it looks like the culprits can now been identified. Will the victim's cries for vengeance be heard and what does all this have to do with the Church of Zilchus. A Perrenland regional adventure for APL 4-12, set in the Schwartzenbruin city of Meerstadt
Dean Bailey
8
4-12
Perrenland
PER5-09
Land Rights for Little People
Tensions run high in eastern Perrenland, with borders being redrawn and various factions trying to consolidate or expand their holdings. Into this maelstrom a small voice cries "but we were here first". Can a Rechter sort out this mess? An adventure designed for APLs 2-8.
Bruce Legge
5
2-8
Perrenland
PER6-01
Skating on Thin Ice
Winter in Perrenland is cold. Damned cold. Cold enough for Lake Quag to freeze over. However, this Spring the lake has not thawed and the organizers of the annual Schwartzenbruin to Traft Yacht Race are worried. The race holds great religious significance and to have no winner would be an omen of the most dire kind. So The Kerk has commissioned ice boats, and invited the Heroes of Perrenland to crew them. Are you willing to accept The Kerk's invitation? A Perrenland regional adventure for APLs 4-12.
Caitlin Jones, Greg Jones, Hugh McVicker and Jonathan O'Donnell
8
4-12
Perrenland
PER6-02
Under Naelvs Hill
An elderly gnome needs brave adventurers to go into an ancient gnomish tomb and recover her brother's long-dead body. However, it can be just as dangerous above ground as below when you're in the Sepia Uplands! An adventure best suited to APLs 4-12.
Gary Johnson
8
4-12
Perrenland
PER6-03
The Fate of the Lina Gersiten
Welcome to the sacred Isle of Cli, where the Voice has its primary seat of learning, the College of Cli, and the Grove watches over a large Old Seed area. You have arrived for the biennial festival of Hachjemuziek, but are approached with a request to assist a very strange looking elf. Will you answer the request? An adventure for APLs 4 to 12 of special interest to members of the Voice, Grove and Zee Auszugen.
James Dempsey
8
4-12
Perrenland
PER6-04
Death's Fury
A shipment headed for Riberlund carries much needed supplies and reinforcements to a city cut off from the rest of the nation. But it is beneath the city where the troubles lie, and an enemy that is now within reach of his goal. Is there anyone who is willing to join the fight to stop him in time? No matter the cost? A Perrenland regional adventure for brave (and only a little bit foolish) characters of levels 4-12, with emphasis for Auszug, Pax, Den Zauber and Old Kerk members. It is Part 6 in the "Nation Mocked" plot arc.
Andrew Cowan and Patrick Williamson
8
4-12
Perrenland
PER6-05
Dark Star
Three years have passed since the Voormann elections, three years since the election hall was blown up by Kârl Hüssen and his associates, and three years since Hasten Weisspeer was killed and resurrected. Since that time there have been whispers about the Weisspeer pfaltzgraf, and whether he remains the good man he once was. Will you be able to get to the truth of the matter? This is a Perrenland regional adventure with a leaning towards investigation. This adventure will most likely interest characters from the Weisspeer clan, or those with membership in the following meta-orgs: Rechters, the Voormannsgardt, Den Masque or the Treasure Hunters. For APLs 8 to 12.
Mark Somers
10
8-12
Perrenland
PER6-06
The March Of The Hollows
When The Hollows were unveiled, the first town to fall was the beautiful alpine sanctuary known as Liesenbrau. No word has come from that once idyllic place in over a year – until now. Now, word has arrived that civilised life still struggles within a cauldron of darkness. It is time to reclaim the village in the name of Traft Canton and Perrenland. It is time to put a stop to the March of the Drow. Linked directly to Special Interactive prequel due to premiere at ReefCon 2006. An adventure for APLs 4-12.
Bruce Paris
8
4-12
Perrenland
PER6-07
The Schwarzestadt Heresy
Perrenland's spiritual leader, the Hetvoorshoolmann, has called a conclave of the faithful to meet in Ulmt, the spiritual capital of the Old Kerk. As a result of this decree, druids, clerics and bards of the Old Kerk are now travelling in great numbers towards this town. Rumor-mongers are saying that a division has formed within the Old Kerk, and this division is being called the "Schwartzstadt Heresy". This is a Perrenland regional adventure for APLs 2-16. It will be of special interest to members of the Old Kerk, the KarHoosh, Diviners and the wielders of Boonbane. Please make sure that you bring your "Favours of Perrenland" sheet filled in for this game.
Patrick Williamson
9
2-16
Perrenland
PER6-08
Brother's Love Lost
Two men stood facing each other on a windswept hilltop; so similar in appearance that they had to be brothers. The younger brother looked at the elder with anger in his eyes: "So this is how you want it then? Well, know this – I will never forgive you of this betrayal. We were brothers, but from this time forward we are no longer!" The younger man disappeared in a flash of shadow. The older brother watched the younger brother disappear with a tear in his eye. "No brother, it was you who betrayed me! But you are my brother, and I forgive you," he whispered to the wind. A woman appeared by his side with a faint rustle of leaves. She placed her hand on his shoulder. "Come, husband, it is time to go. Business will not take care of itself." He smiled sadly, nodded, and they both disappeared. An ancient temple found, a pirate conspiracy foiled, and innocent man saved. Now, the final part of the drama is ready to be played out. Do you have the cunning, strength of arms, and the charisma to end this tale of a brother's love lost? This is a Perrenland regional adventure, which begins in the city of Meerstadt. It is for APLs 6-12. Sea legs may be required. It is Part 3 in the Brother's Love series of adventures.
Dean Bailey
9
6-12
Perrenland
PER6-09
Relief Mission
The vampire lord Drelnza has taken over her mother's old home of Kir Russ and has begun expanding her holdings into the surrounding region. A cry for help from a new ally has adventurers making their way to Khundholm, from where a relief mission will be dispatched. A one-round Regional adventure set in Perrenland for APLs 4-12. Khund and members of the Old Kerk may find this adventure to their liking. PCs below 4th are warned that they play this adventure at their peril. Note that this adventure is not suitable for large creatures.
Wes Nicholson and Patrick Williamson
8
4-12
Perrenland
PER6int-02
Supply Run
The Kershane Pass is at the crossroads between Perrenland and Highfolk. It is also the site of one of Perrenland's bloodiest battles, and home to four different Clans. With Iuz no longer attacking The Pass, tension between the Clans is increasing. Are you willing to help the Auszug in this time of trouble and travel through The Pass to resupply the soldiers of Perrenland? A Perrenland Regional Introductory Adventure for 1st Level characters only.
Frank Mikes and Greg Jones
1
1
Perrenland
PER7-01
Where Roodbergs Fear to Tread
Sometimes the simplest of tasks can take you to exotic places and see you doing unexpected things. Couriers are needed to deliver a confidential document to the secluded grey elven city of Kershane, high in the forested mountains of the Clatspur Ranges. It has only been three years since Kershane emerged from four and a half centuries of magicallyimposed isolation from the rest of the Oerth: what opportunities for adventure can those couriers find in the city and the surrounding forests? A one-round Perrenland regional adventure for APLs 2-12 that is particularly recommended for members of Clan Kershane, for elves and half-elves, and for lovers of nature. Members of Clan Roodberg may prefer to seek adventure elsewhere.
Gary Johnson
7
2-12
Perrenland
PER7-02
Needle in a Haystack
Somewhere on the vast plains of the Chakyik horde lies the body of a man crucial to the defence of Perrenland. Hardy folk are needed to find and retrieve the corpse, no questions asked, but you can always count on the Tiger Nomads to be inquisitive types… A one-round Perrenland Regional adventure set in the Canton of Yattenhied for APLs 4-12.
Joe Fitzgerald & Patrick Williamson
8
4-12
Perrenland
PER7-03
Discord's Harmony
The search for the truth brings you back to the holy city of Ulmt. The city wilts under the division that has spread in the ranks of the Old Kerk and is awash with rumors of murder in the holy city. With the division in the faith growing, will the truth repair the damage done or just make the situation worse? A one-round Regional adventure set in Perrenland for APLs 4-12.
Andrew Cowan
8
4-12
Perrenland
PER7-04
In the Court of the Famine Queen
The drow have retreated to The Hollows, and Mount Hellspaar is no longer smoking. So what dark gloom still hangs over the Canton of Traft? It is the Blue Blight. And the famine. And the hold of the Witch Queen's daughter – who appears to have made Traft City her new, private, domain. Aristocrats, city autocrats, and commoners alike are at each other's throats. Are you ready for this? This is a one-round Perrenland regional adventure set in Traft Canton for APLs 2-12. You are strongly advised to play this adventure with a large party, and with a character at or above the APL played.
Bruce Paris
7
2-12
Perrenland
PER7-05
The Jasmine Index
The spread of the Heresy is set to shatter the unity of Perrenland, so why you are at the annual cheese and wine festival of Cli? Surely this has to be either a cruel joke by the Voormann or a way for your enemies to keep you out of the way whilst they hatch their horrible plots? Or perhaps it is both. Yet on Cli, the heartland of Flan lore and learning in the Quaglands, an opportunity may present itself to discover the answers to certain questions, answers that have eluded you so far. A one-round Perrenland Regional adventure for APLs 4-12.
Patrick Williamson
8
4-12
Perrenland
PER7-06
The Diadem of Kir Russ (Part 1)
From the Isle of Cli a mission sets out to discover the ancient weapon that can defeat the evil plaguing Perrenland for far too long. But with only a thousand year old instrument and a prophesy to go on, will this expectation prove to be true? Part one of a three-round Perrenland Regional adventure for APLs 2-14
Andrew Cowan and Patrick Williamson
8
2-14
Perrenland
PER7-07
The Diadem of Kir Russ (Part 2)
From the Isle of Cli a mission sets out to discover the focus for the ancient weapon that can defeat the evil plaguing Perrenland for far too long. But with only a thousand year old instrument and a prophesy to go on, will this expectation prove to be true? Part one of a three-round Perrenland Regional adventure for APLs 2-14. Please note that you CAN play a DIFFERENT character in EACH of the three parts of this adventure.
Bruce Paris and Patrick Williamson
8
2-14
Perrenland
PER7-08
The Diadem of Kir Russ (Part 3)
From the Isle of Cli a mission sets out to discover the focus for the ancient weapon that can defeat the evil which has plagued Perrenland for far too long. But with only a thousand year old instrument and a prophesy to go on, will this expectation prove to be true? Part one of a three-round Perrenland Regional adventure for APLs 2-14. Please note that you CAN play a DIFFERENT character in EACH of the three parts of this adventure.
Gary Johnson and Patrick Williamson
8
2-14
Perrenland
PER8-01
Waves of Tidal Fury
Rumors of an increase in pirate activity on the lake near Meerstadt have reached the city. Many ships have recently failed to make it to the ports, adding to the veracity of the rumors. Nonetheless, trade and re-supply of the city's resources have been gravely affected and the city has hit a standstill, especially in this time of rebuilding. The Zee Auszug are looking for adventurers. Perhaps it is to stop this scourge on maritime movement, or perhaps it is to manage the mayhem some other way? A one-round Perrenland Regional adventure of particular interest to members of the fighting forces and set in the city of Meerstadt and on Lake Quag for APLs 2-8.
Jeffrey Jway
5
2-8
Perrenland
PER8-02
Greatest Show on Oerth
Roll up, roll up, welcome to Den Masque von Tausend Gesichtern, the Greatest Show on Oerth. Be amazed by fantastic beasts, caged and chained for your pleasure. Marvel at the strange and unusual people the like of which you have never seen before. Gasp at the breathtaking skill of our performers. All in a perfectly safe environment, dangerous outsiders notwithstanding... A one-round Perrenland Regional adventure set near Schwartzenbruin for characters level 1-11 (APLs 2-8).
Peter Wood
5
2-8
Perrenland
PER8-03
Return to the Quaglands
A sudden crisis leaves Schwartzenbruin at risk of a devastating attack by the forces of evil. Heroes are needed to travel to the Quaglands in search of a stop-gap solution – but can they find what they're looking for in time? A one-round Perrenland Regional adventure starting in Schwartzenbruin for APLs 6-12 that may be of particular interest to those familiar with the events of The Voormann's Daughter regional plot arc. Animal companions may have difficulty participating in parts of this scenario.
Gary Johnson
9
6-12
Perrenland
PER8-04
Signed in Blood and Sap
Sometimes a deal is struck. Sometimes a bargain is made. Sometimes, when payment is due, the price is very high. Valeska Nachtkrijsen has just paid the ultimate price. How much will the deal she was party to making cost all of Perrenland? A one-round Perrenland Regional adventure set in and around Krestible for characters level 1-11 (APLs 2-8).
Peter Wood
5
2-8
Perrenland
PER8-05
The Hus Factor
Drelnza and her armies are defeated, the heresy is no more and the famine is all but over. With new leadership providing much need unity, Perrenland may finally be able to turn to a better page for the future. But with the celebrations following the new Voorman's coronation already under way, will there be any final secrets that wait to threaten Perrenland's tomorrow? A single round Perrenland Regional adventure for APLs 2-14. This adventure is the finale for the Perrenland Region.
Andrew Cowan and Patrick Williamson
8
2-14
Perrenland
PER8int-01
Love Story
Mid spring every year, worshippers of Myriss, godess of love, make or renew vows of true love in her honour. Donning flowers of yellow and white (or blue), they seek to find the one who will answer the call of their heart. This year will see host to the largest festival ever – the mid spring celebration is to be held on the shores of lake Quag near Schwatzenbrun, the romantic swaying of the barges matched only by the beauty of a full moon lit sky. Surely there could not be a more picturesque and tranquil scene for finding true love…? A sense of humour and love of role-play are necessary to enjoy this scenario
Joseph Ireland
1
1
Perrenland
PERI3-03
Darker Waves
Perrenland
PERI4-0?
Sepia Follies
Perrenland
PERI4-01
There Are No Dragons in Brebenward
Perrenland
PERI4-03
Loose Ends
Perrenland
PERI4-04
A Nation Mocked
Perrenland
PERI5-01
Brebanward Rising
Perrenland
PERI5-02
Streets of Ruin
Deep in the heart of Nederboden an army of evil holds the city streets in a vicelike grip. The outnumbered city defenders are trapped in the fortress with little hope of relief arriving in time. Only a few brave souls have made it through the enemy's lines - could it be these heroes that prove the difference and bring ruin to the forces of darkness?A Special Perrenland Interactive Scenario for APL's 2 - 16.
Andrew Cowan, Patrick Williamson, Carl Rohweder, Glen Tait, Steven Daniels, Warren Wright, Scott Evans and Alan Greenfield
9
2-16
Perrenland
PERI5-03
An Ill Wind
Perrenland
PERI5-04
Return to the Temple of Incabulos
Perrenland
PERI6-01
Jor-Russ 'What Lies Beneath'
Perrenland
PERi6-02
Perfect Match
Perrenland
PERI6-03
The March of the Hollows
Perrenland
PERI6-04
Force Tenh from Stadgau
Perrenland
PERI7-01
Journey of the Lyre
Perrenland
PERI7-02
Reveling Embers
Perrenland
PERI7-03
Haro's Wedding
Perrenland
PERI8-01
My Big Fat Perrender Wedding
Perrenland
PERIS4-01
A Horse of a Different Colour
It's almost time for Perrenland's most famous horserace – The Krestible Cup – however something has gone wrong. The Rosrijder entrant (and current favourite) has been stolen and it is up to the PCs to recover the stolen horse before the race turns into an inter-clan scandal.
Tiffany Chamberlain
1
1
Perrenland
PERIS4-02
Zombie Monastery
A Kondrenaar (Lore Speaker) of Clan Oostmeer has been kidnapped on his way to an important Kondsturm (or "battle for the head"). It appears his services are needed elsewhere … This is a Living Greyhawk Perrenland Regional scenario designed as an Introductory Adventure primarily for 1st Level Characters. It can only be played at APL 2.
Bruce Paris
1
1
Perrenland
PERIS4-03
Cries of Shame
On the Ferenwold, there are many hazards. Exposure, loneliness and marauders from the Yatils. There are also benefits; family, a warm bed and games of Wevenstock. Hazards and benefits, each has its place as those of an adventurous disposition partake all of these activities. Can the newly minted heroes make their mark with the Rosrijder clan and prove themselves worthy of the name "adventurer". A Perrenland introductory scenario for 4-6 characters of 1st level.
Brendan Robertson
1
1
Perrenland
PERIS4-04
Cooper vs. Cobbler
With tension simmering for years, will the brother's animosity finally be resolved in the ancient and highly respected tradition of The Schwartzenbrook Warrior's Duel? An introductory adventure for Level 1 characters set in Laufgen for low level PC's, highlighting several aspects of Perrenland Culture.
Joseph Ireland
1
1
Perrenland
PERIS5-01
Miss Khundgeniality
Becoming Queen does not make one a lady. Escort the newly-elected Lady Emeraud Thunderstone to meet her husband. Nothing impossible. After all, the woman is an experienced warrior. An introductory adventure for Level 1 characters only.
Martin Minville and Jean-Philipe ‘JP' Chapleau
1
1
Perrenland
PERIS5-02
Between a Rhennee and a Hard Place
With war on all fronts, the people of the Northern Yatils are hard pressed to deal with the annual raids from the Tiger Nomads. In true Perrender fashion, they have called for mercenaries to help them deal with the situation. Are you ready? A Perrenland Introductory Adventure for APL 2
Greg Jones
1
1
Perrenland
PERIS5-03
Scrambled Eggs
Das Drache Getragenes, otherwise known as The Dragonborn Register, is a society dedicated to providing shelter and training for goodly people with the blood of dragons in their veins. Das Drache Tabellierprogramme Conclave is their malevolent counterpart, ensuring that those with evil dragon blood prosper. An agent of the Getragenes has a special task for a group of brave souls which might swing the balance of the internal war between the two guilds. Make your mark amongst your fellow adventurers and help out a good person in need, but keep a level head or the yolk might be on you! An introductory module designed for characters of first level and set in the Concatenated Cantons of Perrenland
David Monk Fraser Adams
1
1
Perrenland
PERIS5-04
An Evening at Laufgen
Fame, fortune, adventure! It's all synonymous with Laufgen - as well as betrayal, disaster, sewer scum, power lust, criminal activities, and a dragon the size of a mouse. A Perrenland Regional Introductory adventure for 1st Level characters only. It is also recommended (but not mandatory) that you first play PERIS4-04 Cooper Versus Cobbler before playing this adventure.
Joseph Ireland
1
1
Perrenland
PERIS6-01
An Axe to Grind
Rikkendál is busy this time of year. The town has twice owed a debt to bands of adventurers and in the year 596 shows its gratitude at the Needfest celebrations. At this time adventurers can come for a free feast and a full week of fun and games. But soup isn't the only thing brewing in the small town... An introductory scenario for 1 st level characters only set around Fireseek in the Concatenated Cantons of Perrenland.
David Monk Fraser Adams
1
1
Perrenland
PERIS7-02
Lost Voice
When a noted vocalist doesn't show up to a performance, his instrumentalist wants to know why. A trip to his settlement leads to a search for the Lost Voice. A one-round Introductory LG adventure set in Perrenland for Level 1 characters (APL 2 only).
Peter Wood
1
1
Perrenland
PERIS7-03
Matthias' Missing Materials
Matthias runs a small store in Schwartzenbruin, but his shelves are oddly empty. Can you help find spell components and potion ingredients, or will there be less magic available to the armies fighting Drelnza? A one-round Regional adventure set in Perrenland for first level characters only (APL 2).
Rachel and Peter Barker
1
1
Perrenland
PERIS7-04
Heads of the Family
The people of Perrenland are either famous or notorious (depending on who you talk to) for preserving the heads of their honoured ancestors and their enemies. These heads are important to their owners, so you wouldn't normally expect to find one on the streets of Schwartzenbruin. A one-round Introductory adventure set in Perrenland for characters level 1 (APL 2 only).
Peter Wood
1
1
Perrenland
PERM3-01
The Baffling Mystery of the Missing Settlers
Perrenland
PERM4-01
Quite Contrary
Perrenland
PERM6-01
Broken Spears
The Weisspeer clan are famous for the breeding and rearing of their Weisspeer hill ponies. But in this time of war, horses are in high demand and are a valuable tool in the Auszug arsenal. The Weisspeer clan is conflicted over the role that their specific breed should play... a conflict which has come to a head in the small town of Bokheuvel. A scenario for APLs 2 to 8 of particular interest to Weisspeer clan members.
David Monk Fraser Adams
5
2-8
Perrenland
PERM6-02
Lifesavers
What happens in Perrenland does not always stay in Perrenland. The Perrenland ambassador to Greyhawk city has been recalled to deal with some local intra-clan problems. In these dark and troubled times though, a clan divided weakens all clans and has implications for the nation as a whole. A Perrenland interactive for PCs of character levels 6 - 15 (APLS 8 - 14)
Jon Naughton
11
8-14
Perrenland
PERM7-01
Qadi's Ransom
Perrenland
PERSM4-01
Special: Dark Risings
The new Lord of the Khund needs your help on a matter of state. Will you dive headfirst into darkness to rise to the challenge? Or will darkness rise up and challenge you? A special mission which can be played in 594 CY by both Perrenland and Tusmit characters at APL 2-8.
Jean-Philipe ‘JP' Chapleau and Patrick Williamson
5
2-8
Perrenland
PERSM4-02
Tryouts
Perrenland
PERSM4-03
Seeker of the Sleeping Fist
Your request to progress to Seeker within the Order of the Sleeping Fist has been received. You have been called, to an audience with the Master of Trials of the Order at the Monastery in the Yatils above Krestible. This is an APL 4-12 special mission for members of the Order of the Sleeping Fist.
James Dempsey and Dean Bailey
8
4-12
Perrenland
PERSM5-01
The Five Masters
Perrenland
PERSM5-02
Silver is Better Than Gold
Perrenland
PERSM5-03
The Purity of Sound
The Annual Spring Festival in the village of Laufgen has unearthed a magical song. With the people of Laufgen left reeling in the song's wake, agents of the Voice have been unable to trace its origin. It is left to heroes with an ear for music to get to the bottom of this mystery. A special mission for musically inclined PCs who meets the requirements for entry into the Seeker of the Song prestige class. It also contains roleplaying opportunities for worshippers of Joramy. For APLs 8-16.
Andrew Cowan
12
8-16
Perrenland
PERSM6-02
On With The Show
Perrenland
PERSM6-03
Love's Loss at Riberlund
Perrenland
PERSM6-04
To Bite the Hand that Feeds
Perrenland
PERSM8-01
Heart of Stone
Perrenland
PERSM8-02
By Courage Tempered
Perrenland
PERSM8-03
Tail's End
The new traditional land owner of Laufgen, Berrund Lutgere, has used his authority over the last year to make some significant improvements to the town, not the least of which is repairing and restocking the town armory. Swords! For everybody! But there seems to be a rat in his plans – one with black wings, of the arcane persuasion. Perhaps you can help? A challenging two-round Living Greyhawk special mission set in Perrenland for characters level 10-14 (APL 12).
Jolyon Bloomfield
12
10-14
Perrenland
RTK-INTRO
Experimental Tactics
Ratik
RKT3-M01
Scalphunt
Ratik
RTK0-01
Reflections
A blind boy has acquired the gift of vision. While he still cannot see, he has glimpses of events from both the past and future. A group of brigands want him for profit, an elderly sage wants him for knowledge, and a secret order of knights wants him to fulfill a destiny. An introductory adventure only for 1st level characters.
Matt Lau
1
1
Ratik
RTK1-01
The Best Defense
The walls of Ratikhill are threatened. Sir Gatoril can only spare a small detachment to aid in the defense of northern borders of the Loftwood. The detachment is sent, but not before the battle begins. The players and the militia from the unfinished Fort Bredivan must hold off the invasion until help arrives. An adventure for 1st and 2nd level characters.
Thomas Miller
2
1-2
Ratik
RTK1-02
A Bounty on Scalps
The Bredivan freehold has just narrowly turned back an invading army of orcs and gnolls, led by a mysterious human ally. With the militia badly decimated, brave adventurers are needed to carry the battle to the Loftwood and defeat the enemy on their own ground. This scenario is the sequel to the event Best Defense. An adventure for characters levels 1-4.
Matt Lau
3
1-4
Ratik
RTK1-03
Skirmish
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3
1-4
Ratik
RTK1-04
The Sparkling Gem of the North
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3
1-4
Ratik
RTK2-01
A Many-Faceted Gem
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6
3-8
Ratik
RTK2-02
The Invisible Hunters
The bounty on orc and gnoll scalps in the Loftwood has attracted a diverse group of people seeking fortune in hunting the humanoids; Mercenaries, hunters, rogue militia and army soldiers, and adventurers. But now an unlikely visitor, a diplomat from Marner wants to venture into the woods and contact the mysterious "invisible army" that seems to be helping Ratik in the fight against the monstrous humanoids of Loftwood. Part two of the Loftwood trilogy.
Matt Lau
Ratik
RTK2-03
Empty Coffers
The bounty on scalps paid by House Bredivan appears to have had great effect on the orcs and gnolls of the Loftwood. According to all reports, their clans have been broken into splintered groups struggling just to survive. But at what cost? Part three of the Loftwood trilogy.
Matt Lau
Ratik
RTK2-04
Supply Lines
Armat Ukakane has left his clan holdings in order to assist in the battle at Kalmar Pass. Through stealth and subterfuge, using small units of Ratik soldiers in strategic strikes, his tactics have begun to take their toll on the giants and goblinoids holding the pass. You now join one of the tactical groups known as "Armat's Rogues" in a covert strike against the monsters guarding Kalmar Pass. With his help, it seems that the long stalemate with the Bonemarch forces may break. Part one of the Ratikhill Trilogy.
Matt Lau
Ratik
RTK2-05
Enemy Lines
Armat Ukakane continues his guerrilla war against the forces of Bone March occupying Kalmar Pass. The orcs and giants have lost ground, forced to retreat from some of their foremost camps. Now small squads of "Armat's Rogues" are being sent on missions behind the lines of the enemy, to strike at their supply depots and command posts.
Matt Lau
Ratik
RTK3-01
Warpath
Thanks to the intervention of heroes of Ratik, open conflict was narrowly averted between House Ulthek of the Ratik nobility and Clan Ghostbear of the Frost Barbarians. Then why are the Fruztii once again taking up arms against the northern houses of Ratik? APL 2-8.
Matt Lau
5
2-8
RTK3-02
For King or Country
In the streets of Ratikhill a choice must be made that could, in time, determine the fate of the Barony.
Thomas Miller and Matt Lau
Ratik
RTK3-03
It's Cold
A cleric of Fharlanghn has lost a group of explorers who are mapping the Rakers. What perils await those who dare venture beyond the borders of Ratik and the lands of the mountain dwarves? An adventure for character levels 1-8.
James "Jimbo" Hurst and Matt Lau
5
1-8
Ratik
RTK3-04
The Squire
It‘s the last snow of winter. It had better be the last snow of winter! The knee-deep blanket of fluff looked nice from the second floor window of your room, but slogging through it is no fun. And the drifts are high enough to hide ogres.
Ratik
RTK3-05
The Ungoblin
As the final stages of construction are nearing completion on Fort Bredivan, a new enemy from the Loftwood makes his presence known. An adventure for character levels 1 through 10.
Matt Lau
6
1-10
Ratik
RTK3-06
The Whispering Tide
A gala onboard the renowned ship-turned-inn, the Whispering Tide, turns into a night of intrigue as one of the guests is killed. But nobody seems to know who the victim is or why he is onboard. An adventure for characters level 1-10.
Matt Lau
6
1-10
Ratik
RTK3-07
The Fate of Alain
The news is unbelievable, but true. Alain is alive! Will you join in his rescue? An adventure for APL 4-10.
Gregory A. Dreher
7
4-10
Ratik
RTK3-08
The Fourth Assassin
For the first time since her ascension to the throne, Lady Baroness Evaleigh has called into session the Noble Council of Lords to meet with the leaders of the most powerful and influential guilds in Ratik. But with so many important personalities all gathered together in Marner, when an assassination plot is discovered, the intended victim could be anyone. An adventure for APLs 2-10.
Matt Lau
6
2-10
Ratik
RTK3m-01
Scalphunt
Since Krevik Bredivan's proclamation that his house would pay a bounty on the scalps of Orcs and Gnolls, a veritable war has been waging within the Loftwood. Groups of hunters, mercenaries, and adventurers battle fiercely against the orc and gnoll armies, hoping to collect enough scalps to earn a small fortune. But more and more groups return from their hunts with rumors of a third army within the Loftwood. An army that gives aid to the Ratikkan hunters yet has never been seen. Part one of the Loftwood Trilogy, for EPLs 2-6.
Matt Lau
4
2-6
Ratik
RTK6-01
The Fate of Alain
A trip to the Loftwood to help secure the territory of House Bredivan leads to an unusual revelation. Is it true? Can Alain really be alive? There's really only one way to find out… A one-round Regional adventure set in Ratik for characters level 1-9 (APLs 2-8).
Greg Dreher & Mark Somers
5
2-8
Ratik
RTK6-02
A Knightly Tale
Festival weeks in Ratik are marked by grand tourneys sponsored by noble houses. This year's major tournament for Brewfest 596CY is to be held in Ratikhill. Her Ladyship Abril of House Bresht has sponsored a sub-tourney for squires, opening the possibilities of glory and gold. A one-round Regional adventure set in Ratik for characters level 1-7 (APLs 2- 6).
Brendan Robertson
4
2-6
Ratik
RTK6-03
Court and Causality
Fate is a funny thing. One day you are travelling along a muddy road minding your own business. The next you are moving in social circles of the elite and powerful. After helping a man with a lame horse on the muddy roads of Ratik, the PCs find themselves invited to attend a Baronial Banquet as his personal guests. For some this is an opportunity to climb the social ladder, for some it is a chance to make new alliances while for others it is merely the opportunity to eat well and drink deeply at someone else's expense. All that can be certain is that a night at the baronial court is a night to remember. Part Two of the Fractured Crown series. A one -round Regional adventure set in court of Her Excellency, the Arch-Baroness in Ratik for characters level 1-7 (APLs 2-6).
Dean Bailey
4
2-6
Ratik
RTK6-04
Those At Sea
Over the years the relationship between Ratik and the Schnai has fluctuated between a chilly peace and open warfare. Lexnol originally brokered the peace, and the Schnai would only deal with him. Since he has been incapacitated no dialogue has been able to take place. But now one Schnai chieftain seems open to dealings with other Ratikans. The negotiations will begin with a journey on the sea... A one round nautical adventure (that means at least one character should be able to handle a boat) set in the waters off the Archbarony of Ratik for characters levelled 1-7 (APLs 2-6).
David Monk Fraser Adams & Mark Somers
4
2-6
Ratik
RTK6i-01
Influx
A mini-mod suitable for characters level 1-7 (APLs 2-6).
James Dempsey
4
2-6
Ratik
RTK6-S01
Plain Sailing
What could be simpler? Take a short trip into the Loftwood, collect a tree, bring it back to Fadric. Easy money. What could possibly go wrong? A one-round Regional adventure set in Ratik for characters of first level only (APL 2).
Jeff Richardson and David Monk Fraser Adams
1
1
Ratik
RTK6-S02
Marner: Taxing Times
Marner may be the capital of a Nation in crisis, but the wheels of bureaucracy grind ever-onwards, and now that the harvests are in, the tax collectors are sniffing around, demanding the Archbaron's share. The city is packed with people, paying tithes, trading harvests, purchasing supplies for the winter, or simply avoiding their duties. But can you avoid them all? For PCs without a sense of Duty, one will be issued on arrival. A one-round Regional Introductory adventure set in Ratik for characters level 1 only (APL2).
Chris Gammage and Ben Kemp
1
1
Ratik
RTK6-S04
The Price of Knowledge
Harkam Chillgreen, a halfling importer/exporter of unusual wares has goods that need transporting from Ratikhill to the dwarves of Aurichold. Due to the lateness of the season, the itinerant dwarven population has already returned home, so Chillgreen is looking for hardy adventurers to transport the goods for him. Will you accept the challenge of a trip into the Rakers this late in the season? And what can be so important that the dwarves need it before winter sets in? A mostly outdoors Ratik Regional Introductory Scenario for 1st level characters only.
Greg Jones and Frank Mikes
1
1
Ratik
RTK7-01
Thin Air
In the shadow of the Rakers, strange events are afoot. A whole village has gone missing and no one knows how or why. Can someone get to the bottom of this mystery? A one-round Regional adventure set in the Archbarony of Ratik for characters level 1-11 (APLs 2-8).
Wes Nicholson
5
2-8
Ratik
RTK7-02
The Slaughtered Unicorn
On a visit to Harrins Glen, renowned for producing some of the best ale, whisky and wine for the area, you find a most unusual site. What is it and can you solve the problem for the people of Harrins Glen? A one-round Regional adventure set near Loegrimm of Ratik, for characters level 1-11 (APLs 2-8).
Mark "Micky" Spillane
5
2-8
Ratik
RTK7-03
Strange Days in the Timberway
The Timberway keeps its secrets well but now those secrets are starting to emerge. Strange and bizarre creatures are coming out of the Timberway and people are beginning to notice. Why is this happening and what is behind it? Some important figures want you to find out. A one-round Regional adventure set in Ratik for characters level 1-11 (APLs 2-8). Part One of the Heart of the Timberway.
Greg Jones and Frank Mikes
5
2-8
Ratik
RTK7-04
Open Waters
Attending a small jousting meet on the borders of Cormik and Abonhoth lands, you are asked to meet a ship and retrieve an important parcel. However on arrival not everything is as ordered. A challenging land based Ratik regional scenario for characters level 1-15 (APLs 2-12). Part two of the Rakers Aflame series.
Greg Jones and James Dempsey
7
2-12
Ratik
RTK7-05
Warrior's Moon
When you are asked to acquire antiquities, most adventurers fall into the "smash and grab" variety. If the antiquities are the mortal remains of a hero of the realm, finesse may be a better option. An investigative adventure seeking to unlock riddles of history during Richfest 597 CY. A one-round Regional adventure set in Ratik for characters level 4-11 (APLs 4-12).
Brendan Robertson
8
4-12
Ratik
RTK7-06
Horror of the Timberway
Something horrible is happening in the Timberway and while some of this evil has been discovered, more must be uncovered. Unspeakable crimes, hideous happenings and unnatural foulness that chills the blood of even the most hardened adventurer – all this must be revealed before the healing of the Timberway can begin. This adventure contains strong horror elements, so player discretion is advised. A one -round Regional adventure set in Ratik for characters level 3-15 (APLs 4-12).
Greg Jones and Frank Mikes
8
4-12
Ratik
RTK7-07
Lost at Sea
Somewhere off the coast of Marner, a caravel has been lost at sea. No survivors have been located, and the whereabouts of the vessel is unknown. The Maninot family has called for assistance in locating their ship and ascertaining the fate of it and those who sailed upon her. A one-round Regional adventure set in and around Marner in the Archbarony of Ratik for characters level 1-11 (APLs 2-8). Not for those with a dislike of the ocean.
Jon Naughton
5
2-8
Ratik
RTK7-08
Nobility at Needlepoint
After bearing a marriage proposal and expensive gifts from a besotted knight, to a girl at an exclusive school for Ratik's noble daughters, you are invited to stay for a small dance. A warm welcome indeed. And yet – is it just your imagination, or is it getting colder in here? If you uncover secrets, you may have to decide – which ones do you keep? A one-round regional adventure, with an extended play option, set in Ratik for characters level 1-15 (APLs 2-14).
Rachel Barker and Greg Jones
8
2-14
Ratik
RTK7-S01
The Scepter of Power
The passing of the seasons is of great significance to the people of Ratik. Any celebration involving Wenta is particularly popular. Why then does that priestess of Wenta approaching your table look so worried? An introductory Regional adventure set in Fadric for first level characters only.
Chris Hirst
1
1
Ratik
RTK7-S02
Gnomes, Badgers, and Crabs
You are looking forward to putting your feet up after completing a simple guard job escorting dwarven goods to the gnome town of Daebersted when you hear of a plea for help from the gnome village of Baerlen deep in the Lofthills. A one-round Regional introductory adventure set in Ratik for 4-6 characters of first level.
Crystal Greaves and Glenn Fitzpatrick
1
1
Ratik
RTK7-S03
Where the Halflings Roam
A caravan of halflings needs those skilled in battle to guard their precious supplies as they travel to Optwall, the chosen site for a new halfling settlement to be built. Simple enough, Right? Protect the goods, keep the halflings alive, and get paid. Meanwhile join the halflings on a free tour of Ratik, taking in the odd fair and perhaps even see a joust or two. How hard could it possibly be? A two-round Regional adventure set in Ratik for characters of level 1 (APL 2).
Crystal Greaves, Glenn Fitzpatrick and David Monk Fraser Adams
1
1
Ratik
RTK8-01
Sacred Ground
An alliance of Pyremius-worshipping orcs are mustering in the Rakers and nobody knows what they will do next. But Sir Hengon Mogotten is sending you on a strictly need-to-know mission, deep under cover into the camp of the Pyremius worshipping orcs. You're going to have to get in, find out as much as you can, cause as much havoc as possible and get out before your time is up. There are no guarantees on this mission as Sir Hengon Mogotten is putting you directly in harm's way for the good of the Archbarony. A one-round Ratik regional adventure for characters level 3-15 (APLs 4-14) set in the Archbarony of Ratik. Part three of the Rakers Aflame series, this adventure leads directly into the special interactive RTK8-I01 ‘Cleansing Fire'. Players will be given an opportunity to change characters during the Introduction if they feel their character is completely unsuited to the adventure.
Greg Jones
9
4-14
Ratik
RTK8-02
Confrontation in the Timberway
Who is responsible for what is happening in the Timberway? Strange events seem to be coming from House Keth land, can Lady Keth be ignorant of it all? Perhaps someone should find out. Intrigue, politics, a tourney and a final confrontation. A one-round Regional adventure set in Ratik for characters level 3-15 (APLs 4-12).
Greg Jones and Frank Mikes
8
4-12
Ratik
RTK8-03
Circles
Round and round, spinning in the dark. Many little lights but none of them a spark that can light the way forward or
back from whence she came. Who sets the rules and who calls this a game?
An investigative one-round regional adventure set in Ratik, primarily concerning Clan Ukaloa and Houses Abonhoth
and Keth, for characters of level 1-11 (APLs 2-8).
Bruce Legge
5
2-8
Ratik
RTK8-04
A Deeper Darkness
The humanoids of the Bone March have taken advantage of the dispersal of the Ratikan armed forces into the Rakers to combat the menace of the Pyremius-worshipping orcs. A large force of goblinoids and gnolls from Spinecastle has been reported marching through the Kalmar Pass towards Ratik. All that stands before them are the remnants of the Ratikhill garrison and the redoubtable dwarves of Aurichold. Can you and the dwarves delay the armies of the Bone March long enough for the forces of Ratikhill to regroup to defend the Pass? The dwarves of Aurichold don't seem too co-operative. A one-round Ratik regional adventure set in (and under) the Rakers Mountains for characters level 4-16 (APLs 6-14).
Geoff Kimber
10
6-14
Ratik
RTK8-05
The Mark of Keenan
A letter from a condemned prisoner offers you a chance to right the wrongs of the past. But with hours remaining before the execution is to take place, you may already be too late. This adventure is a DIRECT sequel to the adventure RTK7-07 Lost at Sea, and for best enjoyment Lost at Sea should be played before this adventure is played. A one-round regional adventure set in Ratik for characters level 3-13 (APLs 4-10).
Jon Naughton
7
4-10
Ratik
SBN1-01
Fiori Neri
Italian
Maurizio |Vaggi
1
1
Sea Barons
SBN1-02
Nel Covo Dei Pirati
Italian
Marco Picone
1
1
Sea Barons
SBN2-01
Howl in the Storm
During a storm a vessel bearing no insignia is stranded on a co ral reef off the northern coast of Oakenisle. Who can be so desperate to sail during a storm and why do they decided to go incognito? Is there a party of proud adventure who will accept the challenge of investigating the ship before the storm sinks both the ship and its secrets?
Rosario Pace and Marco Silvestri
Sea Barons
SBN9-01
The Accursed Sea
Sea Barons
SHE3-01
Have Tome – Will Travel
An easy job, they said. Take some short jaunts through the Sheldomar Valley and pick up some rare arcane and historical tomes and documents. What could be easier? A Sheldomar Valley meta-regional adventure for APLs 6-14 and Stanza One in the Idyll of Tysiln.
Steven Conforti
10
6-14
Metaregion I: Sheldomar Valley
SHE3-02
Good Things Come in Small Packages
If getting there was half the fun, then what does the second half of the journey have in store? Prepare to enter the realm of Sheldomar politics and find the answer to the question of "what's in the box?". A role-playing intensive Sheldomar Valley meta-regional adventure for APLs 6-14 and Part Two of Don't Shoot the Messenger (Part One was KEO2-07 Getting There is Half the Fun).
Michael F Schleigh, Esq.
10
6-14
Metaregion I: Sheldomar Valley
SHE3-03
Shades of Grey
A trail of brutally mauled bodies leads to dark secrets of Geoff's past. Bodies of humans, elves, gnomes, and even orcs have been found. Legends say an unnatural hound has peacefully haunted the Stark Mounds for over a hundred years. Why has it turned to destruction now? Portents indicate that Ur-Flan magic has been unleashed somewhere in the Stark Mounds. Is the answer a doom from the past, the key to salvation, or both? A Sheldomar Valley meta-regional adventure for APLs 6 to 12.
Christopher Day and Daniel Kassiday
9
6-12
Metaregion I: Sheldomar Valley
SHE3-04
Sterich Burning
An adventurer's tale of woe, a plume of smoke, and whispers of the Invoked Devastation. Could an organization of evil be at work in the heart of the Sheldomar Valley? A group of adventurers must brave more than just some hot air to know for sure. A Sheldomar Valley meta-regional adventure for APLs 6-12 and part one of the Union of the Suel series.
Kevin P. Hogan
9
6-12
Metaregion I: Sheldomar Valley
SHE3-05
Righting the Wrongs
Will you help a reformed man despite the fact that he once committed numerous horrific crimes? A Sheldomar Valley meta-regional adventure for APLs 6-12, and Part One of the Wronged Series.
Christopher Reed
9
6-12
Metaregion I: Sheldomar Valley
SHE3-06
Seeking the Wronged
A young dwarven lady has gone missing and her grandfather, a retired Ulekian Royal Navy commodore, seeks your help in finding her. A Sheldomar Valley meta-regional adventure for APLs 6-12, and Part Two of the Wronged Series.
Christopher Reed
9
6-12
Metaregion I: Sheldomar Valley
SHE3-07
The Wrongs Corrected
With the Slavers' operations uncovered in the Ulekian town of Greutam, numerous folks have been freed and a few Slavers captured. Now you are asked to catch the local ringleader to bring an end to all the disappearances in the area. A Sheldomar Valley meta-regional adventure for APLs 6-12, and Part Three of the Wronged Series.
Christopher Reed
9
6-12
Metaregion I: Sheldomar Valley
SHE4-01
Red Rendezvous
Tragedy strikes a noble Merchant House in Gradsul where there's nothing more deadly than family scorned. Who will be the last Suel standing of Undarian House? A Living Greyhawk Sheldomar Valley Metaregional adventure for investigative PCs for APLs 6-14, and Part Two of the Union of the Suel series.
Kevin P. Hogan and Sean Smith
10
6-14
Metaregion I: Sheldomar Valley
SHE4-02
Check the Fine Print
Mysterious things happened in Hochoch during the Brenin's last absence. Perhaps dark things will stir now that the Court of the Grand Duchy is quiet once more. A Living Greyhawk Sheldomar Valley Metaregional for APLs 8-16.
Chad Clary and Marc Yudson
12
8-16
Metaregion I: Sheldomar Valley
SHE4-03
Breaking Point
The hallmark of a true hero is what happens when the going gets tough. With lives at stake and no one else to do the job, will you press on to the bitter end, or will you reach your breaking point? A Sheldomar Valley Metaregional adventure for APLs 6 – 18.
Steve Enzor and Will Dover
12
6-18
Metaregion I: Sheldomar Valley
SHE4-04
Fundamentals of Dweomercraft
Bizarre thefts in Bissel, a foray into the Suss Forest, or a learned lecture in Gradsul? The choices of the adventuring life have never seemed more varied. Whatever your interest you should find what you seek. A Sheldomar Valley metaregional adventure for APLs 8-14, and Part 1 of the Mysteries of the Suss Series.
Paul Duggan
11
8-14
Metaregion I: Sheldomar Valley
SHE4-05
Advanced Dweomercraft
This must be the place. Now the question: is the time right to recover the lost legacy of the Suel? That depends on whom you ask. It is highly recommended that the party contain at least one wizard. A Sheldomar Valley metaregional adventure for APLs 8-16, and Part 2 of the Mysteries of the Suss Series. NOTE: ¨ It is HIGHLY advised that at least one PC must have successfully completed SHE4-04 Fundamentals of Dweomercraft. ¨ No PC that failed in SHE4-04 Fundamentals of Dweomercraft can partake of this adventure
Paul Duggan
12
8-16
Metaregion I: Sheldomar Valley
SHE4-06
Dark Clouds Over Istivin
The skies grow dark over Sterich. A huge dark cloud castle has come to Istivin. Like a malignant stain upon the sky, it hovers high above the capital. There is panic in the streets and the militia mobilizes but all they do is watch and wait. Lords Errant are summoned and the general call-to-arms goes out for only the very bravest to fly to Istivin. The giants have returned to Sterich. A Sheldomar Metaregional adventure for APLs 6-18 and Part One of the Dark Clouds series.
Steve Pearce
12
6-18
Metaregion I: Sheldomar Valley
SHE4-07
A Matter of Trust
The beneficiary of your collection of rare tomes and documents has contacted you again. It is a matter of life and death for the Valley, but first it's a matter of trust between you and your mysterious employer. Are you willing to find out her intentions? A Sheldomar Valley Metaregional adventure for APLs 6-16 and Stanza Two in the Idyll of Tysiln.
Steven Conforti
11
6-16
Metaregion I: Sheldomar Valley
SHE5-01
Sounds of Silence
The Gran March military did not heed the warnings, and evil from a lost temple of the Whispered One has already escaped. A varied menagerie of priests has assumed the responsibility to destroy the temple and the evil that is still within. A call has gone out to recruit a diverse group of adventurers willing to find the key to its destruction. A Sheldomar Valley metaregional adventure for APLs 8-16, and Part Three of the Whispers in the Swamp series.
Jerald Eaker and James Lell
12
8-16
Metaregion I: Sheldomar Valley
SHE5-02
Take A Giant Step
A mission deep into giant-controlled Geoff to rescue a villainous necromancer ... can you dare refuse the task when the fate of the entire Sheldomar Valley is at stake? A Sheldomar Valley metaregional adventure for APLs 6-18 and Stanza Three in the Idyll of Tysiln.
Steven Conforti
12
6-18
Metaregion I: Sheldomar Valley
SHE5-03
The Prophet's Voice
Dreams course through your mind each night. They burn like molten fire and it has been very many days since you slept a full night. You have wandered into the Good Hills of Keoland seeking solace and an answer. The only way to lessen each night's torment seems to be to travel towards Istivin. What waits for you there? A Sheldomar Valley metaregional adventure for APLs 6-18 and Part Two of the Dark Clouds series.
Tad L. J. Kilgore
12
6-18
Metaregion I: Sheldomar Valley
SHE5-04
A Cup O'erturned
Merchants are heading to Hochoch, the future home of the Knights of the Watch and Dispatch, coming from different lands and bringing all sorts of different problems. Can you help them out? A Sheldomar Valley metaregional adventure for APLs 6-12 and Part One of the Turf Wars series.
Will Dover
9
6-12
Metaregion I: Sheldomar Valley
SHE5-05
Eye of the Storm
The greatest weapons crafters of the Sheldomar Valley are missing! The talented scions of the Valley's venerable Arms craftsmen have disappeared while en route to the Principality of Ulek for further scholarship. Guess who has to find them? A Sheldomar Valley metaregional adventure for APLs 10-16, and Part One of the Shadows over the Sheldomar series.
Sean Smith
13
10-16
Metaregion I: Sheldomar Valley
SHE5-06
A Study in Contrasts
In the borderlands of the great mountains that form the western limit of the Sheldomar Valley, the distance from the centers of power and the close proximity to all that is wild and free makes claims tenuous at best and irrelevant at worst. How will those who prize the wilderness react when the word rings out far and near: "Gold! Gold in the vale of Baransford, lying all about free for the taking!" A Sheldomar Valley metaregional adventure for APLs 4-10.
Steven Hess
7
4-10
Metaregion I: Sheldomar Valley
SHE6-01
Flesh Torn Asunder
Murder here, murder there, murder everywhere. There is skullduggery afoot in the city of Hochoch as the bodies begin to stack. A Sheldomar Valley metaregional adventure for APLs 6-14, and Part Two of the Turf War series. Note: This adventure will be of particular interest to Knights of the Watch, Knights of Dispatch, wizards, and members of roguish organizations. This adventure offers teamwork benefits. It is helpful to play SHE5-04 A Cup O'erturned prior to playing this adventure.
Will Dover
10
6-14
Metaregion I: Sheldomar Valley
SHE6-02
Brooding Boughs
The elves of Celene didn't mention the latent menace of the forest in your mission briefing. The immense boles of the great trees surround you, with their massive limbs looming overhead. The air is still and oppressive, and the sunlight is dim and wavering down here under the canopy. As you wipe the sweat from your stinging eyes the shrieks and roars of the forest denizens suddenly cease. In the brooding silence, something waits… something with teeth. A one round Sheldomar Valley Metaregional woodlands adventure for APLs 10-14, and Part 3 of the Secrets of the Suss series. Racially diverse parties are recommended.
Steve Enzor with Scott Vandenberg, Patty Kinyon, and James Maissen
12
10-14
Metaregion I: Sheldomar Valley
SHE6-03
Things to do in Bissel When You're Dead
"Chill and numb from head to toe, icy sun with frosty glow. Why'd you go reaching your sorrow? Why'd you go read no tomorrow? Feel your spirit rise with the priest. Feel your body falling to its knees. Take your walk of remorse, take your body to a corpse," excerpt from Behind the Wall of Sleep, by Black Sabbath. A Sheldomar Valley meta-regional adventure for APLs 10-16, and Part Two of the Shadows over Sheldomar series.
Sean Smith
13
10-16
Metaregion I: Sheldomar Valley
SHE6-04
A Book Unburned
The Knights of the Watch have asked the elven merchant Parwyn Amastacia to bring a package from Tringlee to Hochoch, but fear he has been waylaid. Can you help find him? Investigative PCs wanted. It is helpful to play A Cup O'erturned and Flesh Torn Asunder prior to playing this adventure. A Sheldomar Valley metaregional adventure for APLs 6-14 and Part Three of the Turf War Series.
Will Dover
10
6-14
Metaregion I: Sheldomar Valley
SHE6-05
Into the Unknown
The Sior Kerrita is an Old Faith festival held every seven years in the County of Ulek. It commemorates the day a hundred years ago when centaurs from the Silverwood came to the rescue of the good people of the County when they were attacked by hobgoblins from the Lortmils. The long years of peace since those dark days make the festival a happy and profitable occasion. But some say there is a darker side… An investigative Sheldomar Valley metaregional adventure for APLs 8-16, and Part 1 of the Unknown Series. Centaur PCs are accommodated in this adventure.
Paul Duggan
12
8-16
Metaregion I: Sheldomar Valley
SHE6-06
Steeped in Atrocity
"…most certainly feel a palpable sense of accomplishment as another year of success and growth is recorded. Our able magistar has routed the forces of a mixed elven and dwarven force, and most have already passed though the slave dockets, filling our coffers to bursting. To all intents, our rule in this backwater region is unopposed. The Hartur prophesy of great clan power comes swiftly now to fruition, as none can resist our new-found might! Indeed, just last week a…," excerpted from a water damaged scroll scribed by one Vandac Hartur, Historian, recovered from the Jewel river delta in CY 527. A two-round Sheldomar Valley metaregional woodlands adventure for APLs 10-14, and Part 4 of the Secrets of the Suss series. Racially diverse parties are recommended.
Steve Enzor with Scott Vandenberg, Patty Kinyon and James Maissen
12
10-14
Metaregion I: Sheldomar Valley
SHE6-07
Sight Unseen
Tensions between rival political and religious factions in the stinking city of Westkeep threaten the fragile peace. Subtle and dangerous conspiracies foment just out of sight, threatening to destabilize the entire area. Surely there is a need for heroes at a time like this…but when one's enemies hide behind a thousand masks of innocence, where does one even begin? A Sheldomar Valley metaregional adventure for APLs 6-10 and Part 1 of the Not One of Us Series.
Steve Hess
8
6-10
Metaregion I: Sheldomar Valley
SHE7-01
Three to One's Wonder
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 SHE6-04 A Book Unburned before playing this adventure. A Sheldomar Valley metaregional adventure for APLs 8-14, and Part 4 of the Turf War series. Note: This adventure will be of particular interest to Knights of the Watch and Knights of Dispatch and all spellcasters.
Will Dover
11
8-14
Metaregion I: Sheldomar Valley
SHE7-02
A Whispered One's Return
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. Note: This adventure will be of particular interest to Knights of the Watch, Knights of Dispatch, and wizards.
Will Dover
12
8-16
Metaregion I: Sheldomar Valley
SHE7-03
Night of Madness
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 adventure for APLs 8-16, and Part 1 of the Thousand Eyes Series. Note: This adventure will be of particular interest to Members of the Midnight Ravens, the Rascals, characters who played Check the Fine Print and/or Settling Accounts.
Sean Hillman
12
8-16
Metaregion I: Sheldomar Valley
SHE7-04
Out of Sight, Out of Mind
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 metaregional adventure for APLs 8-12 and Part Two of the "Not One of Us" series.
Steve Hess
10
8-12
Metaregion I: Sheldomar Valley
SHE7-05
Bones of Contention
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 is of particular interest to PCs that are members of the Silent Ones, Seekers, and Knights of Luna metaorganizations.
Steve Enzor with Patty Kinyon, Scott Vandenberg, and James Maissen
12
10-14
Metaregion I: Sheldomar Valley
SHE7-06
Prophecy
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.
Dave Kayserman
9
6-12
Metaregion I: Sheldomar Valley
SHE7-07
Topaz is Forever
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. This adventure can run long, especially at higher APLs. Note: This adventure is of great interest to Squires and Knights of the Watch and Dispatch and those with the Enmity of the Knights of the Watch and Dispatch.
P. Dennis Waltman
12
8-16
Metaregion I: Sheldomar Valley
SHE7-I1
Domino Theory
"Soldiers, adventurers, sellswords and volunteers!" intones the grim-faced half-elven Knight of Luna. "We have learned that the Pomarj forces currently running amok in the Suss stage out from the area surrounding the ghost-ridden ruins of Nol-Daer. We march today to break their camps and crush their army. This must be done" he rumbles, "at any cost." A one or two round variable length Sheldomar Valley Metaregional battle interactive for APLs 2-14 and Part 5 of the Secrets of the Suss Series. Racially diverse parties are recommended.
Steve Enzor with Patty Kinyon, Scott Vandenberg, and James Maissen
8
2-14
Metaregion I: Sheldomar Valley
SHE7-I2
Rangers Lead the Way
The forces of the Pomarj have long held a critical strategic asset on the Jewel River, forcing the Principality of Ulek and its allies to fight around their position, but not for much longer. A plan has been conceived, a battle set - and you are to be the point of the spear. Come stand against the enemy and strike a blow for the Reclamation! This document is a resource for the Senior DM of the Interactive. A two-round intensive Sheldomar Valley Metaregional adventure for APLs 2-14, and Part of the Reclamation series.
Benjamin McFarland with material by Thorin Palladino, K. Patrick Barley, and Jeff Kramer
8
2-14
Metaregion I: Sheldomar Valley
SHE8-01
Severance
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.
Dave Kayserman
14
12-16
Metaregion I: Sheldomar Valley
SHE8-02
A Sight for Sore Eyes
A plague of blindness and a wave of violence directed at refugee Olman communities all over the Sheldomar Valley have been revealed as a plot by cultists of Tezcatlipoca, the evil Olman deity of light and darkness, to bring back the old ways of sacrifice and subservience. Even now, innocent hostages are gathered for a dark sacrifice, and evil things flock to the banner of the Smoking Mirror. Your guide is the voice of a ten-year-old child, one of many whose death on the altar may bring about the birth of a hideous evil into the world. A Sheldomar Valley metaregional adventure for APLs 10-14 and Part 3 of the Not One of Us series.
Steven Hess
12
10-14
Metaregion I: Sheldomar Valley
SHE8-03
Bloodlines
Dire prophesies move toward fulfillment, and a dark shadow looms over the entire region. Your wits, skill, courage, and might will determine the ultimate fate of the entire Valley. Secrets long held will be revealed, but whether they can survive will depend on the honor and dedication of the heroes and heroines called upon this service. You have come to the city of Hochoch, each for your own reasons, but something has drawn you to this place. A Sheldomar Valley Meta-Regional adventure for APLs 8-16. It is recommended that each party have a Knight or Squire of the Watch or Dispatch. The adventure is doable without such a character, but teams with Knights and Squire may have advantages. Note: This adventure will be of particular interest to members of the Knights of the Watch and Dispatch, especially those of the Line of Trilesimain, and anyone concerned with the fate of the Sheldomar Valley.
P. Dennis Waltman and Michael D. Moore
12
8-16
Metaregion I: Sheldomar Valley
SHE8-IN1
Above and Below
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 all of the Sheldomar. A combat-intensive Sheldomar 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.
Ben McFarland and Dave Kayserman with Jason Isolda
9
4-14
Metaregion I: Sheldomar Valley
SHL1-00
Shield Land Gazetteer
< GAZETTEER >
Shield Lands
SHL1-01
Lifeline
Critwall Bridge has always been a vital link between Furyondy and the Shield Lands. Destroyed during the Greyhawk Wars, it is nearly rebuilt. You must guard it during this most vulnerable time to prevent forces of Iuz from destroying it a second time. An adventure for 1st and 2nd level characters.
Brandon Kaya
2
1-2
Shield Lands
SHL1-02
Temple of the Burning Man
An important archeological dig is occurring on Scragholme Island. It may reveal information important to the survival of the revived Shield Lands. You, among others, have been chosen to accompany the archeologists to the dig site. An adventure for 1st and 2nd level characters.
Jon Cazares and Brandon Kaya
2
1-2
Shield Lands
SHL1-03
In the Name of the Father
A dark cloud follows a hero of the Shield Lands' reclamation. The name of his noble family is tainted by accusations of his father and brother's treason. Can proof be found to clear his name and allow him to help lead the nation to further victory?
Brad Klein
Shield Lands
SHL1-04
The God Below
A scream in the night sends you chasing the path of an enemy in the city of Critwall. Can you stop the evil of The God Below? An adventures for character levels 1-6.
Jon Cazares and Brandon Kaya
4
1-6
Shield Lands
SHL1-05
Enter the Naga
With Iuz's armies ever probing for weakness in the defenders of the Shield Lands, Lady Katarina is always looking for allies. A potential ally has appeared from an unexpected direction, the Nyr Dyv, and you have been summoned to aid in the alliance. An adventure for character levels 1-6.
4
1-6
Shield Lands
SHL1-06
The Bleak Shore of Axeport
The Shield Lands always has need of new allies. Some were found in the deep waters of the Nyr Dyv. You must aid them in a mission if they are to aid the Shield Lands. An Adventure for Character Levels 16.
4
1-6
Shield Lands
SHL1-07
Cult of Torment
Disappearing corpses, petrified victims, bloody wolf prints. The Raven of Desire watches, the Cult of Torment waits. An adventure for characters level 3-8.
6
3-8
Shield Lands
SHL1-08
The Fallen
The many friends of an injured man with a mysterious past ask the heroes to search for a way to heal him. This is an adventure for characters level 1-6.
4
1-6
Shield Lands
SHL1-09
Lord Torkeep's Request
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5
2-8
Shield Lands
SHL1-10
The Portal
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5
2-8
Shield Lands
SHL1-11
The Invisible Hand
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5
1-8
Shield Lands
SHL1-12
The Eldritch Wave
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6
3-8
Shield Lands
SHL2-01
A Message From Ringland
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7
3-10
Shield Lands
SHL2-02
The Moon Gatherer
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4
1-6
Shield Lands
SHL2-03
Beyond The Pale
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4
1-6
Shield Lands
SHL2-04
Secrets Within
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5
1-8
Shield Lands
SHL2-05
A Plague Upon You
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5
1-8
Shield Lands
SHL2-06
Dark Moons Rising
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7
3-10
Shield Lands
SHL2-07
Obsidian
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6
1-10
Shield Lands
SHL3-01
The Lonely Tower
You have been ordered to relieve the Pathfinders garrisoned at a small border outpost near Torkeep. The ruined tower once belonged to a Shield Mage named Orand Hastironn. Orand's remains were found in the highest level of the tower by Pathfinders during the Battle of Torkeep. You arrive at the outpost to find that something is definitely wrong at Orand's Tomb. Part 1 of The Towers series. A Living Greyhawk adventure for character levels 3-12.
Rick LaRue
8
3-12
Shield Lands
SHL3-02
The Patron of Bright Sentry
Lord Natan Enerick's decision to make Pholtus the Patron deity of Bright Sentry may cause more trouble than expected. Can you discover who is behind a plot to ruin the celebration, and put an end to it in time? A Living Greyhawk adventure for character levels 2-12.
Christopher Hussey
7
2-12
Shield Lands
SHL3-03
The Moonlight Arrives
The mysterious Markuth returns with a dire warning. It is up to the Pathfinders to decipher its meaning… A Living Greyhawk adventure for character levels 1-13.
Jeffery A. Dobberpuhl and Robert Vaughn
7
1-13
Shield Lands
SHL3-04
A Light in the Dark
The mystery of a missing noble leads to the dangerous shores of the Nyr Dyv. Part 2 of The Towers series. A D&D adventure for 5th -13th level characters.
Damon Erickson
9
5-13
Shield Lands
SHL3-05
Blood Alliances
There is a spy in Critwall who knows vital secrets concerning the Shield Lands, and he's been caught. But who has him? The Pathfinders are asked to discover who has him, and soon, before the spy spills everything he knows to those who have him.
Eric Anondson and Jon Cazares
?
?
Shield Lands
SHL3-06
A Chink in the Armor
The opportunity to scout Southkeep has presented itself. Will the mission be compromised from within? This is an adventure for heroes of levels 1 through 14 willing to travel undercover to the enemy, itself!
Jeffery A. Dobberpuhl
8
1-14
Shield Lands
SHL3-07
Noble Intentions
You have been ordered to capture an officer in Iuz's army and return him to the Shield Lands for questioning. When complications arise even before you leave Critwall, how will you choose which way leads to success and which to failure and dishonor? A Living Greyhawk adventure for character levels 1-14. This adventure uses the revised Dungeons & Dragons rules.
The Shield Lands Triad
8
1-14
Shield Lands
SHL3-08
In a Cold Grave
It is late in the month of Sunsebb and once again you find yourself stationed at "Orand's Tomb" to the west of Torkeep on the banks of the Ritensa River. Just as last year's winter blasted the normally temperate Shield Lands with freezing rain, deep snow and harsh north winds, this winter seems to be shaping up much the same. A mysterious visitor in the night beckons you to follow him into the growing storm. Do you dare follow? Part 3 of The Towers series. A Living Greyhawk adventure for character levels 1-14. This adventure uses the revised Dungeons & Dragons rules.
Rick LaRue
8
1-14
Shield Lands
SHL4-01
The Good Oerth
The PCs must journey to a legendary place to avenge the death of a comrade and prevent the forces of the Old One from gaining an unexplained but valuable weapon. Untested allies spread their wings and strange bedfellows are made. By the adventure's end, lives may be traded for answers in the unraveling of the mystery of pure earth.
Rob Vaughn and Andrew Jensen
?
?
Shield Lands
SHL4-02
In the Service of the Lady
The lands near Gensal will be repopulated with settlers. This will require additional troops to be stationed at the village to protect the settlers. Lady Katarina will be traveling with the new troops and settlers to see them safely installed. She has asked for Pathfinders to accompany her on her journey. An adventure for brave adventurers levels 2 to 14.
Jeffery A. Dobberpuhl
8
2-14
Shield Lands
SHL4-03
End of the Path
As the chill winds of Fireseek set in, a young man's long road is coming to a close. The council has requested brave adventures to aid him in the final leg of his journey. An adventure for intrepid adventurers APL 2 to 12
Christopher J Banks
7
2-12
Shield Lands
SHL4-04
A Deepening Malice
Attempts to contact survivors inside the Tower of the Shield Mages in Admundfort have failed to breach the arcane defenses for months. The search for remaining Shield Mages outside the tower has yielded no one. The PCs are given orders to follow up a reference from a now-deceased Shield Mage's diary. The trail leads deep into occupied territory to the edge of the treacherous Great Effluvial Swamp! (This is a Shield Lands adventure for APLs 2–12.)
Eric Anondson
7
2-12
Shield Lands
SHL4-05
If the Towers Should Fall
A Disturbing dream has drawn you to Admundfort where the mad wizard Waquonis, servant of Iuz, has learned the secret of the Shield Mages! He stands poised to overrun the Towers of the Shield Mages, slaughter any survivors who still defend them and seize the power within. Can you steal his prize out from under his wicked nose before all is lost? The conclusion to the Towers series. A Living Greyhawk adventure for character levels 4-16 (APLs6-14) containing extended play options and un-tiered encounters. Play at your own risk! This adventure uses the revised Dungeons & Dragons rules.
Rick LaRue
10
4-16
Shield Lands
SHL4-06
The Banners of Torkeep
The Council of Lords called for the Banners (Ancient Writs of Title) of the Lords to be presented. This adventure of redemption and hope for tables of adventurers of APL 2 through 12 involves the aftermath of the presentment ceremony. This adventure is a follow up to SHL03-06 "A Chink in the Armor", SHL03- 7 "Noble Intentions", SHL04-02 "In the Service of the Lady" and SHL04-03 End of the Path".
Jeffery A. Dobberpuhl
7
2-12
Shield Lands
SHL4-07
Better off Dead
For months, Lady Katarina's dead body has lain in state at the Cathedral of the Shield Reclaimed. All attempts to contact her soul have failed, and the Council of Lords has let the nation's military sink into disorganization rather than declare a new Knight Commander. Tired of the politicking, a coalition supported by the Shield Lands navy moves to take advantage of the recent tumult in Admundfort . . . but will their bold move leave the Shield Lands open to an assault from the Old One? Part One of The Return. (This is a Shield Lands adventure for APLs 6–12.)
Eric Anondson
9
6-12
Shield Lands
SHL4-08
May the Axe Grow Great
Troubles in the Shield Lands have divided the nation. Traitorous doubles may have infiltrated all levels of Shield Lands society. Now the Council of Lords faces its greatest challenge, determining who is loyal and who is not. Unfortunately, the information that would reveal that has disappeared. Rumors have now come forward that an ancient artifact, the Helm of Heironeous, lies behind enemy lines. These events are tied together in the conclusion of The Rescue Series. It is recommended that players have first completed the other modules in this series before playing this module (although not necessarily with the same character): SHL04-02 "In the Service of the Lady", "SHL04-03 "End of the Path", "SHL04- 06 "Banners of Torkeep" and "SHL04-07 "Better Off Dead". This module is for APL 6 through 12.
Jeffery A. Dobberpuhl
9
6-12
Shield Lands
SHL4-Intro1
Just Can't Stop
Dancing is an excellent form of entertainment and exercise. It can also drive one to a powerful sense of passion and conviction. However, those whose passions push them beyond caring for anything else lose sight of life and the pleasures therein. Are you willing to do what you can to help remind them of that? An Introduction module set in the Shield Lands.
Dale A. Gaus
1
1
Shield Lands
SHL4-Intro2
Small Time Trouble
Gensal after long last is being resettled. People have moved out here to make a new life for themselves. However, with new life come the same old problems. There are those who would take advantage of just such a situation. Are you willing to do what you can in order to stop an age old problem from taking hold here in a "new" small town? An Introductory module for the Shield Lands region.
Dale A. Gaus
1
1
Shield Lands
SHL4-Intro3
Bad Influence
A large number of children have gone missing in recent weeks, most of them from Gensal. Frantic parents are looking for help… Will you step forward and undertake the task of finding the children and the mystery behind their disappearance? A Living Greyhawk adventure for level one characters only.
Greg Amendola
1
1
Shield Lands
SHL4-Intro4
The Cave
Increased military activity by Iuz requires a scouting mission. An Introductory module for 1st-level PCs, set in the Shield Lands.
Jeffery A. Dobberpuhl
1
1
Shield Lands
SHL5-01
A Dirty Little Job
The Shield Lands have survived much. Now, as the plague known as the Black Breath sweeps the nation, Adventurers are sent on a quest to find a cure. The first leg of their journey brings them to Bright Sentry where they must seek out an old friend and enlist her aid. An adventure for parties of APL 2-6.
Jeffery A. Dobberpuhl
4
2-6
Shield Lands
SHL5-02
As Long As We're Here
As an old friend departs to determine how to cure the Black Breath disease, you are invited into Bright Sentry. Much has changed here since the onslaught of disease, and outsiders are rarely allowed inside. An Living Greyhawk adventure for APL 2 to 6.
Gregory J. Amendola & Al Schmidt
4
2-6
Shield Lands
SHL5-03
The Book of Dark Alchemy
Plague ravages the Shield Lands. As the population weakens, reports are that the forces of Iuz are growing stronger. The party has an opportunity to secure part of the cure but to do so must face evils best left sleeping… An adventure for hearty adventurers who are not afraid of sacrificing themselves for the good of the Shield Lands: APL 2-8.
Jeffery A. Dobberpuhl
5
2-8
Shield Lands
SHL5-04
More Than We Bargained For
A badly wounded adventurer tells tales of gold and glory that awaits those with stout hearts and strong blades. An adventure for intrepid adventures APL's 4 – 12.
Christopher J Banks
8
4-12
Shield Lands
SHL5-05
The Man from D.Y.V.E.R.S.
The Shield Lands needs a mighty artifact dedicated to Hextor. The artifact is necessary for a ritual that will hopefully end the plague known as the Black Breath of Iuz! Unfortunately, it is currently in the hands of one of Dyvers' best loved agents: his goal? To destroy this artifact! Can the adventurers of the Shield Lands defeat … The Man from D.Y.V.E.R.S.? An adventure recommended for characters levels 1-8.
Jeffery A. Dobberpuhl
5
1-8
Shield Lands
SHL5-06
Running Out of Time
Time is of the essence. A siege army of Iuz minions began a new offensive against the Shield Lands several months ago, bringing with them a devastating plague which has now spread to the farthest corners of the Shield Lands. The race for the cure continues… An adventure for parties of APLs 2-8.
Greg Amendola, and Al Schmidt
5
2-8
Shield Lands
SHL5-07
Where the Pirates Arrrre
A notorious pirate has been raiding the newly reclaimed lands around Scragholme Island. The fledgling Shield Lands navy has been unable to catch the murderous brigand and the people cry out for someone to find and rid them of the pirate. An adventure for parties of APL 6-12.
Christopher J Banks
9
6-12
Shield Lands
SHL5-08
On Solid Grounds
The Black Breath of Iuz is a terrible affliction that has ravaged the Shield Lands for nearly a year now. Was the plague moves across the lands, wiping out peasant and noble alike, hope fades from the once proud eyes of the Shield Landers. But in a sea of darkness rests a glimmer of hope. A cure for the plague may exist. A specially selected army regiment has been constructed to travel to the mysterious Sidhee forest in hopes of finding this cure. An adventure for parties of APL 2-12.
Christopher J Banks
7
2-12
Shield Lands
SHL5-Intro1
The Only Good Orc...
The only good orc…is a dead orc, they say. Welcome to the Shield Lands where we make sure every orc is a good orc. An Introductory module for 1st-level PCs, set in the Shield Lands.
Al Schmidt
1
1
Shield Lands
SHL5-Intro2
Behind Enemy Lines
Waghalter's is in need of new mercenaries to meet the increased demand for services. A secret mission into the Old One's territory is necessary to re-supply a spy behind enemy lines. An Introductory module for 1st-level PCs, set in the Shield Lands.
Wayne A. Kauchak
1
1
Shield Lands
SHL5-Intro3
No Honest Dealings
Bandits have been raiding merchant caravans just outside of Gensal. If the merchants grow too frightened to deliver supplies to outlying border holds, the Shield Lands might suffer a serious setback in their struggle against the forces of Old Wicked. An Introductory module for 1st-level PCs, set in the Shield Lands.
Joshua B. Grace
1
1
Shield Lands
SHL5-Intro4
Spelunking the Scragholme Cave
After brave adventurers cleansed Scragholme Cave of nearly all its monsters, a wandering farmer found a cave mouth near the back of his new fields. He spent some time exploring it, then realized it was far bigger than he could have possibly imagined. Word traveled to all sorts of interested parties, but even powerful magic users could divine but little about the cave. Now Lord Enerick, of Bright Sentry, has decided to host a competition, with a significant prize to be awarded to the first team to reach the bottom of Scragholme Cave! An Introductory module for 1st-level PCs, set in the Shield Lands.
Joshua B. Grace
1
1
Shield Lands
SHL6-01
Blood and Rain
For five long years, the Shield Lands bought every inch of land reclaimed from Iuz in blood. The price was worth it. The men and women of the Shield Lands are now free from the plague and have hope. But now, new evils surface requiring new heroes… Beginning a story arc spanning three years, this adventure begins the tale of betrayal amidst the pain of blood and rain's bittersweet tears. For Adventuring Parties levels 2-10
Jeffery A. Dobberpuhl, Esq.
6
2-10
Shield Lands
SHL6-02
Knightly Distractions
Gensal has been reduced to rubble. Only the brave sacrifices of Shield Lands men and women prevented its ultimate destruction. During the horrific attack, good Shield Landers were lost. In the aftermath, a contingent of Knights of Holy Shielding went to Gensal to recover prisoners of war. Many never returned, and those that did refused to speak of what they found. Now their story can now be told. An unfolding adventure for audacious adventuring parties APLs 2 through 10.
Christopher J. Banks
6
2-10
Shield Lands
SHL6-03
Ghosts of Admundfort
Admundfort has been recently liberated. Word has spread back to the rest of the Reclaimed Holy Realm of the Shield Lands of the horrors and depredations of the occupying Iuzians, reopening sore wounds for some who had given up hope of returning to the old capital of the realm. After hearing that the city has been opened to travel, the PCs travel there with hopes of uncovering treasure left behind by the former occupying forces of Iuz, and maybe witness for themselves a ghost town within city walls. PCs who have played SHL5-05 The Man from D.Y.V.E.R.S. might find special roleplaying outcomes. It is not necessary to have played it for XP, treasure, or primary story outcome. An adventure for APLs 2–12.
Eric Anondson
7
2-12
Shield Lands
SHL6-04
Cricket on the Hearth
The disappearance of a plucky halfling is a troubling event, but is it a reflection of dangerous times, or a symptom of something far more sinister? A Shield Lands Regional Adventure for APLs 2 to 12.
John M. Twernbold
7
2-12
Shield Lands
SHL6-05
A Very Bad Day
A stormy day, a bad lunch, and a man in need, all lead to a disappointing afternoon. But when the giants started showing up, well, you just knew it was going to get worse. Can the PCs help a noble family restore its dignity, or will it end up simply a very bad day? A Shield Lands Regional Adventure for intrepid heroes APL 2 to 10.
Christopher J. Banks and Rob Vaughn
6
2-10
Shield Lands
SHL6-06
Iuz Strikes Back
A hidden village on the cusp of war finds itself in need of heroes. The evil armies of Iuz have launched new strikes against the Shield Lands. Some of the Greycloaks' elite scouts have gone missing and are presumed dead. While the Standing Army must reinforce its defenses around Gensal, it falls to a handful of adventurers, either exceedingly brave or foolish, to undertake a vital intelligence-gathering mission. They must travel far beyond the relative safety of the Shield Lands' new borders, along a path cloaked by the shadow of death. Will the adventurers succeed and be hailed as heroes? Or will they find themselves trapped in battle, desperately seeking any means of escape, and finding none? A one-round Shield Lands adventure for battle-hardened characters unafraid to die for the Reclamation. This adventure contains some untiered encounters and supports characters of levels 1 to 14 (APL 2 to 12).
Joshua B. Grace
8
2-12
Shield Lands
SHL6-07
Secrets of the Dead Mind
A friend from the Nyr Dyv delivers a strange object of great evil. Misfortune follows it like a shadow, and enemies of the Shield Lands seek it desperately. But could it hold information about a scourge upon the land? A two-round Shield Lands Regional Adventure for APL 2 to 12.
Jeffery Dobberpuhl, John Twernbold, and Rob Vaughn
7
2-12
Shield Lands
SHL6-08
Shadows of Memory
While the Council of Lords makes a decision that will change the Shield Lands forever, the PCs are given a simple duty to keep them out of the way. What could be easier than training the farmfolk and craftspeople of Southkeep to use their spears? Yet something neither living nor dead, but somewhere between, lurks in the darkness beneath the soil, and it does not rest easy. In this case, shadow may provide illumination. An adventure for characters levels 1-13 (APLs 2-12).
Rob Vaughn
7
2-12
Shield Lands
SHL6-I02
The Summoner's Ball
Shield Lands
SHL6-I04
Rumble on the Ritensa
Who are the Green Masters? And why have they come to the Shield Lands? Perhaps the invitations they have magically posted in taverns everywhere might provide a clue: "Come one, come all, to the Greatest Show on Oerth! Come see the Contest of Champions, the Mammoth Muddle of the Mighty, the Rumble on the Ritensa! Adventurers of all creeds and experience particularly welcome. Your friends, the Green Masters."
Gary Sarver and Joshua B. Grace
?
?
Shield Lands
SHL6-I05
Basic Training
Shield Lands
SHL6-Intro1
Book Delivery
A simple task easy enough for young inexperienced adventurers. Enter a swamp and retrieve a book. But, what treachery does that swamp hold? A one-round Shield Lands Introductory Adventure for 1st-level characters only.
Wayne A. Kauchak
1
1
Shield Lands
SHL7-01
Falling into Shadows
Continuing the Epic Adventure begun in SHL06-08 "Shadows of Memory", the party must trace clues to the corruption in the Shield Lands as well as trying to find an escape from the strange world they now find themselves trapped within. An adventure for characters of APL 2 to 12. This adventure directly follows SHL6-08 and continues a story that will run consecutively through SHL7-05.
Jeffery A. Dobberpuhl, Esq
7
2-12
Shield Lands
SHL7-02
Shadows of the Mindflayer King
Adventurers lost in the domain of the Mindflayer King learn of a pathway to the surface, but to reach the path, how far into the dark must they travel? A one-round Shadowdark adventure for APLs 2 to 12.
Joshua B. Grace
7
2-12
Shield Lands
SHL7-03
Shadows of Intrigue
In the vile city of the Mind Flayer King rumors circulate about the Great Conclave, a meeting of all of the ruling Houses. Could this be the beginning of a war among the Houses or a move to determine a new Mind Flayer King? Can the intrepid Shield Landers escape the Shadow Dark and its intrigues before it is too late? Part 4 of the Shadowdark Saga starts immediately after SHL7-02. A one-round Shield Lands adventure for APLs 4-12.
Paul Kulbitski
8
4-12
Shield Lands
SHL7-04
Shadows of Captivity
With the dagger Deathtongue in their possession, and chaos in the streets of Az'Halaz, PCs learn of a way out of the Shadowdark. The path takes them to the Mind Pool deep into the heart of the Palace of the Mind Flayer King, so PCs will need quick thinking, quick feet, and a willingness to sacrifice. Part 5 of the Shadowdark Saga, it starts immediately after SHL7-03. A one-round Shield Lands Regional adventure set in the Shadowdark for APLs 4–12.
Eric Anondson
8
4-12
Shield Lands
SHL7-05
Shadows of Nevermore
The Mind Pool has been shattered. They were promised that they would learn the way out of the Shadowdark. The blast of the Mind Pool has subsided and PCs find they are not home and the Shadowdark has been forever changed. Part 6 and the Conclusion of the Shadowdark Saga. A one-round Shield Lands Regional adventure set in the Shadowdark for APLs 4–12.
Eric Anondson
8
4-12
Shield Lands
SHL7-06
Wraithwood
There is a new forest in the Shield Lands, magically transplanted from the Vesve Forest. The Watchers of the Wounded Lands say that it is infested with monsters and haunted by the Sidhee. So why are veterans signing up to work there? A one-round Regional adventure set in the Shield Lands for APLs 2-14.
Mark Mastej
8
2-14
Shield Lands
SHL7-07
Home Sweet Home
There's no rest for either the righteous or the wicked, it seems. General At-Ur Rehmat is up to something in his stronghold at Axeport, and a lucky chance has revealed his plans to the highest ranks of the Standing Army of the Shield Lands. Can you turn tragedy into opportunity for your country? A one-round Shield Lands regional adventure set on Walworth Isle for APLs 2–12.
Z. R. Wendler
7
2-12
Shield Lands
SHL7-08
Rights and Wrongs
After a turbulent year of challenges, the people of the Shield Lands have met the threats of outside forces bent on their destruction, from agents of the Old One to foul cultists of dark powers, guided to security by the actions of the Council of Lords and the newly established Council of Inquisition. The events of the past year, however, have brought a great amount of change to the Shield Lands, and not all welcomed, however. A one-round Shield Lands Regional adventure set in Critwall and its environs for APLs 4-12.
Jeremy Vosberg
8
4-12
Shield Lands
SHL7-I01
The Brotherhood Forms
Shield Lands
SHL7-Intro1
A Few Bad Apples
A new faction of The Critwall Guild is at work among the poor in Tent Town. Will boys from the Critwall Orphanage fall into this new temptation? An introductory Shield Lands adventure for first-level characters.
Lee Short and Melissa Kocher
1
1
Shield Lands
SHL7-Intro2
The Horse Thieves
While many of the Shield Lands more experienced heroes remain inexplicably missing, word travels that representatives of many of the Realm's distinguished organizations have traveled to Gensal to recruit adventurers. This three-round Shield Lands introductory adventure for news characters is set in Gensal simultaneous to the events of the Shadowdark series.
Joshua B. Grace
1
1
Shield Lands
SHL8-01
Love's Price
The Succubus Zhayne has gone too far, and the time has come to put her meddling to an end. Word spreads that Simen Sharn has offered a bounty for her head. This module is of particular interest to friends of Trys or those who have the thanks of Lord Bladehone from SHL5-08. A one-round Shield Lands regional adventure for APLs 6-16. This adventure includes an extended play opportunity.
Paul Kulbitski
11
6-16
Shield Lands
SHL8-02
Shield Mage's Tower
Fresh from your last adventure and with your name in good standing across the Flanaess, you are summoned to serve the Shield Lands… at a party?. A one-round Shield Lands Regional adventure set in Critwall, Admundfort, and beyond for characters level 5-15 (APLs 8-16). This adventure is recommended for arcane spellcasters, specifically members of the Arcanists' Society and the Incandenti.
Ryan Blomquist
12
8-16
Shield Lands
SHL8-03
Shattered Spires
After a quiet week in Admundfort the call for adventurers is welcomed, but to go…rock hunting? A one-round Shield Lands Regional adventure set in Admundfort and beyond for APLs 6-16. This adventure contains untiered encounters.
Jeremiah Feist, Steven McCann
11
6-16
Shield Lands
SHL8-04
Love's Redemption
The Shield Lands have suffered for far too long, in both heart and mind, from the vile manipulations of Blackhearted Zhayne. Some have been broken. Some have been steeled. Some have only begun to be tested. But all have been changed. Now the debt must be repaid, no matter the cost. This adventure is a sequel to SHL8-01 Love's Price and disqualifies players from playing SHL8-01 if they have not already done so. A one-round regional adventure set in the Shield Lands and beyond for APLs 10-16. WARNING: This adventure contains untiered encounters.
A.J. Buechler
13
10-16
Shield Lands
SHL8-05
Wrongs and Rights
For the past year, the Council of Inquisition has brought order to the chaos that plagued the Shield Lands, working against those who would shatter the peace of the land. Its activities, however, have not been universally embraced by all in the Shield Lands, and thus the stage is set for a confrontation to determine balance of those opposing forces, once and for all… A one-round Shield Lands Regional adventure set in Critwall, Bright Sentry, and their environs for APLs 6-14.
Jeremy Vosberg
10
6-14
Shield Lands
SHL8-06
Bitter Tears
On the brink of victory, Critwall is torn apart by traitorous forces. Is this the end of the Shield Lands? Can the players stop a plot that threatens to destroy seven years of hard won victories? An adventure for players of APL 2 to 12.
Jeffery A. Dobberpuhl, Esq.
7
2-12
Shield Lands
SHL8s-01
The Chaos at Law's Forge
The Standing Army needs adventurers to gather information inside of Iuzian-occupied Law's Forge in order to better plan an assault. You get the job. This adventure has two tiers: Low (APLs 4 to 8) and High (APLs 10 to 16). Greycloaks, rangers, rogues, and sneaky people of all sorts should find themselves particularly well-suited to the task.
Joshua B. Grace
6
4-8
Shield Lands
SHL8i-02
The Battle of Law's Forge
The Crusade has pressed hard against the forces of Old Wicked, and now the Standing Army masses to lay siege to Law's Forge in order to recapture the town and fortress. This is the region's last great swan song as the PCs step forward to participate in one final heroic effort against a tremendous evil. A two-round interactive with the fate of an entire region on the line!
the Shield Lands Triad
?
?
Shield Lands
SND1-M01
Freedom of Speech
A Sunndi regional mini-module for characters level 1-6, for use as introduction to "Fright at Tristor
Pieter Sleijpen
4
1-6
Sunndi
SND2-01
United We Stand
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Pierre van Rooden
4
1-6
Sunndi
SND2-02
Blood of Innocent
Text to be entered
4
1-6
Sunndi
SND2-M01
The Evil Eye
Cattle dies in a quite village just after the local wise woman looked into it. Now the villagers want to see blood. A Sunndi regional mini-module for characters level 1-6.
Pieter Sleijpen
4
1-6
Sunndi
SND2-M02
Dangerous Transport
A citizen of Sunndi has been collecting weapons for over a year to donate to the Freedom Fighters of Onnwal in their struggles against the Scarlet Brotherhood. Now somebody offered him a load of weapons. These weapons need to be transported to him first though, which might not be as easy as it sounds. A Sunndi regional mini-module for characters level 1-6.
Pieter Sleijpen
4
1-6
Sunndi
SND2-M03
The Onnwallian Envoy
Onnwal has send in secret an envoy to Sunndi to discuss any official involvement of Sunndi in the liberation of Onnwal. The Scarlet Brotherhood already tried to stop the envoy from reaching Sunndi in Onnwal once before. Will they try it again in Sunndi? This mini-module is part of several mini modules that involves the first inter-regional plotline for Sunndi. It is the sequel to The Envoy, a mini-module played within Onnwal. A Sunndi regional mini-module for Levels 1-8
Pieter Sleijpen
5
1-8
Sunndi
SND3-01
Harvest Time
The first of the defensive keeps King Hazendel ordered build along the border of the Vast Swamp is ready, and people will soon celebrate this with a great harvest festival. But distressing signs are found when people go missing even before the festival starts.
Maya Deva Kniese
Sunndi
SND3-02
Murky Waters
There is always trouble afoot at the border region with the Vast Swamp and rumours of undead raiders are drawing you to Nondrinn. For safety you join a trading caravan that is headed in the same direction, but can safety in number protect you this close to the Vast Swamp? An adventure for APLs 2 - 8.
Pieter Sleijpen
5
2-8
Sunndi
SND3-03
The Monster the Hills
A monster has been sighted in the Hollow Highlands. Folk bar their doors and have mobilised the militia. Will the heroes be able to hunt down this creature and protect the inhabitants of the area? For APL's 2-8
Ralf Zuiderhoek
5
2-8
Sunndi
SND3-04
Arrow of the Sun
Sunndi
SND3-M01
From the Ashes
The temple of Pelor in Axebjerg has been destroyed, it's foundation ravaged by fire. The raising of a new house has begin, but tensions run high on the grounds as accidents happen all too frequently. Is one of the Ahlissan employees working sabotage? Or is a more nefarious force at work? A regional mini-module for levels 1-8.
Pierre van Rooden
5
1-8
Sunndi
SND3-M02
Harsh Words
There has been peace between Ahlissa and Sunndi since the end of the Greyhawk Wars. Due to the blockade of the Tilva Strait by the Scarlet Brotherhood and the tension with Ahlissa, markets to the west of Sunndi have remained closed for Sunndian goods. The time is ripe for negotiations for a trade agreement with Ahlissa. These negotiations are of special importance because relations between Sunndi and Ahlissa need to be at their best or else helping the Onnwalians fight the Scarlet Brotherhood will be impossible. Centuries of war though cannot be forgotten as easily as some people might hope
Pieter Sleijpen
5
2-8
Sunndi
SND3-M03
Trouble From Above
In the autumn of 583 CY Commander Osson liberated Sunndi at the Battle of Rieuwood. Since that day the Sunndians celebrate their freedom at the same day that Commander Osson won his victory now 10 years ago. Recently people have been starting to end the celebrations with a parade and the burning of a large wicker knight depicting Ivid the Undying in a large bonfire. One of the locations where the celebration will be held is at the Monastery of the Caretakers in the Silent Valley. The actual place where the Battle of Rieuwood took place so many years ago. It is a bit of a weird place for a celebration due to the strange haunting things that happen within the valley, but the Caretakers thought it a wise idea to show the spirits of those who died at the battle that they still remember their struggle and honour their victory. It also might generate some needed cash to help finance the Monastery.
Pieter Sleijpen
6
2-10
Sunndi
SND3-M04
Rain
Weeks of rain have swamped the roads and made travel difficult –for people, anyway. Rumours of monsters abound, and both adventure and a quick coin should be easy to find.
Maya Deva Kniese
5
1-8
Sunndi
SND4-01
Arrows from the Sun
Growfest in Dunn is one of the most pleasant events of the year. Hopes are up that at this year's Feast of Edoira, Lady Saiuhanna of Letharien will bring an end to the ongoing conflict between the nobles, and the strange blight that has targeted crops throughout the barony. But as preparation for the festivities proceed, it turns out not everyone welcomes the peace. Part 2 in the Blood of Aerdy cycle. A module for APL 4-10.
Pierre van Rooden
7
4-10
Sunndi
SND4-02
Whispers in the Dark
It's only a few more days to go before Wiccrhys and all of Pitchfield is in preparation for this feast. Hurrying back to be there on time, you must travel those last few miles from Axebjerg to Pitchfield: a journey that will take you past and sometimes through the Silent Valley. But on this journey back, it doesn't take you long to notice that the Silent Valley isn't so silent anymore. Can you find out what's happening? A scenario for APL 2 to 12.
Sebastiaan Heukels
7
2-12
Sunndi
SND4-03
Woodland Games
An investigation into the logging affairs of the Pitchfield Merchant Guild ends in a wild celebration at the logger's camp. All is fine, why worry? Come! Join the fair! Drink, dance with satyrs and pixies! Grigs play the fiddle and you can join the pixie games! An adventure for APL 2 to 8.
Pieter Sleijpen
5
2-8
Sunndi
SND4-04
By a Moonlight Shadow
It is late, the night is warm and a full Luna lights the deserted streets of the Olve District in Pitchfield. Only the adventurous are up and about. All is quiet and well – or is it? A woman's scream is followed by an unnerving hound's howl. Will you be in time to save her life? A scenario for APL 4 to 12.
Pieter Sleijpen
8
4-12
Sunndi
SND4-05
In Sickness and In Health
A lady in need of brave PCs, an army in need of supplies, a village in distress, an enemy in trouble. And all that in a days' work. Such is the life of an adventurer. An adventure for APLs 2-12
Jean-Philipe ‘JP' Chapleau
7
2-12
Sunndi
SND4-06
Bren's Men
Dark clouds are gathering over Sunndi – the country is at the brink of war, and it needs heroes! Yet not all the valorous are knights in shiny armor. Not all the glory comes of noble birth. Some of the greatest heroes are born in mud and the squalor of the slums. These are the men and women of Bren. A regional scenario for APL 2-12.
Pierre van Rooden
7
2-12
Sunndi
SND4-08
Saving Dolkann
War is upon Sunndi and with it follows pain, death and sorrow. A mother loses her husband and all her children, except one, and he is still fighting in the dismal swamp far from home. She begged her son's superiors for aid and somehow she managed to convince them to give him a safer assignment. There is one problem: right now he is in the heat of the conflict. Getting him out is difficult and irresponsible. Perhaps a group of adventurers can help? A scenario for APL 2 to 12.
Pieter Sleijpen
7
2-12
Sunndi
SND4-M01
Spring Cleaning
Spring is a good time for fairs, markets, and similar festivities, even for the sober dwarves. All winter they have worked in their forges to create metal marvels, and now, they bring their creations into the light, for sale.
the Sunndi Triad
6
2-10
Sunndi
SND4-M02
Needles and Pins
The Pitchfield Merchant Guild seeks some trustworthy individuals for a simple yet important task. All that is required is knowing how to swing a hammer. And no fear to get some dirt under ones fingernails. A Regional mini scenario for APL 2-10
Pierre van Rooden
6
2-10
Sunndi
SND4-M03
Fun Fair
The Ahlissan Embassy has been opened officially some time ago in a ceremony that was closed to the general public. Now the ambassador has decided to organize a more public feast to celebrate the opening. The festivities will start with a tournament for adventurers and a fair for the general public. It will conclude with a feast meal and a dance. All adventurers are invited to join the festivities and have fun. A Special for APL 2 to 12.
Pierre van Rooden, Pieter Sleijpen, Ralf Zuiderhoek en Sebastiaan Heukels
7
2-12
Sunndi
SND5-01
The Lizard King
The Vast Swamp: one of the most inhospitable places of Sunndi and still one of the richest in life – constantly spewing forth monsters of all kinds to threaten the peaceful citizens of Sunndi. Not all stinks in the Vast Swamp though, but what to do if the rot spreads and allies become enemies? An adventure for APLs 4 to 10. First part of the Crest of Glory series.
Pieter Sleijpen
7
4-10
Sunndi
SND5-02
Cold Fury
To help one lost olve, another must be found. Secluded in mountain meadows, a special messenger is needed since only the experienced dare to tread among the evergreens of the Glorioles – especially in winter. An adventure for APL 4 to 12.
Pieter Sleijpen
8
4-12
Sunndi
SND5-03
A Few Bad Men
The blood! The violence! The shouting! And that's just chow-time. Military training will create bonds that last a lifetime, or so some say. It's just a little hard to imagine while you are neck deep in mud, trying to hang on to your buddy while an ape with two stripes yells in your ear to hustle. And you volunteered for this? Just to find a few bad men? An adventure for APL 2 to 6, but especially well suited for beginning characters interested in a military or espionage career. Characters with a high-risk disfavor with the Iron League or Jade Mask cannot play this scenario.
Krishna Simonse and Pieter Sleijpen
4
2-6
Sunndi
SND5-04
Isle in the Wake
War washes out of the Vast Swamp and a tide of refugees is pushed north. One community tries to hold its own in the wake of the war, but heroes are needed to save it. A one-round scenario for APL 2 to 12 for those prepared for war
Dan Hass
7
2-12
Sunndi
SND5-S01
Lands of Confusion
Ribbit! Ribbit! Once the sign of a peacefull night, now a harbinger of disaster, the Sunndians are quickly learning to detest and fear the sound of frogs, especially when its source takes on the horrid form of a bloated bullywug! Fair Sunndi is being invaded by an army from the Vast Swamp, led by Wastrian racists. Now is the time for heroes everywhere to spring to the fore and come protect the good people of the land! Come! One and all! The need is high!
Bas Vermeulen, Kim Mooiweer & Wouter Scheepe
?
?
Sunndi
SND5-S02
Midsummer Nightmare
There are not many reasons for a celebration in Sunndi, but the Hollow Highlanders are not about to let the outside world disrupt their traditions. When it is time for the Clanmoot, it is time for a Clanmoot, especially since one is only held once every 5 years. Still, in dangerous times, one needs skilled guardians and who better to select then adventurers? A 3-round special for APL 2 to 8.
Pieter Sleijpen and Simone van de Stadt
5
2-8
Sunndi
SND6-01
Lesser Evil
A child wanders into Pitchfield - alone and abandoned with nothing but the rags she wears and the scorched doll she hugs like her life depends on it. Unwilling or unable to talk, she cannot answer any questions. Who is she? Where is she from? What horrors did she witness? Can the heroes resist the lure of a mystery or the cries for help from a child? A 1- round adventure for APLs 2-8. Part one of the "Hero's Love Song" series.
Derek Knutsen and Pieter Sleijpen
5
2-8
Sunndi
SND6-02
Behind Enemy Lines
A great commander once said that it is the duty of a commander to feed off the enemy. It is wise advice, but easier said than done, especially when it takes you far behind enemy lines. A tactical one-round Sunndi Regional adventure set in Corul for characters level 2-12 (APLs 4-10).
Pieter Sleijpen
7
4-10
Sunndi
SND6-03
Collateral
A monster prowls the Vast Swamp, threatening the community of Eyedrinn and frustrating their promises of much needed support in the war. Since they seem unable to deal with it, it is up to you to help the Hextorites with their problem…whether they like it or not. A one-round Sunndi regional adventure for characters level 3-11 (APLs 4-10).
Pierre van Rooden
7
4-10
Sunndi
SND6-04
As Times Goes By
Sunndi
SND6-M01
The Dragon Roars
When the earth shakes, and danger prowls the land, all are best safe and snug inside. But you can't curb youth's curiosity. A innocent trick pulled may look like a game, but this is not child's play! A mini-scenario set in Deltrees for APL 2-8. Most suitable for halflings, members of the Iron Band Contraband Cartel, and those favored by Tasali Bregohan (but playable by all).
Pierre van Rooden
5
2-8
Sunndi
SND6-M02
The Angel's Share
In Pitchfield, the capital of Sunndi, there's a shady tavern called the Pit. Usually its infamous owner Makarios organizes pit fights there, but he has planned something different for tonight... A one-round Sunndi Reginonal Interactive for characters level 1-16 (APLs 2-14).
Auke Teeninga
8
2-14
Sunndi
SND6-S02
Muddied Future
The enemy is on the march! Whether they have set their sights on Eyedrinn, New Keep or Pitchfield matters not, for the Sunndian forces are not ready. A disrupting attack on the Wastrian command position deep in the vast swamp seems to be the final chance to veer away from the certainty of defeat. Yet no army can march through the swamp unseen to assault the fortified monasteries. What choice does Sunndi have but to once again clamor to the soon to be heroes. Only adventurers stand, however small, a chance to turn this tide. A 3 round Sunndi Special for levels 2 - 12 set in the Vast Swamp. (APLs 2-10).
Donjin Cieraad, Krishna Simonse, en Pieter Sleijpen
6
2-10
Sunndi
SND7-01
As Time Goes By
Someone – or something – is disturbing old graves of almost-forgotten villagers. Who meddles with the dead, and why? Is there a reason the trail leads towards the Vast Swamp? A 1-round regional set in southern Sunndi and the Vast Swamp for character levels 5-13 (APL 6 to 12).
Gary Johnson
9
6-12
Sunndi
SND7-02
Obvious Suspect
As in every war, food is in short supply for the common men and when hunger threatens, trouble is afoot. So what to do when strange sounds are heard coming from a warehouse with its guards missing? Sequel of SND6-02M Angel's Share. A one-round Sunndi regional adventure set in the town of Pitchfield for characters level 1-12 (APLs 2-10).
Pieter Sleijpen
6
2-10
Sunndi
SND7-03
The Sea Devils
Raids from the sea plague the coastal towns, when sahuagin seek control of the coastal waters. For the Masters of Dullstrand, a safe haven is of prime importance. To secure the seafaring trade, sacrifices have to be made. But are the devils of the deep really interested to talk? A one-round regional adventure set in the Dullstrand for characters level 5-14 (APLs 6-12). Note: The Dullstrand and Sunndi version are exactly the same. Only one can be played.
Pierre van Rooden
9
6-12
Sunndi
SND7-04
A New Threat
With all Sunndi's attention focused on the Wastrian war in the south, invaders from the north have exploited an opportunity. A one-round Sunndi region adventure set in County of Ralsond and Hestmark Highlands for characters level 1-15 (APLs 2-12). Tied together with DUL7-01/SND7-03 Sea Devils. Note: The Dullstrand and Sunndi version are exactly the same. Only one can be played per player.
Dan Hass
7
2-12
Sunndi
SND7-05
A Few Less Men
Betrayed betrayers, fugetive fugetives, conflicts about fear, fears of conflict. Its a crazy world and as always truth is a scarce comodity. Can it be found? Can you handle the truth? Time for a few more headaches and all because of a few less men. An investigative adventure for player level 1 to 10, especially suited for members of the Darkwater Skirmishers, Characters with the High Risk disfavor from the Iron League or Jade Mask cannot play this scenario.
Krishna Simonse & Pieter Sleijpen
6
1-10
Sunndi
SND7-06
Disillusion
Answers must be dug up from the past as you once again aid the followers of Myrhiss. Along the way you will meet people touched by the world. For some people, it is so easy to get lost in the suffering and wrap themselves in the comfort of pain and sorrow with little room for anyone else. Others come through stronger, but scarred. Who is strong and who is lost? You will need to decide who to trust. A one round Sunndi regional adventure for characters level 1-10 (APLs 2-8). Part 2 of the Hero's Love Song series.
Derek Knutsen
6
1-10
Sunndi
SND7-07
Dig Deeper
There's trouble at the mines, and it's not just one of the crossbeams gone out askew on the treadle. The Dwarven silverminers at the edge of the Rieuwood may never have been appreciated by the neighboring elves, and there have always been minor troubles, but now there have been disappearances as well. Can you discover what has happened, and appease both neighbors before things get out of hand? A one-round Sunndi Regional scenario for character levels 3-13 (APLs 4-12).
Bobo Boom
8
4-12
Sunndi
SND7-08
Acceptance
A special performance by Whice Ium sends you on a dangerous journey back to Qual. It is time to face the fiend and for the children of Londa to face their past. A one round Sunndi regional adventure for characters level 2-13 (APLs 4-10). Part 3 and conclusion of the Hero's Love Song series. This adventure contains spoilers for SND6-01 Lesser Evil and SND7-06 Disillusion, which should be played first. It is highly recommended that at least one charismatic character be included in the party.
Derek Knutsen and Pieter Sleijpen
7
4-10
Sunndi
SND7-M01
Unexpected Enemiers
With the lines of war drawn clearly across Sunndian soil things seem black and white. Good or bad, friend or foe, easy distinctions to make in such threatening times. Help is on its way from an expected source, but what if some fail to see it thus? Will adventurers once more shine their light into the darkness and clean away the sorrow? A 2-round regional special set in the kingdom of Sunndi - part battle interactive, part mini-adventure for levels 1 to 10 (APLs 2-8). Part of the Bullywugs War series.
Donjin Cieraad, Koos Gadellaa, Krishna Simonse, Pieter Sleijpen, Ward van Oosterum
5
2-8
Sunndi
SND7-M02
Battle of Pitchfield
Sunndi
SND7-M03
Battle Fatigue
The Battle of Pitchfield has raged leaving behind a ravaged land and battle weary soldiers regardless of victory or loss. Surveying the recent destruction, because no battle leaves the land untouched, the heroes get to set the first steps into restoring hope of those who survived and see a nation take its next steps into an uncertain future. A 1-round mini-adventure set in or nearby Pitchfield for character levels 1 to 15 (APL 2 - 14).
Pieter Sleijpen
8
2-14
Sunndi
SND7-S01
Revelry
Sunndi
SND8-01
Crocodile Tears
The war is over, the country lies in ruins and the first refugees have returned home finding nothing but the burned down remains of their former villages. King Kestor has put out a call for adventurers and war heroes to assist the refugees and to reinstate the proper law and King's rule. (This scenario is of great interest to Squires, Bachelor Knights and for those who proved their worth during the war, there will be a special reward for them.) A one-round Regional adventure set in Sunndi for characters level 2-15 (APLs 4-12).
Renout van Rijn
8
4-12
Sunndi
SND8-S01
Save Our Souls
The war of steel is done, but the war of minds is not yet won. Many souls are in peril, kept away from our truth, to be subject to the lies of the hopping prophet. This must end. This can end. With your help our values shall prevail. A tworound Sunndi regional special set in the Vast Swamp for characters level 2-15 (APLs 4-16).
Pieter Sleijpen, M. Sean Molley, and Krishna Simonse
10
4-16
Sunndi
TSS3-05
For the Family's Honour
A simple mission to carry a scroll from Irongate to Silvervale in Onnwal, but is anything ever simple when you have to travel through the Headlands and into Onnwal? An adventure for APLs 2-8.
Karl R Goodjohn
5
2-8
Metaregion V: Splintered Sun
TSS3-06
The Prisoner
A night in the Hollow Highlands is disturbed by the sudden arrival of what appears to be an escaped slave, raving and delirious. Is he really what he seems or merely a lunatic on the run? What events will be set into motion by his appearance and who are "the others" of which he speaks? An adventure for APLs 2 - 10.
Pieter Sleijpen
6
2-10
Metaregion V: Splintered Sun
TSS3-07
The Lance of Osson
An item of power once wielded by Commondant Osson of Almor surfaces. It is sought by many, but will you find it? Your decisions may shake the very foundations of the lands of Old Aerdy. An adventure for APLs 2-10.
Andy Macphee, Jeny Macphee and Stuart Kerrigan
6
2-10
Metaregion V: Splintered Sun
TSS3-08
Prisoners of the Calling Mines
Unknown voices echo through the tunnels and shafts of this damned place. You have survived seemingly for years; the constant work taking its heartless toll on your body and mind. When the chance for escape comes though, will you be ready? An adventure for first time adventurers of level 1.
Creighton Broadhurst
1
1
Metaregion V: Splintered Sun
TSS4-01
The Verdant Trail
A dangerous criminal is on the run, and you have just been hired to bring him in. Can you prevent his escape into the wilds, and find him before others do? APL 2-10. Sequel to TSS3-01 Stonecunning
Pierre van Rooden and Wouter Scheepe
6
2-10
Metaregion V: Splintered Sun
TSS4-02
Blood Money
Gold is the curse of man and the lifeblood of civilization. Greed can overwhelm even the best of people. A caravan master needs your help on the road from Irongate to the Windmarch, but can you avoid the lure of blood money, or will you succumb as others before you to its siren call? An adventure for parties from APL 2 - 12.
James Zwiers
7
2-12
Metaregion V: Splintered Sun
TSS4-03
Woodland Trail
Following the recent agreements between Ahlissa and its neighbors, on the matter of combined defense and trade, convocation of trading organizations from Onnwal, Ahlissa and Sunndi has been arranged to take place in Pitchfield, Sunndi. Why then do you find yourselves called upon to take a long walk to the Dwur Kingdom of Glorvardum, a land of which you know not enough, with a guide you do not trust, a dog you do not like the smell of, on a task which everyone else has proclaimed to be of utmost importance? A One-Round Splintered Suns Meta-Regional Adventure for APLs 2-14
Robert Wills
8
2-14
Metaregion V: Splintered Sun
TSS4-04
Crossfire
News that prisoners taken during the Greyhawk Wars are still being held as slaves in Ahlissa has spread like wildfire. In response to a cry of outrage from the nations of old Iron League, Overking Xavener has promised to release all former prisoners of war, starting with those held at the Calling Mines. Diplomats have been dispatched, but they need guards. Are you up to the task? A One-Round Splintered Suns Metaregional adventure for APL 4 to 10. The second part of the Broken Chains series.
Pieter Sleijpen
7
4-10
Metaregion V: Splintered Sun
TSS4-05
A Private Little War
Tensions between various factions have boiled over in Dullstrand City; the only problem is that the factions happen to be those supposed to uphold the laws and rules not break them. Someone is needed to sort out the mess and the Masters of Dullstrand put out a call for help. An adventure for APL 6-12.
Martin Jennings
9
6-12
Metaregion V: Splintered Sun
TSS4-06
Wind Reaping
Bullywugs. Wastrians. Enemies so despised in Sunndi, the law itself allows them to be slain on sight. Skulking in the Vast Swamp, long have they dreamt of the day all non-humans are eradicated from the face of the Oerth. Until now. Now, they move… Sequel to the Sunndi Regional, Harvest Time, this is part 2 of the When the Wind Blows series. This scenario is for APLs 4-12.
Maya Deva Kniese
8
4-12
Metaregion V: Splintered Sun
TSS4-07
Cat's Grace
You are called on by some old acquaintances. The Aerdy Re-Enactment Company, famous for their recreation of important battles in Aerdy history, has gone missing, somewhere to the south deep in Ahlissan territory. Rumour has it that this is only the beginning of a rebellion against the rule of Overking Xavener. You are to go there and bring them back – before the Ahlissan army does the job for you … An adventure for parties from APL 4 to 10.
Rainer Nagel
7
4-10
Metaregion V: Splintered Sun
TSS5-01
Ten Minutes
A prisoner holding a secret leads you to a place that was once the site of a hideous crime, in search for a man long dead. As thunder rolls, and rain starts falling, the shadows in the darkness move to welcome you… to Alymport. A scenario for APL 2-12 with an optional extension. Part 3 in the "Trust or Treason" cycle. Parts 1 and 2 are TSS3-01 Stonecunning and TSS4-01 The Verdant Trail.
Wouter Scheepe and Pierre van Rooden
7
2-12
Metaregion V: Splintered Sun
TSS5-02
Seeds
The bullywugs threaten to overrun Sunndi, and its people cry out for help as the followers of the Toad God lead the murderous amphibians in an unholy war against everything not pure human. But are religious zeal and a desire to kill anything that moves all there is to it? Come to Sunndi and find out. Part 3 of the "When the Wind Blows" series; a dangerous, investigative fairy tale for APL 4-14. (Yes, this means role-play, lots of it, and Fairies. You have been warned…)
Maya Deva Kniese
9
4-14
Metaregion V: Splintered Sun
TSS5-03
The Medegian Job
Finding a book for a scholar in Rel Deven. An easy enough task, one might think. But the book is in Mentrey, once capital of shattered Medegia. And the shadows of the Greyhawk Wars fall long and dark upon your venture… An adventure for APLS 4-14.
Luke Pitcher
9
4-14
Metaregion V: Splintered Sun
TSS5-04
The Sun & The Nightingale
The strength of Ahlissa rests in the hands of the Great Guildmaster and his formidable merchant vessels. Sometimes these ships have more than bounty of Ahlissa in them and trouble ensues. Now a merchant is dead, his secrets with him but some loose ends remain.... One round investigative scenario for APL 4-10
Nick Silverstone & Sampo Haarlaa
7
4-10
Metaregion V: Splintered Sun
TSS5-05
Midsummer Nightmare
There are not many reasons for a celebration in Sunndi, but the Hollow Highlanders are not about to let the outside world disrupt their traditions. When it is time for the Clanmoot, it is time for a Clanmoot, especially since one is only held once every 5 years. Still, in dangerous times, one needs skilled guardians and who better to select then adventurers? A scenario for APL 8 to 14.
Pieter Sleijpen and Simone van de Stadt
11
8-14
Metaregion V: Splintered Sun
TUS1-00
Tusmit Gazetteer
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Tusmit
TUS2-01
Flophouse
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1-6
Tusmit
TUS2-02
The Hills Are Alive
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4
1-6
Tusmit
TUS2-03
The Galda Coast
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4
1-6
Tusmit
TUS2-04
Forest of Retribution
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1-6
Tusmit
TUS2-05
Better Off Forgotten
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Tusmit
TUS2-06
Light The Flame
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1-6
Tusmit
TUS2-07
Fallen From The Sky
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4
1-6
Tusmit
TUS2-08
Historical Restoration
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4
1-6
Tusmit
TUS2-INT01:
Elimination
Tusmit
TUS3-01
The Haunted House of Bin-Khadji
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5
1-8
Tusmit
TUS3-02
Rise of the Ur-Flan
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7
3-10
Tusmit
TUS3-03
And So it Begins...
A discovery in Dihn is attracting all kinds of people to the Northern reaches of the Yatils and Sehla Hills. Not wanting to miss out on all of the fun, you and your companions have decided to travel there to find out what all the fuss is about. Who will you meet there, and perhaps more importantly, what will you find there? An adventure for APLs 4-10.
Bradley Fenton
7
4-10
Tusmit
TUS3-04
The Flames of War
The fires of conflict are being stirred in Blashikdur, and Tusmit is at a crossroads. Will it be war against the Udgru elves, or diplomacy? An Adventure for APL's 6, 8, and 10
Jim Rea
8
6-10
Tusmit
TUS3-05
Temple of the Dragon
An adventure in the Tusmit Hills. Can your group follow the Four Feet of the Dragon and find a legendary temple dedicated to Al'Akbar? An adventure for APLS 4-10.
Donald Walker and Telquenariel
7
4-10
Tusmit
TUS3Intro-01
The Pashas Birthday
An introductory adventure set in the land of Tusmit. For first level characters only.
Stephane Bolduc
1
1
Tusmit
TUS3-I02
A Day in The Park
It's just another day in the park. But what happens when you become the main attraction? A scenario dedicated to learning about the many perils of combat. For 1st level characters only
Ray Lendt
1
1
Tusmit
TUS3-I03
Big Troubles In Little Tusmit
The Halfling community of Akcool is having trouble with dangerous creatures preying on their valuable livestock. They are looking for heroes to make their country safe again. Could you be the heroes they need? An adventure for 1st level characters.
Jean-Philipe ‘JP' Chapleau
1
1
Tusmit
TUS3-I04
Sailing The Tuflik River
Life on a merchant ship may bring some unexpected adventures, but the waves are not always as dangerous as the storms that trouble the hearts of men. An introductory adventure set in the land of Tusmit. For first level characters only.
Martin Minville & Geneviève Pouliot
1
1
Tusmit
TUS3-INTR01
Trial Of The Dragon
"Welcome to the Trial of the Dragon. Several millennia ago the Fiery Kings of the West cast their shadow over the land, terrorizing our ancestors as well as the people of the dastardly Suel Empire. Destruction at the hands and claws of these mighty drakes seemed inevitable as they battled the Suloise armies and tormented our ancestors, until, according to legend, a mighty Baklunish hero emerged from the ashes of his burnt village wielding a strange globe. With this mystic globe as a weapon and his noble heart as his guiding force he repelled the dragons and even slew a mighty elder wyrm. Unfortunately, he lost his life defeating the mighty beast, but he did so in true Baklunish fashion following the Four Feet of the Dragon. Now, you all have the opportunity to prove yourselves as worthy as the legendary Hadad Kashim in front of His Exalted Splendor, the Pasha of Tusmit, Muammar Qharan, and celebrate the sacrifices made by your ancestors. The Head of the Dragon awaits the most worthy champion. Follow the Four Feet of the Dragon, and there will be no losers for Al'Akbar is watching and he will remember your noble actions. Neglect the Four Feet of the Dragon, and Istus will decide your fate."
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Tusmit
TUS3-INTR02
La Chicane Dans Le Voisinage
The story is about Haricot 'Hari' Homus who contacts the PCs as they are relaxing at an Inn. He is having a problem with his neighbour Raisin 'Ray' Harissa. He wants outside help to prove Ray's guilt.
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Tusmit
TUS3-INTR03
Festival Games
Tusmit
TUS3-INTR04
Visite Divine
Djev Grummsh-Fist, a shaman of a small orc tribe received a vision from his god. In it he saw the local countryside aflame and his tribe ruling over the land. All he had to do was offer to Grummsh a large number of cattle. He approached his warlord and told him of the dream. Burj the Mighty, then began moving his troups and attacked the local human settlements.Sounds simple ? Well its not... While he was meditating in a cave, Djev was contacted not by Grummsh, but by a Derro Savant using 'Change Self' to appear like a one-eyed orc. The Derro wants some food for themselves, but let the orcs to take all the risks. The PCs walk into the story about a day after the last raid.
Jean-Philipe ‘JP' Chapleau
Tusmit
TUS3-INTR05
Dark Risings/L'eveil Des Tenebres
Tusmit
TUS3-INTR06
Exalted Pains/Soucis Exaltes
Tusmit
TUS4-01
Spoils of War
Shortly after you met her, an old lady dies. Now you are caught between two factions who both want something that is not yours to give, something with ties to the Greyhawk Wars of old. Welcome to Vilayad, my friend, and its wonderful Bazaar – I hope you'll survive the experience! An Adventure for APLs 2 through 6.
Daniel Mayrand
4
2-6
Tusmit
TUS4-02
Grave Consequences
Blashikdur is harboring many dark secrets. Adventure comes from many paths, and many more open up ahead. Which one will you take? Think quickly, the fate of many Tusmans is in your hands. An adventure for APLs 6 through 12.
Jason R. O'Gorman and Telquenariel
9
6-12
Tusmit
TUS4-03
A Very Good Year
Times are tough, with military build-up along the border. What kind of troubles could a simple wine maker find himself in, sitting all alone in his vineyard, and how can you possibly help out? Well no need to cry over spilled wine. An adventure for APL's 4-12.
Mike Rosenberg
8
4-12
Tusmit
TUS4-04
My Big Fat Tusman Wedding
Weddings are a great time for rejoicing, eating, dancing, reveling and death. A young Mullah and a rich merchant's daughter unite under the Star of Al-Akbar, this wedding is bound to a happy ending. But when matters of the heart and matters of religion clash, death knocks at the door. An adventure designed to be played at APL 2-12.
Jean-Philipe "JP" Chapleau
7
2-12
Tusmit
TUS4-05
Daoud, Where's My Cart
A bard's tale often leads to adventure. Sometimes it leads to adventures that are already over. Sometimes the sign over the door reads "Obey the Law, Offer asylum, Suffer thy duty". A role-playing intensive adventure for APL's 2-8.
Jean-Philipe ‘JP' Chapleau
5
2-8
Tusmit
TUS4-06
Secrets of the Dragon
The Temple of the Dragon has been uncovered. Is it of the Exalted Faith or of the True Faith? There are rumours of trouble and discord at the Temple, even as it is excavated. What has been unlocked from the past may not return to rest so easily…An adventure for APLs 4 to 12. Part two of the Faith series.
Telquenariel and Steve Baker
8
4-12
Tusmit
TUS4-07
Eyes on the Prize
Bandits lurk in the shadows. Are you safe? A lost item and a lost adventurer will make you want to grow eyes in the back of your head as something in the shadows watches your every move. A Tusmit regional mod for characters level 2-8.
Jason O'Gorman
5
2-8
Tusmit
TUS4-08
All's Fair
The tensions in the city of Vilayad have reached a boiling point. Rumors abound and it remains besieged by the Worldburners. Now there is word of a Council to be held to determine the fate of the city. A two round continuous Ket/Tusmit regional adventure set entirely in besieged Vilayad for the selfless and heroic from APL 6 to 14. No animals or animal companions allowed, save horses (for Baklunish cultural reasons). Balanced parties with all characters within the APL range of the table are highly recommended.
Stephen Baker and Telquenariel
10
6-14
Tusmit
TUS4-I01
Ignorance is No Excuse
Tusmit
TUS4intro-02
Tricks of the Trade
For some people, all or nothing is all that matters. An adventure set in Sefmur for 1st level characters only.
Charles Skidmore
1
1
Tusmit
TUS4-I03
Miss Khundgeniality
Becoming Queen does not make one a lady. Escort the newly-elected Lady Emeraud Thunderstone to meet her husband. Nothing impossible. After all, the woman is an experienced warrior. An introductory adventure for level 1 characters only.
Martin Minville & Jean-Philipe ‘JP' Chapleau
1
1
Tusmit
TUS4-I04
Sorry for the Meal
When the Wave of Fire hit Akcool precious sources of food disappeared. Now all that remains are a few goats and a large number of hungry Halflings. Famine is when you can only serve a three-course meal. I'm already sorry for such a pathetic meal. For first-level characters only.
Éloïse Archambault & JP Chapleau
1
1
Tusmit
TUS4-INT401
All the Pasha's Horses and all the Pasha's Men
Tusmit
TUS4-INT402
Promenons-nous dans le Bois
Tusmit
TUS4-INT403
In Love and War
Tusmit
TUS4-INT404
22 Short Mods about Tusmit
Tusmit
TUS4-INT405
Rebellion
Tusmit
TUS4-INT406
Stoned as a Rock
Tusmit
TUS5-01
Plague of the Dead
The high instances of Tusmit want to put an end to the predation of a fiendish necromancer. When he kidnapped the fair daughter of an Archmage, he's gone too far. Playing "TUS4-05 Daoud where's my cart" is recommended before playing this adventure. Finale of the ‘Shame Series'. An adventure for APL 8-14.
Story by JP Chapleau, Encounters by Farzin Zakikhani.
11
8-14
Tusmit
TUS5-02
Dancing out with the Starlit Mage
These are dark times for one of Tusmit's most respected establishments. The College of the Arts has had more than its share of troubles recently. It seems fate and the stars have aligned against the mages and scholars. The chill of winter is still on Tusmit and a powerful diviner needs your help. Is there a better way to warm oneself than a trek in the hills? Pack your gear, this is an adventure for brave adventurers character levels 1 to 10. (APLs 2 to 8).
Jean-François Lévesque
5
2-8
Tusmit
TUS5-03
Strands of Faith
Your steps have taken you to the city of Blashikdur. Outside of town, a camp has been built up with a banner displaying an armed man standing atop a mountain. It seems the followers of the Son of Light are preparing for a great pilgrimage. But like everything in Tusmit, not everyone agrees with their pilgrimage. A Tusmit regional adventure for characters level 4 to 12. A sequel to TUS2-08 Historical Restoration and TUS4-02 Grave Consequences. Part one of the "Heroes of Days Past"
Alexandre Foisy-Geoffroy
8
4-12
Tusmit
TUS5-04
Brothers in Arms
Once again, the legacy of Abir bin Ammon al-Vareshi threatens the peace and tranquility of Tusmit. You must race against those who would use it for their own evil purposes, and be the first to uncover where the truth is hidden. Having played TUS3-01 The Haunted House of bin-Khadij and TUS4-01 Spoils of War is recommended but not mandatory. A one-round adventure for character levels 2 to 14. (APLs 4 to 12)
Daniel Mayrand
8
4-12
Tusmit
TUS5-05
Strife and Chaos
Tensions in the nation are at an all time high. The churches of the Exalted and True Faiths are quarrelling amongst themselves. Tales and rumors of insane PCs being held against their will to divine the location of a powerful artifact. What better time for the Pasha to begin a war with the Elves of the Udgru? A Tusmit regional adventure for character levels 1 to 14 and Part 1 of The Ancient Foes Series. (APLs 2 to 12).
Mike Rosenberg
7
2-12
Tusmit
TUS5-06
The Tusman Job
Serez-vous tentés par une chasse au trésor en compagnie d'un marchand désargenté et de sa charmante épouse ? Cette aventure en Ekbir pour les APL 2-12 se situe dans la trame des Faris Rautha (ou chevaliers métamorphes). Elle prend d'une part la suite de EKB 5-04 Retour à Castel Ashir et d'autre part de TUS4-04 My big fat Tusman wedding et sera suivie de EKB 5-06/TUS 5-07 La Mission ekbirienne.
Jean-Philipe ‘JP' Chapleau et Gaël Richard
7
2-12
Tusmit
TUS5-07
The Ekbirrian Job
A mysterious Ekbirrian princess has found refuge in Tusmit and attracts much attention. Will you find your way through all kinds of intrigues? An adventure designed for APLs 2-12. This regional adventure is common to both Ekbir and Tusmit is the direct sequel to EKB5-05/TUS5-06 The Tusman Job/La mission Tusmane, having played the previous adventure is HIGHLY recommended for maximum enjoyment. Heroes who have taken part in the Udgru and/or Rebellion storylines will draw maximum enjoyment from this adventure.
Jean-Philipe ‘JP' Chapleau & Gaël Richard
7
2-12
Tusmit
TUS5-08
Injustice for All
"Public execution to be held on Godsday. The beheading of the murderer of Chief Remic ibn Fahad will be held at high sun, all welcome, bring your friends." A Tusmit regional adventure for PC levels 1 to 10. (APLs 2 to 8)
Gary Milakovic
5
2-8
Tusmit
TUS5-09
Dance on a Volcano
The red dragon Kerridzar has gone too far. Not only does he demand that we hand him over some of the greatest adventurers in the land, but he has taken one of Tusmit's up-and-coming hero. If you wish to know more, come to my tent just outside of Hesuv in Suvii. May the Son of Light show you the way Munthir Haddad A regional adventure for APLS 4-12 for brave heroes. Part two of the "Heroes of days past." Fools and cowards be warned. This adventure is a direct sequel to the events of TUSINT5-05 Last Stand in the Sehla. Having played it enhances the game experience but is not required.
Jean-Philipe ‘JP' Chapleau
8
4-12
Tusmit
TUS5-I01
Riders of the Tusman Hills
Garrison duty isn't the greatest, but it certainly is a good way to get some combat experience. With the war in the south, the Tusman government needs every arm or spell it can spare. Pay isn't great, but the opportunity for adventure and reward is still present. Pack up your gear, Tusmit needs you. An introductory adventure set in southern Tusmit for first-level characters only.
Jean-Philipe ‘JP' Chapleau
1
1
Tusmit
TUS5-I02
Rebellion Outbreak
Loyalists and Rebels are in need of heroes to help them in their cause. The fever of rebellion runs wild in Elisam. Can a group of aspiring heroes stop an outbreak? An introductory adventure for first level characters only.
Francis Carrier
1
1
Tusmit
TUS5-I03
Misplaced Childhood
The Udgru is a dark and mysterious place. Until a ravening woman accosted you about her child being taken by some kind of huge elf, it would have been just another day. This adventure can be played by a party composed only of members of the Udgru Elves Meta-org, but can be played by all. This is an introduction wilderness adventure for 1st-level characters only.
Jean-Philipe ‘JP' Chapleau
1
1
Tusmit
TUS5-I04
Horse Keepers
The realization of one' dreams of grandeur have to start somewhere. Although the highly needed pay is very respectable, and horses are of a divine-like inspiration in Tusmit; this job is nowhere near the paramount of excitement you envisioned for your adventuring career. You sincerely hope that this job of keeping guard of Melinott Kessen's horses will get interesting sometime soon, or you'll die of boredom… An introductory adventure for 1st-level characters only set in Farhini.
Alexandre Foisy-Geoffroy & JP Chapleau
1
1
Tusmit
TUS5-I07
Spy Games
Tusmit
TUS5-INTR01
The Dirty Half-Dozen
The siege of Vilayad lasted for many months. Some of the greatest heroes of Tusmit have decided its enough. Vilayad must be relieved and the Tusman way of life must return to southern Tusmit
Jean-Philipe ‘JP' Chapleau and the Tusmit Triad
1
1
Tusmit
TUS5-INTR02
Trial Of The Dragon
Tusmit
TUS5-INTR03
Run To The Hills
Tusmit
TUS5-INTR04
Out of the Frying Pan
Tusmit
TUS5-INTR05
Last Stand in the Sehla
Tusmit
TUS5-INTR06
Festival of the Harvest
Tusmit
TUS5-INTR07
Treasures of Tusmit
Tusmit
TUS5-INTR08
Revenge
Tusmit
TUS5-INTR09
Udgru Challenge
Tusmit
TUS6-01
Gambling with Fate
Tensions are rising in the sheikdom of Dihn. The trade routes with the Khund are no longer safe. Humans are claiming to have been assailed by dwarves. Dwarves are cursing the Mouquolad's for hijacking their caravans. People are questioning openly the patrols in charge with the safe-keeping of the Yatils. Could things get even worse for Tusmit? An adventure for dwarves… huh any characters… levels 4 to 14. (APLs 6 to 12).
Erik Deschamps
9
6-12
Tusmit
TUS6-02
It Came from the Udgru
Winter has wrapped her white coat around the Baklunish realms. They say that a new year brings new beginnings. A border massacre, a big mouth and a civil war, where will you point your finger in this blame game? Part one of the "Fell Dreams of the Udgru" series. An adventure for character levels 1 to 10 (APLs 2 to 8) set in Khalid and the Udgru Forest.
Francis Carrier
5
2-8
Tusmit
TUS6-03
Spy Games
Tusmit is at war with itself, even if two Tusman armies have not faced off on the field, yet. Both sides eye each other trying to determine who will strike the first blow, trying to make sure they have the advantage in any conflict. Sort out your loyalties. How far are you willing to go to give your side the upper hand? This adventure is best enjoyed with a party with the same loyalty: rebel or loyalist, but can be enjoyed by all. This adventure, set in Dihn and Suvii, is composed of different adventures: "On His Exalted Splendor's secret service" and "From Suvii with love". A Tusmit regional adventure designed for character levels 1 to 10 (APLs 2-8) set in Dihn and Suvii.
Jean-Philipe ‘JP' Chapleau
5
2-8
Tusmit
TUS6-04
Arcane Fate
When dreams, conspiracies and harsh laws mingle, the result can be… explosive. A one-round regional adventure set in Sefmur for characters levels 4 to 14 (APLs 6-12).
Jean-Philippe "JP" Chapleau and Alexandre Foisy-Geoffroi
9
6-12
Tusmit
TUS6-05
Blaze of Glory
Yasin bin-Khadij waz-Vilayad is asking one more time for heroes to step forward. One last effort to save a man thought lost to time, one last chance for redemption from beyond the grave... This one-round Regional adventure set in Tusmit builds on elements that appeared in TUS4-01 Spoils of War and TUS5-04 Brothers in Arms, and is for APLs 6 thru 12.
Daniel Mayrand
9
6-12
Tusmit
TUS6-06
Sowing the Seeds
An old mage receives a gift from a young woman, a gift that he knows not what to do with. His apprentice asks for your help. What can be done to save this poor old man, and what can be done to save Twallish, and the entire nation from certain doom? A one-round Regional adventure set in Tusmit for a well-balanced party of characters level 1-15 (APLs 2- 12).
Mike Rosenberg
7
2-12
Tusmit
TUS6-07
Dancing out with the Moonlit Knight
Karam Fateil needs skilled adventurers to investigate old ruins in the hills and bring him back the information for archeologic studies. A loose sequel to TUS5-02 Dancing out with the Starlit Mage A one-round Regional adventure set in Tusmit for characters level 1-10 (APLs 2-8).
Jean-François Levesque
5
2-8
Tusmit
TUS6-08
All this for a Wedding
The announcement has spread far and wide: Murad the Proud, Sultan of Zeif, is sending one of his daughters to be wed to the son of Muammar Qharan, Pasha of Tusmit. Some say that all the noble daughters of Zeif have been trained as master spies. Some wonder what benefits this union will bring to either nation. Some wonder why the personal bodyguard that preceded the bride to Tusmit looks so much like the Sultan's army. Others wonder if, in the midst of all the political machinations, she will ever make it to Tusmit alive. Note that the Sultanate of Zeif Regional adventure ZEF6-09 is virtually identical to this one. You may not play both adventures. A one-round Tusmit regional adventure set in Tusmit and the Sultanate of Zeif for characters level 1-15 (APLs 2-14).
Jon Dawes and John Doyle
8
2-14
Tusmit
TUS6-09
Fell in Disgrace
The cold chill of winter is coming to the Udgru Forest. Adventurers are sent to find the treat that pose a new enemy, shrouded in the darkness of nightmares. Can they bring a little light into this mystery? Part two of the "Fell dreams of the Udgru" series. A special play option is available for elven groups. An adventure for character levels 2 to 14 (APLs 4- 12) set in Khalid and the Udgru Forest.
Francis Carrier
8
4-12
Tusmit
TUS6-I01
Spy Vs Spy
Tusmit
TUS6-I02
Tales Of The Ashes
Tusmit
TUS6-I03
Unravelling The Fabric Of Tusmit
Tusmit
TUS6-I04
The Meeting
Tusmit
TUS6-INTR01
The Tusman Camel
Sheik Kallan el Arah the sheik of Eysami needs adventurers. His precious Tusman Camel has disappeared. Can you help him and solve this mystery? A one-round introduction regional adventure set in Tusmit for first level characters.
François Déziel aka Hobbit
1
1
Tusmit
TUS6-INTR02
Timing Need
The water watchers need "unofficial" assistance with a delicate problem in rebel lands and you were the only ones available. You think you're up to the job but this is getting very confusing! A two-round Tusmit Introductory adventure set in Nahim for first level characters (APL 1).
Charles Montigny
1
1
Tusmit
TUS6-INTR03
Home Alone
Sure, the promises of fortune, fame and glory sounded great when you gathered your gear, but there's that whole "getting famous" part still in the way. Finding a job as an adventurer isn't always easy, and sometimes you have to look for adventure yourself instead of waiting for it to find you. This introduction adventure is written for first level characters only and introduces new players to the region of Tusmit in the Living Greyhawk campaign setting.
Jean Guérette
1
1
Tusmit
TUS7-01
The Seven League Stride
It's the third day of Fireseek, or winter as they call it. Tusmit seems asleep while most of the traders enjoy the comfort their business gave them during the warm season. The northern Sheikdoms are still recovering from the political struggles of last year's failed rebellion and there is little financial benefit to do with them. Yet, where others would see a bad time for trade some see opportunity. This adventure is intended as a display of the Tusmit region and is focused on the northern, working class Sheikdoms. A one-round Regional adventure set in Tusmit for characters of any type level 1-11 (APLs 2-8).
Jean Guérette
5
2-8
Tusmit
TUS7-02
Bringing the Rain...
Memories of the past and a terrible darkness threaten a group of Tusmit's forgotten citizens. Can a small treasure of the present be saved from the evils of the past for the coming future? A one-round Regional adventure set in Tusmit for a well-balanced party of characters level 1-14 (APLs 2-12).
Mike Rosenberg
7
2-12
Tusmit
TUS7-03
Faithfully Correct
Tensions brewing up following the end of the open rebellion in Tusmit do not stop a young paladin on a spiritual quest from wanting aid in reaching a forgotten monastery in the Yatils. Will you help him? Will you tell anyone what you've found? Will you be coerced in revealing a secret lost for a thousand years? An intensive roleplaying adventure set in Keruz and the Yatil Mountains for characters of level 1 to 9 (APL 2 to 8) and of special interest for members of the Tears of the Marid, Brotherhood of Basharat, Church of Azor'alq, Church of Al'Akbar (True Faith) and Rebellion metaorganizations as well as any characters involved in the Clergy of Istus.
A-Michel Poirier
5
2-8
Tusmit
TUS7-04
The Roots of Chaos
Chaos is spreading yet again in the sheikdom of Suvii, as the people live in fear and despair in the night. The roots of mystery and Fate can sometime blossom as the flower that is a revelation, be it of hope or your worst nightmares. A oneround Regional adventure set in Tusmit (sequel to TUS6-04 Arcane Fate) for characters level 4-15 (APLs 6-14)
Jean-François Bilodeau and Francis Carrier
10
6-14
Tusmit
TUS7-05
Rising Ire
Tusmit
TUS7-06
Tending the Fields
A slain merchant, the attempted murder of a crippled Dwarf, and rumors of a long forgotten quest fill the early morning. What else can happen before Tusmit is thrown, once again, into peril? A one-round Regional adventure set in Tusmit for a well-balanced party of characters level 2-14 (APLs 4-12). This adventure is based on concepts first introduced in TUS2-07 Fallen from the Sky.
Mike Rosenberg
8
4-12
Tusmit
TUS7-07
The Stone Gardens
In search of the past you are to enter the Stone Gardens. Will you survive the madness or be consumed by it? Part of the Fell Dreams of the Udgru series. The adventure contains a special play option for all-elf groups. A one-round Regional adventure set in Tusmit for characters level 2-14 (APLs 4-12).
Francis Carrier
8
4-12
Tusmit
TUS7-INT01
Seeds Of Hate
Tusmit
TUS7-INT02
Trials
Tusmit
TUS8-01
Reaping the Harvest
Can the sins of the father and the anger of the child be put aside long enough to keep the future of Tusmit safe, at least for a time? This adventure is the last part of the "Undead Bride" series (TUS6-06 Sowing the Seeds, TUS7-02 Bringing the Rain, TUS7-06 Tending the Fields). A two-round Regional adventure set in Tusmit, for a well-balanced party of characters level 4-16 (APLs 6-14).
Mike Rosenberg
10
6-14
Tusmit
TUS8-02
One More for the Road
A Dwarven wedding is often the site of many things. This one will not be any different. Between a hunt for a great beast, a daring raid and kegs of ale, it really makes for a nice Dwarven wedding. One the Khund nation will not soon forget. This adventure is particularly interesting to Khund PCs and PCs with an interest in the Khund Nation. This adventure is the final part of the Khund Saga series (TUSI4-03 Miss Khundgeniality & TUS6-01 Gambling with Fate). A one-round Regional adventure set in the lands of the Khund in Tusmit for characters level 6-15 (APLs 8-16).
Jean-Philipe ‘JP' Chapleau
12
8-16
Tusmit
TUS8-03
Lovers in a Dangerous Time
A few years ago, the son of the Pasha of Tusmit lost his heart to the lovely Princess Tira of Zeif. Must he now lose his life as well? A one-round Regional adventure based on TUS6-08 All This for a Wedding by Jon Dawes and John Doyle, and set in Tusmit for characters level 1-12 (APLs 2-10).
Daniel Mayrand and John Doyle
6
2-10
Tusmit
TUS8-04
In Umbra Draconis
For the last two years the red dragon Kerridzar's bones have grown cold. His menace has passed, his hoard stolen, his evil vanquished. But in the shadow of the Dragon, evil festers once again. This adventure is a loose sequel to TUS5-09 Dance on a Volcano. Centaurs my find this adventure VERY cramped. A one-round Regional adventure set in the Sheikdom of Suvii and the Yatils in Tusmit for characters level 2-15 (APLs 2-14).
Jean-Philippe ‘JP' Chapleau
8
2-14
Tusmit
ULP0-00
Ulek Gazetteer
< GAZETTEER >
Ulek, Principality
ULP1-01
Find My Son
A quiet day of shopping is interrupted by the pleas of a father looking for his missing son. An adventure for characters levels 1-6.
Matthew Capstraw
4
1-6
Ulek, Principality
ULP1-02
Spies Like Us
You are asked to help locate three halfling scouts who have gone missing. What information they have gathered will only be found if you can save them in time. An adventure for characters levels 16.
Christopher Reed
4
1-6
Ulek, Principality
ULP1-03
Crypt of Promise
Asked to investigate an ancient Dwarven vault recently found by Ulek scouts, you must find and return any treasure to Oldid Silverbeard, the noble of Irongate. Will you be able to find the vault and the treasure, let alone survive? An adventure for characters levels 1-6.
Christopher Reed
4
1-6
Ulek, Principality
ULP1-04
Downward
Are you up for a heroic adventure where you will travel deep into an abandoned mine located within the Lortmil Hills? Only the darkness below knows what you might encounter. An adventure for character levels 1-6.
4
1-6
Ulek, Principality
ULP1-05
Tomb Raiders
You are asked hunt to down a group of tomb-raiding orcs. If you cannot reclaim the stolen treasure it may mean the destruction of the Principality of Ulek by the humanoids in the disputed lands. A tworound adventure for character levels 1-6.
4
1-6
Ulek, Principality
ULP1-06
The Rescuers
While in Gryrax, you are recruited for a rescue mission. The trail starts with an opportunity to explore the coastal city of Gryrax before the PCs travel on to the disputed territory. An adventure for character levels 1-6.
4
1-6
Ulek, Principality
ULP1-07
Spyder's Quest
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4
1-6
Ulek, Principality
ULP1-08
To Rejoin and Empire
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4
1-6
Ulek, Principality
ULP1-09
At the Edge of the Abyss
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4
1-6
Ulek, Principality
ULP1-10
Hoch Jebline
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4
1-6
Ulek, Principality
ULP1-11
Two Heads are Better than One
Traveling from Thunderstrike to Havenhill, you meet the horrors of another one's life. An adventure intended for character levels 1-6.
Christopher Reed
4
1-6
Ulek, Principality
ULP1-12
Only the Beginning
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6
3-8
Ulek, Principality
ULP1-A
A Day in the Hills
Ulek, Principality
ULP1-B
Lost Children
Ulek, Principality
ULP1-C
Walking Dead
Ulek, Principality
ULP2-01
From All Sides
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4
1-6
Ulek, Principality
ULP2-02
Further Downward
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5
1-8
Ulek, Principality
ULP2-03
Plea To An Empire
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5
1-8
Ulek, Principality
ULP2-04
Mountain Manor
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6
3-8
Ulek, Principality
ULP2-05
From The Isles
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5
1-8
Ulek, Principality
ULP2-06
Fort Stonewall
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5
1-8
Ulek, Principality
ULP2-07
Messengers
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7
3-10
Ulek, Principality
ULP2-08
Vanished
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7
3-10
Ulek, Principality
ULP2-A
The Piper
Ulek, Principality
ULP2-B
Cave-in
Ulek, Principality
ULP2-C
Out of This World
Ulek, Principality
ULP2-D
The Dark Alchemist (Part 1)
Ulek, Principality
ULP2-E
The Dark Alchemist (Part 2)
Ulek, Principality
ULP2-I01
Invasion of the Lortmils
Ulek, Principality
ULP2-I02
The Coin Festival
Ulek, Principality
ULP3-01
Old Tales
With the Lortmil Hills in grave danger of being taken control of by the Warlord's minions, you are asked to seek out information about a legendary axe. One that an old, nearly forgotten tale states might be able to turn the tide against a great evil, but only if it makes its way into the hands of a true prince. A Principality of Ulek regional adventure for APLs 2-10.
Christopher Reed
6
2-10
Ulek, Principality
ULP3-02
Recon
With the extreme chaos in the Disputed Territories, just how deep can you push yourselves for the sake of knowledge and information? A Principality of Ulek regional adventure for APLs 4-10.
Christopher Reed
7
4-10
Ulek, Principality
ULP3-03
Even Further Downward
You are asked to go deeper into Urgo's Mine, an abandoned mine in the Lortmil Hills. A two-round continuous Principality of Ulek regional adventure for APLs 4-12.
Christopher Reed
8
4-12
Ulek, Principality
ULP3-04
Wrapped in Death
What dark secrets lie near the village of Cassius? Remnants of invaders and a mysterious mage have residents on the jump. Will you be able to unravel the truth, before being fitted for a burial shroud? A Principality of Ulek regional adventure for APLs 4-12.
Christopher Reed
8
4-12
Ulek, Principality
ULP3-05
Jailbreak
It's a beautiful day in Havenhill until the inmates break loose and wreak havoc on the city. A Principality of Ulek regional adventure for APLs 2-10, and a sequel to ULP2-04 Mountain Manor.
Eric Turan
6
2-10
Ulek, Principality
ULP3-06
A Romantic Interlude
A routine scouting expedition goes horribly awry as a fierce storm ravages the countryside. An adventure for PCs level 1-10.
John Brown and Heather Humphrey
6
1-10
Ulek, Principality
ULP3-07
The Key
Can you find the key so that a legendary axe can make its way into the hands of the true prince? An adventure for PCs level 3-12.
Christopher Reed
8
3-12
Ulek, Principality
ULP3-08
Lost Dwarves
You, a loyal adventurer to the Principality of Ulek, have been asked to participate in a top-secret mission. What exactly does it entail? A Royal Army and Mine Ranger adventure for PCs level 10-16.
Dawn Coakley
13
10-16
Ulek, Principality
ULP3-I01
March of the Dead
Ulek, Principality
ULP3-I02
Journey to Ascension
Ulek, Principality
ULP3Intro-01
Find My Son
Ulek, Principality
ULP3Intro-02
Boot Camp
Fighting victoriously against the Pomarj is the glory that Ulekians need to win back the Disputed Territory from the menacing clutches of the enemy. What better way for heroes to learn how to do that then to go through this Royal Army training course! A Royal Army introductory adventure for 1st level characters only who wish to join the Royal Army!
Nicolas Ventura
1
1
Ulek, Principality
ULP3Intro-03
Gone Missing
Ulek, Principality
ULP3Intro-04
Spelunking
Ulek, Principality
ULP4-01
Even Further Downward Still
With derro poison antidote supplies dwindling and sightings of derro near the village of Thrutch, you are asked to delve into unknown underground tunnels in search of a key ingredient. Can you successfully complete this mission without upsetting the balance down below? A Principality of Ulek regional adventure for APLs 4-12.
Christopher Reed
8
4-12
Ulek, Principality
ULP4-02
Axe of Corond
Can you retrieve a legendary axe for the true prince of the Principality? A Principality of Ulek regional adventure for APLs 6-12, and a sequel to ULP3-07 The Key.
Christopher Reed
9
6-12
Ulek, Principality
ULP4-03
Dark Trade
A frantic Mine Ranger returns with a horrific account of his team's abduction while exploring an old mineshaft. What sinister forces are at work beneath Ulek's Lortmil Hills? A Principality of Ulek Regional adventure for APLs 2-10.
Tom Kunzen
6
2-10
Ulek, Principality
ULP4-04
Ring of Death
Death lingers near the village of Summervale. Are you able to destroy the ring of death, yet keep yourself and others from being a casualty in the maddening war with the Warlord? A Principality of Ulek Regional adventure for APLs 4- 12.
Christopher Reed
8
4-12
Ulek, Principality
ULP4-05
Death to Undeath
For nearly two years, those that have fallen in battle in the Disputed Territory have risen in an undead state. How much worse can it get before the Lortmil Hills fall under the control of the creature known as the Warlord? It is a recommended that ULP4-04 Ring of Death be played prior to playing this event. A Principality of Ulek regional adventure for APLs 8-12.
Christopher Reed
10
8-12
Ulek, Principality
ULP4-06
Just Bring It!
The time has come for the bold and brave heroes of the Principality of Ulek to step forward. Are you ready? If so, just bring it in this combat intensive scenario. A Principality of Ulek regional adventure for APLs 12- 18.
Christopher Reed
15
12-18
Ulek, Principality
ULP4-07
Chasing Smoke
The Congregation of the Hills calls out for aid. Agents of Ulaa have been murdered trying to regain ancient lost magics central to the defense and safety of the Lortmils. The divinations of the Keeper point like an arrow into the occupied territories. Will you respond and pursue the stuff of legend? A Principality of Ulek regional adventure for APLs APL 2-12, and Part 1 of the Gems of Ulaa Series.
Tad L. J. Kilgore
7
2-12
Ulek, Principality
ULP4-08
Legacy of Blood
Royal Army and Mine Ranger members sent on a mission to explore caverns somewhere within the Lortmil Hills have not returned. You are asked to find them and bring them home safely but this is easier said than done. A slumbering evil has awoken and it hungers once more. Will a tragic choice from the past doom the lives of the innocent, delivering a sacred and powerful relic into the clutches of the Principality of Uleks greatest enemy or will heroes rise in time to stop it? A Principality of Ulek regional adventure for APLs 2-12, and Part 2 of the Gems of Ulaa Series.
Rene' Alfonso
7
2-12
Ulek, Principality
ULP4I-01
Spring Festival
Ulek, Principality
ULP4I-02
Cry of Despair
Ulek, Principality
ULP4I-03
Hunt for the Warlord
Ulek, Principality
ULP4I-04
The Fharlangathion
Ulek, Principality
ULP4I-05
Message Board
Ulek, Principality
ULP4Intro-01
Skin Trade
Raiders cross into the frontier. Farms burn and entire families are carried off to a fate worse than death. Can you intervene in time and save the local free farmers before they fall victim to the Skin Trade? A Principality of Ulek regional introductory adventure for first level characters.
Tad Kilgore
1
1
Ulek, Principality
ULP4Intro-02
Homeward Bound
Ulek, Principality
ULP4Intro-03
Company Store
Ulek, Principality
ULP4Intro-04
Heartless
Ulek, Principality
ULP5-01
Storms Over the Azure Sea
The Azure Sea has become increasingly more dangerous to travel these past months. Many of the vessels departing from the port city of Gryrax never return and trade from the cities along the Sea of Gearnat has dwindled dramatically. Are these disappearances caused by some new, strange evil lurking beneath the waters of the Azure Sea or the normal hazards of sea travel? A Principality of Ulek regional adventure for APLs 2-10.
Craig Ballock
6
2-10
Ulek, Principality
ULP5-02
Gem of Life
Heroes across the land have been seeking for the Gems of Ulaa. Now word comes of the possible location of the third gem. You are sent to investigate. All of your skills and will be tested. And even if you should overcome the obstacles of nature and the forces of evil, will you make the right decision for a war torn land and all of it's people. A Principality of Ulek regional adventure for APLs 2-12, and Part Three of the Gems of Ulaa series
Kristofer Wade
7
2-12
Ulek, Principality
ULP5-03
Mind Games
Aid comes from an unexpected ally as you set out to retrieve a gift of Ulaa. Somewhere deep below ground lies a key to salvation. But what price will this cost, and who will pay it? Those PCs who have previously fought Malevolence are ineligible to participate. A Principality of Ulek regional adventure for APLs 2-12, and Part Four of the Gems of Ulaa series.
Terry Duchastel
7
2-12
Ulek, Principality
ULP5-04
Persuasion
What is the measure of heroism and what would you sacrifice for the greater good? Evil turns upon evil and from the darkest depths of a wicked heart a cry goes out for mercy. In a game of masters and servants, the shackles of servitude must be broken for justice to be served and the truth revealed. A Principality of Ulek regional adventure for APLs 2-12.
Rene' Alfonso
7
2-12
Ulek, Principality
ULP5-05
Under the Influence
What is it that stalks the halls of power? A shadow? A secret lover? A spider spinning it's webs? What will you do when you find out... can you keep a secret? A Principality of Ulek regional adventure for APLs 6- 16.
Michael Jones
11
6-16
Ulek, Principality
ULP5-06
Signs and Portents
The rewards of adventure are more than mere gold, mere jewels, mere magic. Fame and glory are the true treasures sought by would-be heroes, but the truly great quest for an even higher goal: to inspire others to strive and achieve even mightier deeds. An invitation has arrived, not to take on a deadly monster or plumb the depths of an ancient tomb, but to…lecture?A Principality of Ulek regional adventure for APLs 4-10.
Tom Kunzen and Dave Brainard
12
4-10
Ulek, Principality
ULP5-07
The Canticle of Fate
Five, the fingers in a fist; Five the blessed races; Five gems freed from under stone; Five lives ever tainted; One, guides vengeance pure and sweet; Two, holds life eternal; Three, reshapes the land in green; Four, makes thought transcending; The last tempts most with the least; Its power simple knowing; The end result of all you do,; each breath, each thought, each moment. A Principality of Ulek regional adventure for APLs 2-12, and Part V of the Gems of Ulaa Series.
Tad L. J. Kilgore
7
2-12
Ulek, Principality
ULP5-08
Flotsam and Jetsam
A terrific storm lashes the coastal village of Sunflower Cove; what will dawn's light reveal strewn on the shore in the tempest's wake? A Principality of Ulek regional adventure for APLs 4-10 and Part 1 of "The Scourge of the Azure Sea" Series.
Dave Brainard
7
4-10
Ulek, Principality
ULP5-09
Traveling Tales
The crisp air of autumn is just perfect for a ramble about the countryside, but pumpkin pies and hot cider aren't the only things to be found. A Principality of Ulek Regional adventure for APLs 2-10, of particular interest to the Halfling folk. Part One of Short Stories and Tall Tales.
Dave Brainard
6
2-10
Ulek, Principality
ULP5I-01
Evanescence
Ulek, Principality
ULP5I-02
When Rivers Run Dry
The idyllic town of Riverton's annual Spring Festival draws people from far and near to sample the local delicacies and enjoy the renewal of the land's bounty. This year, however, something is different... cows go missing in the field, dark shapes glide by the windows and the smell of burning ash fills the air. Will the town be able to survive when the river runs dry? A Principality of Ulek regional adventure for APLs 2-10.
Michael Jones and Daniel Gray
6
2-10
Ulek, Principality
ULP5I-03
Jolly Roger on the Horizon
Ulek, Principality
ULP5I-04
Brothers in Arms
Ulek, Principality
ULP5I-05
Striking While the Iron is Hot
Ulek, Principality
ULP5I-06
Preying on Hope's Deliverance
Ulek, Principality
ULP5Intro-01
Parting Gifts
An aging Royal Army quartermaster about to go on his last campaign wishes to leave a gift for his estranged grandson. An introductory adventure for 1st level PCs only.
Lynn Register
1
1
Ulek, Principality
ULP5Intro-02
Mildowney's Magnificent Menagerie
With the help of the Emerald Conclave, an enterprising Halfling named Mildowney Briarfoot has created a zoo of wonderful creatures and beasts for all to see. It's an ambitious project and it's just about ready to open...but Mildowney's forgotten one thing: Not all beasts are wild, and some have families. A Principality of Ulek Introductory Scenario for 1st level PCs.
Daniel Gray
1
1
Ulek, Principality
ULP5Intro-03
Curtain Call
Ulek, Principality
ULP5Intro-04
Irony
With the Warlord's threat diminished, daring prospectors have already begun setting out from Thunderstrike in the hopes of striking it rich. While some return with tales of rich lodes of ore and gems, and others with tales of want and frustration, one has come with a tale stranger still. A Principality of Ulek regional adventure for first-level characters.
Dave Brainard
1
1
Ulek, Principality
ULP6-01
Written in Stone
A tremor, a misstep and a plunge … you find yourself in a place long forgotten, drenched in darkness. Will you turn from this course, or will your adventurer's heart compel you? What knowledge lies beneath the book of Dugmaren Brightmantle? A Principality of Ulek regional adventure for APLs 2-12, and Part One of the Soul of a Nation series.
Daniel Gray
7
2-12
Ulek, Principality
ULP6-02
Hook, Line, and Sinker
The depths of the Azure Sea hold many mysteries: ancient shipwrecks, alien civilizations, singing fish? A Principality of Ulek regional adventure for APLs 2-10, and Part 2 of Short Stories and Tall Tales. Note: This adventure will be of particular interest to aquatic adventurers and halflings.
Dave Brainard
6
2-10
Ulek, Principality
ULP6-03
Flesh and Mettle
Once upon a time they were heroes, but one man's depraved mind has transformed them into something else. In every war death is commonplace but for some, death would be a welcome release. Life is consumed only to be reborn, but as what... a monster, a menace or an unlikely champion? A two-round Principality of Ulek regional adventure for APLs 2- 12.
Rene' Alfonso
7
2-12
Ulek, Principality
ULP6-04
Mixed Messages
Unable to make sense of a mithral-bound tome, the scholars of the land ask you to seek another for answers. But in Ulek, who can you turn to when even the eldest of dwarves are at a loss? A Principality of Ulek regional adventure for APLs 2-12, and Part 2 of the Soul of a Nation series.
Daniel Gray
7
2-12
Ulek, Principality
ULP6-05
Family Troubles
A noble family in Gryrax needs your aid in a small matter. There's blood on the stairs and one of the servants is missing. Did the butler do it? In the ballroom? If you solve the mystery then you get to go to a party. A Principality of Ulek regional adventure for APLs 2-6.
Kristofer Wade
4
2-6
Ulek, Principality
ULP6-06
Mind Your Elders
"Speak up, boy, I can't hear ya! Ye say ya want to know about them Cultists, eh, why there's nobody roun' here who knows more than me, nossir. I've probably fergotten more'n what most know. What is it ya wa... er... wassat ye're hidin' behind yer back?" A Principality of Ulek regional adventure for APLs 6-12.
Michael Jones with René Alfonso and David Brainard
9
6-12
Ulek, Principality
ULP6-07
Return Favors
In War, not only the warriors suffer. The land itself calls out for help. A druid affiliated with the Emerald Conclave seeks adventurers for assistance to relocate a victim of the blight of war. It is suggested that at least one adventurer have ranks in survival or knowledge nature. A sequel to ULP5-IS1 Parting Gifts. A Principality of Ulek regional adventure for APLs 2-8.
Lynn Register
5
2-8
Ulek, Principality
ULP6I-01
Jolly Roger in the Mists
Ulek, Principality
ULP6I-02
Operation: Rampart
Ulek, Principality
ULP6I-03
Two If By Sea
Ulek, Principality
ULP6I-04
The Bloody Rock
Ulek, Principality
ULP6I-05
The Day Of Broken Blades
Ulek, Principality
ULP6Intro-01
Prose and Cons
A simple enough proposition for transporting prisoners from Gryrax to Greutam? Not when one of those prisoners is the infamous Billie the Bard. A Principality of Ulek Introductory Scenario for 1st level PCs.
Michael Jones
1
1
Ulek, Principality
ULP6Intro-02
The Paper Chase
The fall term for Gryrax's Bardic College is soon to start. But what, there's no paper to be had? How can this be? And what's a professor to do? A Principality of Ulek introductory regional adventure for APL 2.
Michael Nichols
1
1
Ulek, Principality
ULP6Intro-03
The Cold Distance
Some travelers seem born to the road, others seek it, and some have everything they own snatched from them so it is the only thing they retain. In the spring, new travelers set out with only a vague idea of what lies ahead. How will you cope when the night is at its coldest and home is only a memory? A Principality of Ulek introductory adventure for first level characters only.
Carrie Neuman
1
1
Ulek, Principality
ULP7-01
Sudden Death
Soothsayers have long claimed that the city of Greutam was founded under a fell sign, and the fatalist would cite the city's near destruction as the proof. More level-heads, however, have prevailed and as reconstruction begins, hope has at last returned to the ill-fated city…or has it? In the hour of her greatest need, who shall stand as the Greutam's first, last, and only line of defense? A Principality of Ulek regional adventure for APLs 2-14.
Perry Frix and Benjamin McFarland
8
2-14
Ulek, Principality
ULP7-02
Through Enemy Eyes
The Disputed Territories are rife with savage tribes and grim ruins. Humanoids roam the land and prey upon any who try to scratch out a living like bloodthirsty locusts. Can you skulk amongst them and complete a dangerous mission to help the Principality learn more about the tribes' true numbers and strength? A Principality of Ulek regional adventure for APLs 4-10, and Part 1 of the Reclamation series.
K. Patrick Barley and Benjamin McFarland
7
4-10
Ulek, Principality
ULP7-03
Against the Dying of the Light
In a moment of weakness, his life would change forever. Cast out by both god and country, he has labored under the burden of his guilt, haunted by the innocent blood that stains his hands. What will be the cost to pay for his redemption and will he walk the dark path to penance alone? A Principality of Ulek regional adventure for APLs 6-12.
Rene' Alfonso
9
6-12
Ulek, Principality
ULP7-04
Broken Chains
From what depths does courage spring that drives a man, freed from years of oppression, to aid his brethren rather than flee upon the easy path? How clear the waters of conviction that he stand alone against the darkness while the heart of a nation falters? What word speaks of a man who stays his course even as he bares his neck to the headman's axe? What word, save that of 'Hero?' A Principality of Ulek regional adventure for APLs 2-8, Part Two of the Reclamation series and Part One of the Cry Freedom series.
Bill W. Baldwin
5
2-8
Ulek, Principality
ULP7-05
Find My Dad
Ulek, Principality
ULP7-06
Portents of the Matron
One chose the path of serenity and introspection. He is the calm. The other chose the path of would-be conqueror; she is the storm that will not relent until all lay broken at her feet. Though bound by blood and fate, the Matron has only watched… until now. What dark secret could she carry that will bind all of the Principality of Ulek to her web. A Principality of Ulek regional adventure for APLs 4-12, and part of the Reclamation series.
Rene'Alfonso
8
4-12
Ulek, Principality
ULP7-07
Pieces of Eight
Centuries ago a treasure fleet of a renowned merchant consortium, known as the Suss North Greyhawk Company, disappeared in the Azure Sea and for decades adventurers from across Oerth attempted to locate and claim its lost treasures. Many tried and failed, tried and died, and eventually the treasure was considered lost between the devil and the deep blue sea. However, an ancient organization has been reactivated and now armed with new information plans to find and claim the lost treasure to aid the Principality in its time of need. A Principality of Ulek regional adventure for APLs 4-10.
Philip J. Slama
7
4-10
Ulek, Principality
ULP7-08
Downward: Rock Bottom
The Derro have plagued Urgo's Mine and the surrounding areas in the Lortmil Hills for years. Now it's time to put an end to the threat for good. A Principality of Ulek regional adventure for APLs 4-12, and Part 5 and the finale of the Downward series.
Christopher Reed
8
4-12
Ulek, Principality
ULP7-09
Chill
Tis time! Tis Time! The icicles chime. The cold wind heralds the ol' man's rime. Each sight; each touch; chill flesh; chill bone. And Death take he who he find alone. No fire, no hearth, no wood, no coal, can bring you warmth to your frozen soul. For southern climes will be ice bound, when Ol' Man Winter, he come round. A Principality of Ulek regional adventure for APLs 4-12. This adventure will be of particular interest to characters who have played ULP5-09 Traveling Tales, and members of the Emerald Conclave and of a particular arachnocentric organization which really does not exist.
Bill W. Baldwin
8
4-12
Ulek, Principality
ULP7I-01
Pipes and Principle
Ulek, Principality
ULP7I-02
Something Old, Something New
Ulek, Principality
ULP7I-03
Rites of Passage
Ulek, Principality
ULP7I-04
The Black Threads of Fate
Ulek, Principality
ULP7I-05
Undisputed
Ulek, Principality
ULP7I-06
Undisputed Revelry
Ulek, Principality
ULP7Intro-01
That Old Familiar Feeling
Ulek, Principality
ULP7Intro-02
School Daze
Ulek, Principality
ULP7-MINI01
What Goes Up
Ulek, Principality
ULP7-MINI02
The Latest Buzz
Ulek, Principality
ULP7-MINI03
Drinking Buddies
Ulek, Principality
ULP7-MINI04
Faith and Stone
Ulek, Principality
ULP7-MINI05
Road to Havenhill
Ulek, Principality
ULP7-MINI06
At Death's Door
Ulek, Principality
ULP8-01
Words of Wisdom
Shape your future, for you cannot remold the past...waste neither thought nor breath on what you could have done. Focus only on what you can do from now on. – Qiebitz, cleric of Keoghtom A Principality of Ulek regional adventure for APLs 4-12, and Part three of the Soul of a Nation series.
Daniel Gray
8
4-12
Ulek, Principality
ULP8-02
Sundered Bonds
The charismatic freedom fighter, Scarred Fox, has been seen much lately in Ulek; drumming up support for the war on the Pomarj and his crusade to rid the world of slavery. And the Principality's recent successes in their war have done much to bolster his cause. But the Mak is even now suing for peace with Greyhawk, and soon he can turn his attentions elsewhere. The time for talk is over. The time for action is at hand. And the enemies of both Axe and Fox are not the forgiving kind. An intensive combat, Principality of Ulek regional adventure for character levels 2-15 (APLs 4-16), and Part Two of the Cry Freedom series.
Bill W. Baldwin
10
4-16
Ulek, Principality
ULP8-03
The Mind of a Spyder
What knowledge lies within the mind of a spider? And who is willing to kill for it? A Principality of Ulek regional adventure for APLs 8-14.
Christopher Reed
11
8-14
Ulek, Principality
ULP8-04
Serious Inquiries Only
The Principality's religious figures need help in recovering several incredibly powerful artifacts, stolen by a follower of Roykyn. Of particular interest to clerics and self-described tricksters of all races, and those who have played KEO 4-07 Footsteps of the Fallen. A one-round Regional adventure starting in the Principality of Ulek for characters level 1-15 (APLs 2-12).
K. Patrick Barley & Heidi A. DeVries
7
2-12
Ulek, Principality
ULP8-INT02
Shards of Shattered Darkness
Ulek, Principality
URC1-00
County of Urnst Gazetteer
< GAZETTEER >
Urnst, County of
URC1-01
Secret of Zodal's Temple
Escorting a merchant wagon from Radigast City to Brotton wasnt supposed to be this difficult! An unnatural drought and heat wave played into some bad decisions, and now you find yourselves in the care of the healers in the Temple of Zodal. What troubles plague the County of Urnst? More importantly, what can your fellowship of adventurers do to help your beloved homeland? Appropriate for 1st and 2nd level characters.
Timothy Creese
2
1-2
Urnst, County of
URC1-02
Mysteries of Crystal Springs I
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2
1-2
Urnst, County of
URC1-03
Tear of Pelor
Returning to Zodal's Temple, your fellowship takes the next step to thwart of the evil Kyuss uprising in the County of Urnst. A riddle plunges you into the watery depths of the Nyr Dyv to retrieve a magical gemstone that will aid in the battle between good and evil.
Timothy Creese
Urnst, County of
URC1-04
Road to Radigast
You are recruited to carry a message of great import, but this task won't be easy. Can you avoid hazards on the open road and make it through to your goal? Or will you be stopped dead in your tracks?
Michael Kenyon
Urnst, County of
URC1-05
Mysteries of Crystal Springs II
A return to Dosselford finds its mayor, the sorcerer Nimar, missing, and more strange events in the Crystal Springs. An adventure for levels 1-3
Tim White and Gregg Belcher
2
1-3
Urnst, County of
URC1-06
Mean and Devious
A sleepy little hamlet on the Nyr Dyv is the home of a sinister plot. An adventure for character levels 14.
3
1-4
Urnst, County of
URC1-07
Exposing Kyuss
The streets of Radigast City are teeming with the bustle of everyday life. The common folk are oblivious to the growing danger of the evil undead cult that has targeted the rich farmlands of the County of Urnst. You realize to keep the realm safe, you must find those responsible for bringing the unholy religion of Kyuss to your homeland. An adventure for character levels 1-6.
4
1-6
Urnst, County of
URC1-08
Mysteries of Crystal Springs III
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5
3-6
Urnst, County of
URC1-09
Jeux De Vagues
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4
1-6
Urnst, County of
URC1-10
Drowning in Darkness
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4
1-6
Urnst, County of
URC1-I01
Lupine Confusion
This is a mini scenario for use with the "Charn Castle Duty" Interactive set at the second to southeastern most Charn castle, Fort Jorvive (nicknamed "The Shield").
Tim White
?
?
Urnst, County of
URC2-01
Ogre Island
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6
3-8
Urnst, County of
URC2-02
Deserted Dominion
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4
1-6
Urnst, County of
URC2-03
Stone Road Murders
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5
1-8
Urnst, County of
URC2-04
Mysteries of Crystal Springs IV (Nimar's Secret)
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6
3-8
Urnst, County of
URC2-05
Operation Ixworth
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7
3-10
Urnst, County of
URC2-06
Servant of the Prophet
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6
1-10
Urnst, County of
URC2-07
Over Hill and Dale
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7
3-10
Urnst, County of
URC2-08
Once An Eagle
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6
1-10
Urnst, County of
URC3-01
Brotherhood of the Oath
A series of mysterious murders in the ominous village of Hardwyn embroil the heroes in a wicked assassination plot. Bound by a peculiar event in their collective past, the victims are more than they seem. The heroes must discover the sinister secret of the Brotherhood of the Oath and bring the killer to justice! An adventure for APLs 4 to 12.
Amit Sarkar
8
4-12
Urnst, County of
URC3-02
Mystery of Mystmoor
The quest for a sword's enchantment takes the adventurers to a hidden island in the Nyr Dyv. To fulfill their mission and save a courageous band of Wood Elves, the heroes must steal into a troglodyte lair and discover the mysterious source of the creatures' newfound power! A Living Greyhawk regional module for APLs 2-12.
Amit Sarkar with David Morgan & John Collins
7
2-12
Urnst, County of
URC3-03
The Truth Lies in Trigol
The peaceful calm of Trigol has been upset by murder. Who are we kidding? There is no peace in this refugee town but what little there was has now left. An Adventure for APLs 2-12.
Michelle Lutz
7
2-12
Urnst, County of
URC3-04
The Eyes of the Beholder
A celestial event opens a doorway to events that happened long ago. There, past events may end up being retold for good or ill. A puzzling Living Greyhawk adventure set in the County of Urnst.
David Morgan
7
2-12
Urnst, County of
URC3-05
Woman and Children First
Pirates are causing havoc, looting along the border of the Nyr Dyv. Now they've started abducting women and children! Unfortunately, the Navies of the Nyr Dyv border countries are stretched to their limit. It's up to you as adventurers to retrieve them! (Along with the looted treasure, of course.) An adventure for APLs 2-12.
Ryan Wendling and Kitty Vogler
7
2-12
Urnst, County of
URC3-06
Flames of Ventnor
"The Dungeons of Ventnor..." No other phrase strikes more fear in the hearts of the good citizens of the County of Urnst. Now you've been ordered to wade through legions of infernals (where did they come from?), walk boldly into the dungeon (like you own the place), locate the most dangerous man in the County (just one guy), and bring him back. Yeah...right. A County of Urnst module for characters level 2-12. (Part 9 of the Lordmaker Series)
Ryan Wendling
7
2-12
Urnst, County of
URC3-07
Good Intentions
Once again, Fate has handed you a mission. A kindly old man who is not what he appears asks for your help. What could be easier? And what is it that saying about "good intentions"? A County of Urnst regional module for APLs 2-12.
Kitty Vogler With help from Joe Ipsen
7
2-12
Urnst, County of
URC3-08
Winds of Change
The time has come for action not words. A civil war is anything but civil—death and destruction are no less real or devastating. When the sun sets on the burned and barren fields covered with the County's dead, a decision must be made... with whom will you stand when come the Winds of Change? Part 11 of the Lordmaker Series. An adventure for APLs 2-12.
Nicholas Carnival
7
2-12
Urnst, County of
URC4-01
Beneath the Crossroads
Radigast City is under siege by the Lord of the East by day, while hordes of evil fiends roam the streets by night. Actually knowing a way out of the city is a comfort you don't possess, but at least lots of opportunities for death and dismemberm… err, for glorious adventure abound! Look on the bright side. It will all be over before the night is done.
David Morgan
3
2-4
Urnst, County of
URC4-02
The Making of a Lord
It seems Lord Jacobis Underley has your entire itinerary for today laid out. It's probably a fair return for his having saved all of you from being eaten by devils, but still. Who in their right mind would want to go wandering the streets of Radigast City in time of war?
David Morgan
3
2-4
Urnst, County of
URC4-03
The Crossroads
Soon the County of Urnst will be no more. The outer walls of Radigast City are under siege while the forces of Evil run rampant through the streets within. The Countess has not been seen for months now. Why is nothing being done? All that is left now is to prepare for the end . . .
David Morgan
9
6-12
Urnst, County of
URC4-04
The Lordmakers
Rescue some cleric from a thousand year prison? Piece of cake! Hey, we're the greatest heroes in the land! We just proved it. Besides, the nobles said so. They wouldn't have lied just to build up our confidence, would they? For APLS 612
David Morgan
9
6-12
Urnst, County of
URC4-05
Restoration (Part 1)
The bloody struggle to gain control of the County of Urnst has depleted many of the Countess' troops. Now is a vulnerable and critical time for the stability of the region, as protective forces are slowly restored to the pre-civil war numbers. Until such time, selfless heroes must ensure the safety of the people; for the Countess is not the only power rebuilding troops…
Timmy Creese
Urnst, County of
URC4-06
Restoration (Part 2)
An evil alliance between the drow elves and the Kyuss worshippers has devastating effects throughout the County of Urnst. The drow raids during the night provide more and more corpses for the Kyuss clerics to bring back as undead forces. At least you no longer have to worry about the Masters – a race of aliens that were resurrected in Crystal Springs… Or do you?
Timmy Creese and Tommy Campbell
Urnst, County of
URC4-07
The Past Shall Haunt Us
The County of Urnst is still a dangerous place to call home, what new adventures will present themselves? Will they stem from mistakes in your past? The County's past? Only time will tell. A County of Urnst scenario for APLs 2-12
Jeff Glenny
7
2-12
Urnst, County of
URC4-08
Cold Trails
The war is remembered in stories but some problems have surfaced that still need to be fixed. The Hand and the Wizard have found a foothold in the County of Urnst and they need to be stopped. The trail may have gotten cold but it is still there to be found by thorough investigators. (This scenario is the sequel to The Truth Lies in Trigol, also by Michelle Lutz. Players need not have played "Truth" to enjoy this scenario.) APLs 2-16.
Michelle Lutz
9
2-16
Urnst, County of
URC4-S01
Help Wanted
Welcome to Holbrook, home of the County's adventurers. While the realm's most powerful adventurers are off saving the world, who is keeping the residents of Holbrook secure? And more importantly, who's keeping an eye on all those wealthy adventurer's homes... An Introductory County of Urnst Adventure for first level characters only.
Tom Maguire
1
1
Urnst, County of
URC4-S02
Overdue Books
A Wizard is in need of assistance, and willing to pay for it. She seems to have left some books in her stateroom onboard a ship in the harbor, and is hiring adventurers to retrieve them for her. The heroes will just have to dive right in and fish her books out! An introductory adventure for 1st level characters.
Gregory Ison
1
1
Urnst, County of
URC5-01
Bounties Over Brotton
Belts are tightening across the land as the County begins to face a severe food shortage. It's time to attack the problems at their source! The area around Brotton is rich enough in farmland to feed a dozen Counties. Why do the fields lie untended? Why are no caravans filled with food coming out of the city? APL 2-12.
David Morgan
7
2-12
Urnst, County of
URC5-02
Fine Kettle of Fish
People are disappearing along the County's coast. The Lord-Mayor of Bampton needs someone to investigate. Do you have the skills to unravel this mystery? Once the source of the disappearances has been identified, it is time to assault the enemy stronghold and end the threat to Bampton and the County. APL 2-12.
Keith Palm
7
2-12
Urnst, County of
URC5-03
Eternal Love
Disturbing rumors and disturbed graves, could this be the work of grave robbers, the undead or something even more sinister. A County of Urnst regional module for APL 2-12.
Dennis Stalnaker
7
2-12
Urnst, County of
URC5-04
That Which Lurks
Lord Garnwick Bryne and his wife, Lady Kianna, have been joined by several of the local nobles at their dinner party to which you're invited. Some of their names may be familiar… Torquann, Farvaren, Trabeux, Yarne and Whittenbock. Unfortunately, the scream of a woman, the disappearance of another, and a threatening letter to your host interrupt dessert. If that's not enough, strange creatures walk the land and an ancient evil begins to rise. All of Oerth shudders as it turns its eye towards the County… and towards you. (The first scenario in the new series, "Chasing the Darkness".) A one-round County of Urnst regional Living Greyhawk adventure for APL 2-12.
D'Anne Rooney
7
2-12
Urnst, County of
URC5-05
Miner Mishap
The Community Of Hillguard has lost contact with a nearby lucrative adamantine mine. After a party of local Dwarves failed to return from investigating the problem, the Barrelhouse family has offered a bounty for anyone able to find out the fate of the miners and get the mine back in operation. A oneround County Of Urnst Regional Living Greyhawk Adventure for APL 6-16.
James Stepanek
11
6-16
Urnst, County of
URC5-06
Rising Sons
A cool tankard of ale, fine music and the companionship of friends what more can one ask? A time of peace and prosperity in the County of Urnst has folks thinking that perhaps the days of strife and high adventure are finally past and it's time to pursue more peaceable pursuits. Better think again! A one-round County of Urnst regional Living Greyhawk adventure for APL 2-12.
David Morgan
7
2-12
Urnst, County of
URC5-07
Hired Swords (or "Finding a Needle in the Swamp")
Hired to defend a village of fisher folk from bandits, just the sort of thing that is meat and potatoes in all adventurers' life. This is a Living Greyhawk County of Urnst Regional adventure for APL 2-12, set in the aquatic environment of the Fennelmore Swamp. This the first adventure in the series, "The Compact (Finding Needdel)."
Gregory Ison
7
2-12
Urnst, County of
URC5-I01
Last Defense of the Franzgard
Urnst, County of
URC5-I02
Rivalry at Richfest
Urnst, County of
URC5-I03
Blood of the Firstborn
Urnst, County of
URC5-I04
Broken Altars
Urnst, County of
URC5-S01
A Day Late and a Doggie Short
Take a coach ride into the countryside of the County of Urnst. An all-expenses-paid trip thru a settled land of farms and ranches, to pick up some livestock and return it to Radigast city. An introductory adventure for 1st level characters.
Gregory Ison & Keera Smith
1
1
Urnst, County of
URC5-S02
Playing for Keeps
The County's peaceful neighbor has become a dangerous sleeping giant. With the Forces in Defense of the Realm focused on protecting the long border with the Nyrond Imperium, it falls to new (and expendable) adventurers to map a series of abandoned and long-forgotten keeps along the Franz River. Are they worth the effort to refurbish into a defensive barrier? An Introductory County of Urnst Regional Adventure for first level characters only.
Chris Palmberg
1
1
Urnst, County of
URC5-S03
They're Only Kobolds
The village of Mennan has two problems: Kobolds, and the fact that no one wants to help get rid of them! Can a band of novice adventurers help the residents of Mennan when all the "'more experienced" heroes keep telling them, "They're only kobolds!?" A one-round County of Urnst introductory Living Greyhawk scenario for first level characters only.
Tom Maguire
1
1
Urnst, County of
URC5-S04
Smooth as Silk
A silk merchant has found a secret stash and needs some hunters to gather it up before someone else gets their hands on it. He seems to be in a sticky situation, or perhaps this is what he is offering to his bunch of heroes. Will they be smooth operators or will they get stuck in a rut? An introductory County of Urnst adventure for 1st level characters only.
Keera Smith
1
1
Urnst, County of
URC6-01
Death of a Bird
The hunt is on. The Contessa has passed sentence. Now you need to gather proof that the one you are after is truly the culprit and bring him or her to justice. A Two-Round Adventure for APLs 6-14.
Michelle Lutz
10
6-14
Urnst, County of
URC6-02
A Shot in the Dark
With the County's forces bolstered due to foreign powers and their aggressive stance, trouble still brews from within. While the winter sets in and most folks are hibernating, adventurers still set off to seek their fortunes. Is the unexpected find, cause for trouble? A County of Urnst Regional Adventure for APLs 4-12.
Nicholas Carnival
8
4-12
Urnst, County of
URC6-03
Whose Cuisine Reigns Supreme
Earlier this year, a man's vision came to fruition. He desired to encounter new cooking styles and new tastes. To that end, he invested his fortune and his reputation to create an arena where chefs from all over the Flanaess would come to Radigast city and challenge the top chefs in the County. This competition spanning several days requires more than simple culinary skills. Chefs from many nations have gathered in the Radigast Cuisine Academy. THE HEAT WILL BE ON! A one-round adventure set in County of Urnst for characters level 1-10 (APLs 2-8).
Jean-Philipe ‘JP' Chapleau
5
2-8
Urnst, County of
URC6-05
The Bull and the Swan
The Contessa is dead and there is no clear path of succession. The nobles are squabbling and the County is on the verge of chaos and civil war. Rumors of plots and conspiracies run rampant. Barons muster their militias, some to defend themselves others to expand their territories. In this explosive climate, allegiances must be drawn. Chose your friends well, control of the County of Urnst may depend on your choices. A one-round regional adventure set in the County of Urnst for characters level 1-14 (APLs 2-12).
Jean-Philipe "JP" Chapleau & the County of Urnst Triad
7
2-12
Urnst, County of
URC6-06
Enemy of My Enemy
Contessa Elone Hofre Gellor was murdered and the County of Urnst is in an uproar over who will lead next. Are you willing to work with the enemy of your enemy to find the assassin? Part 2 of the "Chasing the Darkness" series. This adventure also includes an additional, optional encounter for the brave and heroic. A one-round Regional adventure set in the County of Urnst for characters level 1-14 (APLs 2-12).Resources for this adventure include URC5-04 That Which Lurks [D'Anne Rooney], URC6-I04 More Rivalry at Richfest [JP Chapleau and the CoU Triad].
D'Anne Rooney
7
2-12
Urnst, County of
URC6-07
Connections
In the familiar city of Brotton, Hentock Steiner, has recently made his place among the successful. He calls on you ablebodied adventurers for a simple task, but this task turns out to be more than simple. Round and round you'll go until all the connections are made. A one-round regional adventure set in the County of Urnst for characters level 1-14 (APLs 2- 12).
Nicole Johnson
7
2-12
Urnst, County of
URC6-08
Tainted Passion
Gossip flies like a brushfire on the plains of the Paynim throughout the County, and when members of two prominent noble houses are speaking of marriage, those rumors spread as if a strong west wind were coming off the hills to fan the flames. Will the two young people approach their vows without incident, or will outside influences cause the romance to sour? A one-round County of Urnst Regional Living Greyhawk module for APLs 2-12.
Chris Palmberg
7
2-12
Urnst, County of
URC6-09
A Game of Pawns
Winter has settled upon the County. Soon, the Council of Peers will elect a new Count. You find yourself in a small inn near the Brethildeep forest in the small town of Fieldhaven. Little do you know that you will soon be thrown into a complex game of pawns! A one-round regional adventure set in the County of Urnst for characters level 2-15 (APLs 4- 12).
Kevin C. French and JP Chapleau
8
4-12
Urnst, County of
URC6-I01
Prison Break
Urnst, County of
URC6-I02
The Defense of Durwich
Urnst, County of
URC6-I03
Blast from the Past
Urnst, County of
URC6-I04
More Revelry at Richfest
Urnst, County of
URC6-I05
Squabbling Nobles
Urnst, County of
URC6-I06
Riot in Radigast
Urnst, County of
URC6-M01
Festival of Hope
Urnst, County of
URC6-S01
Into the Dreerwode
The Dreerwode is one of the County's largest forests, and one of the most mysterious. Many criminals, animals, and other foul beasts call this place home. This is an introduction wilderness adventure for 1st− level characters only.
Jean-Philipe ‘JP' Chapleau
1
1
Urnst, County of
URC6-S02
Fetch
In the wake of the Contessa's death, adventuring opportunity abound. When it slams into you, you have to fetch something of great value from someone of great power… That sounds like an adventure to me! A one−round introductory adventure set in the County of Urnst for beginning characters of 1st level only (APL 2). The events of this adventure take place 1 week after the tragic events of URC6−M04 Another Revelry at Richfest.
Rich Kohl
1
1
Urnst, County of
URC6-S03
Family Ties
In the wake of the death of the Contessa, a number of contenders to the throne all push their claims forward. But what is the most important thing? Money, influence, information or friendship? The events of this adventure take place AFTER the events of URC6-05 The Bull and the swan. A two-round regional introductory adventure set in the County of Urnst for first-level characters only.
Nicholas Carnival, Jean-Philipe "JP" Chapleau & D'Anne Rooney
1
1
Urnst, County of
URC7-01
The Mare of Applebee
The peaceful village of Applebee has changed very little over the years, despite the radical changes that swept the County these last few years. And that's just the way the local Halflings like it. However the peace and tranquility has been disturbed. Is this a sign from Yondalla herself? It is up to you to bring back peace to this community. Part one of the Small Problems series. A regional adventure set in the County of Urnst for characters level 1-15 (APLs 2-12) but is recommended for APLs 2-8.
Jean-Philipe ‘JP' Chapleau
5
2-8
Urnst, County of
URC7-02
Chasing the Darkness
For years, darkness spread across the land infiltrating noble families and other organizations they came. The time of House Rilyn'Virr nears its end. The choice is now yours: let a package go by helping the Guild and make a profit from it, or stop it and perhaps die. Either way, you'll be chasing the darkness. This is the final installment of the Chasing the Darkness series (Part One: URC5-04 That Which Lurks. Part Two: URC6-06 Enemy of My Enemy). A one -round County of Urnst adventure set in the County of Urnst for PCs level 4-15 (APLs 6-14).
D'Anne Rooney
10
6-14
Urnst, County of
URC7-03
The County Strikes Back
Forces in the County of Urnst plan to use the current state of unrest in the Bandit Kingdoms to strike a blow against the Mad Lich Malachite. Choices have power; weigh your decisions carefully. Having played URC6-S02 Fetch will enhance this adventure, but is not required. A County of Urnst regional adventure set in the Bandit Kingdoms for characters level 2-15 (APLs 4-12)
Jean−Philipe ‘JP' Chapleau with Theo Judd
8
4-12
Urnst, County of
URC7-04
Lord of the Castle
Adventure calls you to a schoolteacher in Count's Markham. She asks of you a task that should have been done years ago regarding the Keep of Stars along the Aerdy Road. But questions remain, why now, why you, and who is the Lord of the Castle? A one-round County of Urnst regional adventure set in the Archbarony of Markham for characters level 2-15 (APLs 4-12). Centaurs are not recommended for this adventure.
Nicole Johnson
8
4-12
Urnst, County of
URC7-05
Through the Gloaming
Rumors abound concerning a "Black Man" who lives in the Fennelmore Swamp. Some say he has been organizing bandits and monsters; others say he is a forgotten god raised from the swamp; and still others say he came to the County through the Tovags. Whatever the case, he has stricken fear in the heart of the merchants of Stone Battle, and few now dare the trip across the Floating Road. Part one of the Dusk Falls on the County Series. A one-round County of Urnst adventure set in the Archbarony of Fennelmore for characters of levels 1-14 (APLs 2-12).
D'Anne Rooney
7
2-12
Urnst, County of
URC7-06
Suffer the Children
A mysterious plague holds the fate of two towns in the balance. The call has gone out for help, but will it be in time? This adventure is not recommended for Asherati characters. Part one of the Legacy of the Leviathan series. A one-round County of Urnst adventure set in the Archbarony of Dyvarna for characters levels 1-15 (APLs 2-12). This adventure includes an additional, optional encounter for APLs 8-12 only.
Mike Dethlefs
10
8-12
Urnst, County of
URC7-07
Where the Sun Don't Shine
It is an enjoyable day in Applebee. The food is great and made by one of the County's best known chefs. The mead is sweet. Adventure can wait one more day, while you revel in the local delights. That was your plan, until the door opened and three halflings entered the inn. A regional adventure set in the Archbarony of Markham for characters level 1-15 (APLs 2-12). Part Two of the Small Problems Series. Centaurs would be hard-pressed in this adventure. This adventure makes use of the Dungeon Tiles by Wizards of the Coast (Set One (with a tile from Set Two). While the tiles enhance play, they are not needed to run this adventure
Van Butler with JP Chapleau
7
2-12
Urnst, County of
URC7-08
Alive!
Finally, a chance to hit Clan Mithraldeath where it hurts, Sir Pertian Dane, retired Knight of the Swan, has found information on their last mithral mine. But the Grey Dwarves have more than one trick up their sleeves. A one-round County of Urnst adventure set close to the Archbarony of Brotton for characters level 1-15 (APLs 2-12). Warning! This module is very likely to run long at higher APLs.
Rich Kohl
7
2-12
Urnst, County of
URC7-09
Blood on the Bayou
An evil army is amassing in the Fennelmore Swamp; forces of evil are on the move. Adventurers have found information about dark things in the swamp and experienced adventurers are needed to find out more. Part two of the War in the Swamp series. Having played Part One with the same character is not necessary. This adventure is a lead-in to the Brookfest 2007 battle interactive. A one round combat intensive regional adventure set in the Archbarony of Fennelmore in the County of Urnst for characters level 4-15 (APLs 6-14).
JP Chapleau with Chris Palmberg
10
6-14
Urnst, County of
URC7-I01
Reclaiming Ventnor
Urnst, County of
URC7-I02
Return of the Mad Lich
Urnst, County of
URC7-I03
Bandits of Urnst
Urnst, County of
URC7-I04
Trolls of the Aelinvudd
Urnst, County of
URC7-I05
Harvest time in the County of Urnst
Urnst, County of
URC7-I06
War in the Fennelmore
Urnst, County of
URC7-M01
Dreadkeep
Urnst, County of
URC7-M02
The Prospector
Urnst, County of
URC7-M03
Wolves of the Aelinvudd
Urnst, County of
URC7-M04
Tear Down the Wall!
Urnst, County of
URC7-M05
Down on the Bayou (part 1)
Urnst, County of
URC7-M06
Winter in the Aelinvudd
Urnst, County of
URC7-M07
The Will
Urnst, County of
URC7-M08
The Secret Garden
Urnst, County of
URC7-M09
Mad Dane's Hunt
Urnst, County of
URC7-S01
Pip!
Urnst, County of
URC7-S02
Don't Bug Me!
Urnst, County of
URC8-01
Shadow of the Viper
A year has passed since a powerful thieves' guild has lost its leader. Other factions have chipped away and taken their powerbase. Now, a new threat looms in the shadow of the Viper. Many diverse factions want to see it destroyed before it can be allowed to grow. A one-round Regional adventure set in the Archbarony of Vinewind in the County of Urnst for characters level 2-15 (APLs 2-14). This adventure has ties to the Chasing the Darkness series and is of particular interest to members of House Underley and the Underley Network. This adventure has 2 tiers: a "low" tier (APLs 2-8) and a "high" tier (APLs 10-14)
Jean−Philipe ‘JP' Chapleau
8
2-14
Urnst, County of
URC8-02
Redemption
Under Elena's management, House Steiner has flourished and prospered. Her husband Olynn has been brought back to life, and the two should live happily ever after. But Olynn can't find peace; his mind forces him to seek out a legendary sword in order to save it from a long-standing sibling rivalry. Are you worthy of such a weapon or will you too fall victim to corruption's grasp? Good-hearted and chivalric PCs are recommended for this adventure. Heironeans may find this adventure particularly interesting. This module is a sequel to both URC6-07 Connections and URC7-04 Lord of the Castle. A one round County of Urnst module set in the Archbarony of Brotton for character levels 2-15 (APLs 4-16).
Nicole Johnson
10
4-16
Urnst, County of
URC8-03
Leviathan Rising
The weather has forced fishermen to remain docked. Never has anyone seen so much rainfall in the Mysty Isles. The church of Xerbo has prohibited all seaborne traffic from leaving Thornbay. Everyone is waiting for this unnatural weather to stop. The return of the sun may mean more than a return to normal… The stars might be right… This waterbased adventure is NOT recommended for Asherati characters. Conclusion of the Legacy of the Leviathan series. This adventure has ties to the Three is the Evilest Number series of VTF adventures (VTF3-01 through VTF5-02). A one-round Regional adventure set in the Archbarony of Dyvarna in the County of Urnst for characters level 6-15 (APLs 8-16). This adventure has an additional, optional encounter.
Mike Dethlefs with JP Chapleau
12
8-16
Urnst, County of
URC8-04
The Witches of PikeMaster
While in the Abyss hunting for the Mad Lich Malachite, Bishop Jazan of Pelor took the Black Gem of Graz'zt to obtain demonic assistance. Brought back to the County, the Gem dissolved in a puff of black smoke. More than a year later, the church of Pholtus is holding witch trials. This adventure is all about difficult choices and has the potential of running long. A one-round Regional adventure set in the Archbarony of Eastmarch in the County of Urnst for characters level 2-16 (APLs 4-16).
Jean-Philipe ‘JP' Chapleau
10
4-16
Urnst, County of
URC8-05
Into the Darkness
For the past year or two, rumors have circulated concerning the Black Man of the Swamp. Now, it has been proven that his sinister plans for the County have begun, and an all out war has been declared Those in power are not willing to wait for the Black Man to make his final move; they choose to send the fight to him. Part two of the Dusk Falls on the County series and Part Four of the War in the Fennelmore. This adventure is the culmination of both War in the Swamp and Dusk falls upon the County Series. It is recommended that the following scenarios be played first, URC7-05 Through the Gloaming, URC7-M05: Down on the Bayou part 1, URC7-09 Blood on the Bayou and URC7-M09 Mad Dane's Hunt. This event will be of special interest to members of House Gellor, Knights of the Swan, and anyone with a score to settle with the Black Man in the Swamp. A one-round Regional adventure set in the Archbarony of Fennelmore in the County of Urnst for characters level 4-15 (APLs 6-14).
D'Anne Rooney
10
6-14
Urnst, County of
URC8-06
To Catch a Bird
The Bird of Radigast has made enough trouble in the County and one man has discovered her identity. He wants YOU to bring her back, dead or alive. This adventure may require difficult decisions and PCs who know where their loyalties lie. Kobolds may prefer to avoid this adventure, and members of the Underley Network or House Underley will face character-altering decisions. Those PCs play at their own risk, you HAVE been warned. A one-round Regional adventure set in the Archbarony of Dyvarna in the County of Urnst for characters level 6-15 (APLs 8-16).
Jean−Philipe ‘JP' Chapleau
12
8-16
Urnst, County of
URC8i-01
Father of the Bride
Duke Gellor, assisted by a County of Urnst army, attacked Wraithkeep but was forced to retreat by large numbers of incorporeal undead.
County of Urnst Tria
Urnst, County of
URC8i-02
In the End...
Duke Gellor, once again assisted by a County of Urnst army, continued his attack against Wraithkeep. During this battle, much of the keep's defensive structures were destroyed before Gellor and his army were forced to retreat.
County of Urnst Triad
Urnst, County of
URC8M-01
A Cry For Help
Urnst, County of
URD1-00
Duchy of Urnst Gazetteer
< GAZETTEER >
Urnst, County of
URD1-01
Kruknik
Blurb: Disappearances of merchant wagons is nothing new in the Duchy of Urnst. Maybe this time its not due to machinations in Seltaren. This is Regional Adventure 1 for the Duchy of Urnst, for characters levels 1-2.
Darin Primmer
2
1-2
Urnst, Duchy of
URD1-02
To Save the Scouring Wind
Compassion is a trait born only in those rare individuals who would choose to act on behalf of those who cannot act for themselves
Chris Lindsay
Urnst, Duchy of
URD1-03
Race to Sete
You need to get to Sete as quickly as you can. The future of Lord Bylan Grek rests in your hands. Heroes with a spirit for adventure, danger, risk and fast paced action need apply. An adventure for characters level 1-6.
4
1-6
Urnst, Duchy of
URD1-04
Coriner Gala
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4
1-6
Urnst, Duchy of
URD1-05
The Night Where Nothing Happened
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4
1-6
Urnst, Duchy of
URD1-06
Last Dance at Heron House
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6
3-9
Urnst, Duchy of
URD1-07
Fools' Gold
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4
1-6
Urnst, Duchy of
URD1-08
Mired in Gosferd
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4
1-6
Urnst, Duchy of
URD1-09
On the Rocks
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5
1-8
Urnst, Duchy of
URD1-10
Never the Same Thing Twice
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Urnst, Duchy of
URD1-11
Incident at Kiddeky Crossing
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4
1-6
Urnst, Duchy of
URD1-12
Firemane
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5
3-7
Urnst, Duchy of
URD1-I01
An Empty Seat
A seat is left vacant on the Honorable Chamber and many Noble Houses vie for the vote of the next recipient. Regional Interactive 1 for the Duchy of Urnst.
Ryan Hicks
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?
Urnst, Duchy of
URD1-M01
Folly by the Sea
Urnst, Duchy of
URD2-01
Dust In The Wind
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6
3-8
Urnst, Duchy of
URD2-02
Mystic Bay
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5
1-8
Urnst, Duchy of
URD2-03
Three Days From Sunset
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Urnst, Duchy of
URD2-04
Bright Prospects
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6
1-10
Urnst, Duchy of
URD2-05
Theft of a Flower
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7
1-12
Urnst, Duchy of
URD2-06
A Current Affair
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5
1-8
Urnst, Duchy of
URD2-07
Lonely Harbour
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6
3-8
Urnst, Duchy of
URD2-08
Freedom's Price
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7
3-10
Urnst, Duchy of
URD3-01
Stone Heart
Few know the true story of what happened in the early days of Fireseek, CY592. Those who do, still have nightmares when they think of what may have happened to those who were left behind. However, many have put that behind them as the Dwarves of Dumadan are at long last beginning the attempt to retake their ancestral home. And you have been invited to join them in showing their unwelcome guests the door. An Adventure for Characters Levels 1-12. Part 3 of the Deep Affairs Saga. This is a Ducal Guard module for all Marches.
James Zwiers
7
1-12
Urnst, Duchy of
URD3-02
Test of Faith
Leukish, largest city in the Duchy of Urnst and one of the busiest ports on the Nyr Dyv, is not a good place to get lost, even for a mighty cleric of Kord! And finding the big lug is only the beginning… An Adventure for Characters levels 1 through 12.
Mike Dezotell and Mike Haakstad
7
1-12
Urnst, Duchy of
URD3-03
Spring Cleaning
It is Springtime in the Duchy. The birds are chirping, the flowers are beginning to blossom, and one of the noble houses of the Duchy has decided to renovate an old monastery that has long been abandoned. They have hired you to make sure it is safe for their preparing team of carpenters, masons and landscapers to work quickly and efficiently. With your help, the idle rich of the Duchy will have a new place to sweat out the toils of their merchanting and soak away the knots of industrious rule, continuing to manage things with the cool, calm demeanor that has made the Duchy the stable, prosperous place it is today. This adventure is for characters level 1 through 9, but only if you are brave.
F. Martin Knoff
5
1-9
Urnst, Duchy of
URD3-04
A Friend in Need
Rumors of dangerous beasts have drawn yourself and other adventures to Leukish like ants to a picnic. While in the city an old acquaintance stands accused of murder. Can the PCs' uncover the web of deception before time runs out? A Living Greyhawk adventure for APLs 4 through 10 set in the Duchy of Urnst.
Daniel Thomson
7
4-10
Urnst, Duchy of
URD3-05
Plague of Rage
"Violence begets violence" the old saying goes, but what do the halfling farmers have to do with anything? An Adventure for characters of levels 1-6.
Kent Ertman
4
1-6
Urnst, Duchy of
URD3-06
Crop Circles
A noble mission to deliver a package to the elves in the Celadon forest that creates more questions than it answers, or does it? A scenario for APLS 2-10.
Tracy Young and Matt Atwell
6
2-10
Urnst, Duchy of
URD3-07
The Purloined Letters
Long thought lost, a famed wizard's correspondence has been located in the hands of thieves. The hunt for the stolen letters leads from Nellix to the Celadon Forest and beyond. Can the thieves be caught before they vanish into the chartless depths of the Gnatmarsh? A two-round adventure for APLs 4-12.
Russ Taylor and Farrell Hopkins
8
4-12
Urnst, Duchy of
URD3-08
Rising Shadows
The immutable fortress of Knife's Edge Pass has stood for centuries. Now, something is going horribly wrong, as stories of vengeful spirits spread. Can you solve the mystery before all is lost? An adventure for characters from levels 1-16. This is the conclusion of the Day of the Dead and Greywho's Interactives. This is a Ducal Guard Adventure for all marches.
Matt Lovell & James Zwiers
9
1-16
Urnst, Duchy of
URD3-I0?
Wind of Change
Urnst, Duchy of
URD3-I01
No Holds Bard
A young bard and his pseudodragon friend need your help. Their friend, the adventuresome explorer Trillian Jacobson has gotten himself into hot water again. Only this time it's serious! You must head into the Cairn Hills and brave the dangers therein to bring Trillian back. Will you accept the job? An introductory adventure only for first level characters.
Warren Banks
1
1
Urnst, Duchy of
URD3-I02
Live to Love Again
Leukish is a city of grand structures – magnificent churches, sophisticated mansions, and the wondrous home of the Honorable Chamber. But it is also filled with the elaborate games of the Nobility and the constant vying for advantage in the game of politics. What can a young man in love do when faced with the convoluted dance of the Houses?
Warren Banks
1
1
Urnst, Duchy of
URD3-I03
Good for What Ales You
It's Growfest in Goldplains and the Saint Cuthbert clerics are celebrating with a special Stout. But will the merchant intrigues in the city cause the celebration to go flat? An introductory Duchy of Urnst scenario for first level characters.
Warren Banks
1
1
Urnst, Duchy of
URD3-I04
Overdue Books
Delivering some overdue books sounds like an easy job, but who knows what adventure lies in the Celadon Forest. This is a one round introductory adventure for 1st Level Characters.
Mike Deal and David Berg
1
1
Urnst, Duchy of
URD4-01
Feudal Dispositions
The village of Regensdorf is twice blessed as it celebrates the marriage of a favorite son and the opening of a profitable merchant venture. Yet not all merchant ventures start peacefully in these troubled political times. An adventure for APLs 2-12.
Ada Kerman and Herald Williams
7
2-12
Urnst, Duchy of
URD4-02
Breakfast of Champions
Feuding Noble Houses seek the help of adventurers to investigate an ancient shrine recently discovered in the western Abbor-Alz. But the investigation turns deadly when a third party meddles in the fray. A scenario for parties of APLs 6 to 12.
Jon Thompson
9
6-12
Urnst, Duchy of
URD4-03
Irreconcilable Differences
It is wise to consider the words of the past when contemplating the problems of the present. Taral Seijal, a very thoughtful and well-respected priest of Lendor who lived a hundred years before us, once took two months to write the following lines: "What makes us who we are is not the present, but the reconciliation of the future with the past. When the two are not in balance is when we are in the greatest danger of forgetting who we are now." Words to heed wisely. An adventure for APLs 6-12.
F. Martin Knoff
9
6-12
Urnst, Duchy of
URD4-04
Water Stilled
"Enough!" Thundered Ellis Lorinar as he pounded his fist on the table. "I intend to drive these gods-forsaken Slavers from the Duchy once and for all!" An adventure for APLs 4-12, and particularly suited for a party with a rogue. Sequel to URD2-08 Freedom's Price.
Kent Ertman
8
4-12
Urnst, Duchy of
URD4-05
Shaken, Not Stirred
The Rhenee are threatening all out war if the Duchy doesn't meet their demands. Not that he is worried, but Ellis Lorinar suspects an unseen enemy is manipulating events. He needs allies he can trust for some covert investigating. But here's the risk: it requires going so deeply undercover, you may never get back out. This is an adventure for APL 4- 12, for versatile PCs who can handle highly unusual situations, far outside their usual comfort zones. This adventure is the sequel to URD1-09 "On the Rocks", URD2-08 "Freedom's Price", URD3-05 "Plague of Rage", and URD4-04 "Water Stilled"
Brett Beattie and Kent Ertman
8
4-12
Urnst, Duchy of
URD4-06
Ye of Little Faith
Sometimes, being a hero means having to live up to your reputation. It is not the first time a night on the town has led you to adventure, but it may be the last, if an old enemy has something to say about it. An adventure for APL2-12 that takes place in the College of Sages and Sorcery in Nellix.
Mike Haakstad and Mike Dezotell
7
2-12
Urnst, Duchy of
URD4-07
Seh No More
The Abbor-Alz Mountains hold many mysteries from the past as well as the present. Even the most secure of fortifications are not free of the taint of evil. Not all is lost though. Allies can come in many forms and from many places. Clever and resourceful adventurers can do amazing things, even beginners. Delve in the hidden evils under the safest place in the Abbor-Alz. You might even live to tell about it, but I wouldn't bet money on it. An adventure for APL 2-6. This is a Ducal Guard Module.
F. Martin Knoff
4
2-6
Urnst, Duchy of
URD4-08
Catspaw
The heroes must race against time in order to locate and stop a noble from realizing her apotheosis. An adventure well suited for diplomats, rogues and combat monsters. An adventure for average party levels 10 through 16.
Farrell Hopkins
13
10-16
Urnst, Duchy of
URD4-09
Lucky's Bane
The Vale is secure; the threat to Dumadan is over. Or is it? Many Orcs and Derro escaped their defeat in these regions and their lust for revenge and power is not quenched. A temple of Dispater has been rumored to exist in the Cairn Hills and signs point to his interest in these affairs. Can you find and destroy the temple before the forces regroup? This is a one-round adventure for APLs 6-12 and forms the conclusion to the Deep Affairs and Vale Invasion plot lines. This is a Ducal Guard module and contains an optional 1 time unit encounter recommended for APLs 10 and 12.
Cory Fliegel
11
10-12
Urnst, Duchy of
URD4-I01
To Find Courage
The Dwarves are preparing a assault on the iron fortress and they need all the help they can get, thus they've tasked you with the mission to retrieve a powerful standard that was stolen from them at the beginning of the Derro invasion. Can you find it and lift the moral of the Duamadan forces?
Denise Abbott
?
?
Urnst, Duchy of
URD4-I02
Assault on the Iron Citadel
The tides of fortune have ebbed, and now it is time for the surge to descend upon the trapped and embattled Derro forces. Within their Iron Citadel, wait the invader servants of Dispater, wondering why their lord master has deserted them, wondering how they shall withstand the fury of the dwarves of Dumadan. Are you willing? Are you able? Are you foolish enough? Will you enter the Iron Citadel of Dumadan for the last great battle to retake Dumadan? A two-round regional battle interactive for APL's 2- 14. This is a Ducal Guard event.
James Zwiers and Denise Abbott
8
2-14
Urnst, Duchy of
URD5-01
Silent Watch
The Duchy of Urnst has always maintained a series of fortresses within the Abbor-Alz Hills as a means to protect and guard against the Empire of the Bright Lands to the south and the treacherous plots of Rary. Now in a matter of one year two of the three primary fortresses have fallen, and rumor holds that the last of the three, Nil Keep, is soon to be destroyed as well. The Ducal Guard, who maintains the fortresses, is worried that these rumors are true, and to that end they are hiring adventurers to investigate these rumors and determine their veracity. The Abbor-Alz are a wild and dangerous place, are you willing to enter them and determine if there is indeed a concerted threat to the Duchy, of if the rumors of the third castle being destroyed are simply rumors. An adventure for characters from APL 2 through 12. This adventure is a Ducal Guard adventure.
James Zwiers
7
2-12
Urnst, Duchy of
URD5-02
What's Mine is Mine
Deep in the Cairn Hills, the tough and independent settlers of the western borderlands of the Duchy have been carving out a living from the very hills themselves. But when the local Flan tribesmen hear a voice long thought forgotten rolling across the hills, the message spells trouble for the inhabitants of Pargenters Mine. This is a Ducal Guard scenario for APLs 6-12.
Todd Spencer and Peter Williams
9
6-12
Urnst, Duchy of
URD5-03
The Contenders
A summons to the College of Sages and Sorcery brings adventurers to Nellix. Is it just another errand, or have your deeds come to the notice of the elite at last? Sometimes the answer is more than you bargained for. An adventure for parties of APLs 6 to 12. This is the sequel to URD4-02 Breakfast of Champions.
Jon Thompson
9
6-12
Urnst, Duchy of
URD5-04
With A Twist
After the events of the last year regarding the treatment of the Rhennee in the Duchy of Urnst, there has arisen a need among the Rhennee to stop the oppression. The true question is what could "filthy bargefolk" offer in exchange for freedom from their oppression? A sequel to URD 1-09 On the Rocks and URD 4-05 Shaken Not Stirred for APLs 2-12.
Cornelius H. Belmont & Kent Ertman
7
2-12
Urnst, Duchy of
URD5-05
Standing Silent in the Shadows of Castle Seh
The fortress of Tarth Moorda has long been aligned with the Duchy, and now serves as one of the few remaining bastions of defense against Rary the Traitor. So when the Warmasters of Tarth Moorda are in need of investigators to alleviate one of their concerns, the Duke is quick to help...by sending you. A Ducal Guard adventure for APLs 4-12. A sequel to URD3-08 Rising Shadows, URD4-07 Seh No More, and URD5-01 Silent Watch.
Rod Cross & Roy Thalman
8
4-12
Urnst, Duchy of
URD5-06
A Family Affair
Politics can make for strange bedfellows, and bedfellows can make for strange politics. When lovers from feuding families are torn apart, only you can bring them back together. And incidentally, what sort of woman could have Mikkold Finback so terrorized anyway? This adventure, a romantic farce in the spirit of the Italian commedia dell'arte, is a loose sequel to URD2-06 A Current Affair, and is the concluding adventure in the Feudal series, for APLs 2-12.
Mike Haakstad and Mike Dezotell
7
2-12
Urnst, Duchy of
URD5-07
Tears of the Sun
A mission of mercy leads to a hotbed of trouble in an unexpected place. When laughter is the best medicine, will you give in and learn about the darkness hiding in the Sun's heart? Intrigue, danger, and destiny await. An adventure for APLs 2-12.
Denise Mauldin
7
2-12
Urnst, Duchy of
URD5-08
The End of the Line
Sometimes the best of intentions can create the greatest of evils, and other times even the best laid plans can be thwarted easily. In both regards, this is one of those times. It is up to you to finish what others have started and rid the Duchy once and for all of one of its greatest evils. Be well prepared and willing to do whatever it takes to accomplish the greater goal. Sacrifice and loss are inevitable whenever great deeds are to be done, so be ready to give your all and be willing to do whatever it takes, and if you have a little more, it probably wouldn't hurt to bring it. A two round module for APL 10-16 set in the Duchy of Urnst. Note that this module requires a great deal of preparation and has a tendency to run long. Please allow for both of these circumstances. This module is recommended for a balanced APL party and should be approached with caution (if not avoided completely) by unbalanced or underpowered parties. This is the conclusion to the Teranor story arc, as well as a finale to Mystic Bay.
F. Martin Knoff
13
10-16
Urnst, Duchy of
URD5-I01
Amongst the Hills
With rising activity on the Duchy's borders – the Nyrond Imperium, rumors from the Bright Desert, and trouble in the cairn hills – the Ducal Guard has some lingering issues in the Abbor-Alz hills that need to be taken care of. A Duchy of Urnst Regional Interactive for APLs 2-16.
Denise Mauldin, Jon Thompson, David Thompson, Glyn Dewey, Rod Cross, Peter Williams, Cornelius Belmont and Mike Haakstad
9
2-16
Urnst, Duchy of
URD5-I02
The Rules of Engagement
It's that time again! The yearly Coriner Gala approaches and Leukish is busy with the preparations and the rumors and the speculations. Lord Ellis will be attending and who he might be bringing is the talk of the town. Also, it seems that Broden Lorinar has recently returned from Ahlissa and that the notorious ladies man will be dragging his brother Jolen to the Gala as well. When such luminaries are all in Leukish, there's a target for danger. Can you prevent disaster from occurring at the Gala again?
Denise Mauldin
?
?
Urnst, Duchy of
URD5-I03
Dead in the Water
The stagnant waters on the Nesser River require a stiff breeze to restart their flow, but can you be as swift and silent as a zephyr, or will you be dead in the water? A Duchy of Urnst Interactive for APLs 2-8.
the Duchy of Urnst Interactive Team
5
2-8
Urnst, Duchy of
URD5-I04
An Empty Throne
Rumors are running rampant – it's been several months now and even Lady Annora can't hide the fact that Duke Karll has gone missing. He's never been gone for more than a few days without letting her know where he's been going and keeping in touch, so what could have happened to Duke Karll that's kept him away? Despite his absence (or perhaps in direct relation to it), the politics in the Honorable Chamber grind onwards – what would happen if Duke Karll never returned? There are several pressing issues that need the seal of the Duke… A special session of the Honorable Chamber was called and word is trickling out that they convened to discuss who to appoint… but the vote was inconclusive. What influence can you have on coming events and can you prevent the Duchy from descending into confusion and civil war? A one round Duchy of Urnst Interactive for APLs 2-16.
Denise Mauldin, Brad Street, and Jon Thompson
9
2-16
Urnst, Duchy of
URD5M-01a
Large and in charge
A mini-mission.
Rod Cross
9
2-16
Urnst, Duchy of
URD5M-01b
A Walk In The Park
A mini-mission for APLs2-10 regarding the retrieval of something delicate.
Jon Thompson
6
2-10
Urnst, Duchy of
URD5M-01c
Scavenger Hunt
The Ducal Guard needs some information… but when information isn't the only thing that's found, what you choose to do makes all the difference. A mini-mission for APLs 2-12.
Glyn Dewey
7
2-12
Urnst, Duchy of
URD5M-01d
Rary's Trade
A simple task has been assigned; deliver a financial support to a unit of men in the desert. APL 6 - 12
Cornelius H. Belmont
9
6-12
Urnst, Duchy of
URD5M-02A1
Protecting Lord Ellis
Lord Ellis is attending the Coriner's Gala with plans of engagement; however he approaches you as friends to ask you to watch his back. A Mini-Adventure for APLs 8-16.
Cornelius Belmont
12
8-16
Urnst, Duchy of
URD5M-02A2
Home Again
The Coriner Gala is over and everyone is headed home. There are several nobles that require additional guards to make their way home… Will you help them get to where they need to be? A mini-mission for APLS 2-12.
Denise Mauldin
7
2-12
Urnst, Duchy of
URD5M-02B1
Extreme Makeover
Hope. So precious, yet so fragile. When hope is extinguished, sometimes it takes a hero to rekindle it. A mini-mission well suited for those with silver tongues and kind hearts. For APL's 2-12.
Ian Seale
7
2-12
Urnst, Duchy of
URD5M-02B2
All the Pretty Flowers
Before anyone can attend the gala, there's a lot of preparation and that involves the selection of all the pretty flowers. This year Jolen Lorinar has been given the task and the language of flowers may spell his downfall. Can you prevent a disaster from occurring? A mini-mission for APLs 6-12.
Brett Beattie
9
6-12
Urnst, Duchy of
URD5M-02B3
On The Ball
Half the fun of going to the ball is getting there! A mini-mission for APLs 2-6.
Warren Banks
4
2-6
Urnst, Duchy of
URD5M-02B4
The Gift
Politics is a dangerous game in the Duchy of Urnst. Even the simple act of giving a gift can have serious repercussions. A mission well suited for those with larcenous skills and loose ethics. For APL's 2-12.
Ian Seale
7
2-12
Urnst, Duchy of
URD5M-04A1
Whose Riot Is It, Anyway?
"The difference between a celebration and a riot? In a riot, they're burning, smashing, and stealing YOUR property." –Annora Mirathol A mini-mission for APLs 2-16.
Jon Thompson
9
2-16
Urnst, Duchy of
URD5M-04B1
Along Came a Spider
Once again, Lord Ellis turns to adventurers for aid. This time he needs guardians for his fiancée, Lady Leara Tarnel. Can stout hearts save her from the perils that stalk House Lorinar? A mini-mission for APLs 10-16.
Russ Taylor
13
10-16
Urnst, Duchy of
URD5M-04B2
In Search of Karll
Duke Karll has disappeared in the past but never without leaving word and his younger son Broden would like to know why. An mini-mission for APLs 8-16.
Warren Banks
12
8-16
Urnst, Duchy of
URD5M-04B3
Clients & Patrons
Patrons take care of their clients in return for certain considerations. When a powerful representative of a patron house disappears, the heroes may discover more than they bargained for. A mini-mission for APLs 2-12.
Farrell Hopkins
7
2-12
Urnst, Duchy of
URD5M-04B4
Road to Ruen
"Yesterday's enemy is tomorrow's ally." But the step from words to deeds is not always an easy one. Even a simple courier mission can face unexpected dangers. A mini-mission for APLs 2-6.
Jon Thompson
4
2-6
Urnst, Duchy of
URD6-01
An Accidental Murder
The death of a wealthy noble's son has the city watch shining a light into the darkened corners of Lower Seltaren and not everyone appreciates the attention. An investigation adventure particularly well suited for stealthy and diplomatic types of APLs 2 to 8.
Warren Banks
5
2-8
Urnst, Duchy of
URD6-02
Forged in the Vale
It's been two years since the orc invasion of the Vale was stopped in its tracks. The orc menace has ended…hasn't it? The Duchy's new Regent is looking for adventurers willing to investigate. This is a Duchy Factions adventure and may be used for Ducal Guard, White Bear, and Scarlet Bear banked time units. An adventure for APLs 2-8.
Kathy Ice
5
2-8
Urnst, Duchy of
URD6-03
Brother Rat
While the nobles struggle for power in the Honorable Chambers, a very dangerous game begins in the city's streets, but who are the players and what are the stakes? An investigatory adventure ideal for characters belonging to the Rogues of Seltaren but playable by anybody. A one-round Regional adventure set in the Duchy of Urnst for characters level 1-12 (APLs 2-10). A loose sequel to URD6-01 An Accidental Murder.
Warren Banks
6
2-10
Urnst, Duchy of
URD6-04
Heart of the Sun
Unrest is stirring in the Heart of the Duchy of Urnst; sides are being chosen and lines are being drawn. A decade old feud, an orphan, and the whispers of scandal. Strange things are happening in the town of Pontyrel and hidden dangers lurk around every corner. Will your actions quench the flames, or will you be burned in the Heart of the Sun? A Ducal Factions adventure – It is strongly recommended that PCs playing this module are all supporters of one faction or neutral. A one-round Regional adventure set in Pontyrel in the Duchy of Urnst for characters that enjoy investigation, diplomacy, intrigue and suspense of levels 1-14 (APLs 2-12).
Denise Mauldin and Hollis Lau
7
2-12
Urnst, Duchy of
URD6-05
Desperate Measures
When a Duchy noble turns to necromancy, everybody has a stake in the outcome. But of politics and necromancy, which is the more dangerous? A one-round Regional adventure set in The Vale for characters level 1-14 (APLs 2-12). Recommended for characters with connections to the Vale, House Kaste, or a faction. Ducal Guards, Scarlet Bears, and White Bears assigned to the Duchy may use this adventure for banked time units. Part 3 of the "To Save the Vale" series (included URD6-02 and URD6-I02)
Kathy Ice
7
2-12
Urnst, Duchy of
URD6-06
Under a Stern Gaze
The Church of Wee Jas is looking outside their own ranks for adventurers to perform some reconnaissance, but what could the Dark-eyed Goddess want done that couldn't be done by her own servants? A one-round Regional adventure set in the Duchy of Urnst for characters level 9-15 (APLs 10- 16). Of particular interest to those with connections to House Urlirel
Bill Benham & Roy Thalman
13
10-16
Urnst, Duchy of
URD6-07
Balancing the Scales
A trail thought cold has been picked up once more and adventurers are needed to track down someone they have faced many times before and failed to capture. Can you succeed this time? A one–round Regional adventure set in the Duchy of Urnst for characters level 1-14 (APLs 2-12) that is a sequel to URD4-02 Breakfast of Champions, URD5-07 Tears of the Sun and URD6-04 Heart of the Sun. This adventure is of particular interest to followers of Pelor and members of the Strong Hart and White Hart factions.
Denise Mauldin
7
2-12
Urnst, Duchy of
URD6-08
Food for Thought
The promise of new life for works thought lost draws you to Seltaren. But are you the only ones? A loose sequel to URD1-08 Mired in Gosferd and URD3-07 Purloined Letters. A one-round Regional adventure set in the Duchy of Urnst for characters level 2-14 (APLs 4-12).
Russ Taylor
8
4-12
Urnst, Duchy of
URD6-I02
The Vale Be Saved
The Vale is in contention and the prize is the land itself. Will you support those who have come to free it, those who oppose them, or those left empty handed? Even more important: Can you get a piece or will it go to the highest bidder? This interactive is a Faction Interactive and makes use of the Ducal Diplomatic Corps, the Ducal Guard, and the Keeper of the Vale meta-organizations. It is also highly recommended for characters who are legitimate members of a Duchy Noble House. This Duchy of Urnst regional interactive supports APL 2-14.
David Thompson & Brad Street
8
2-14
Urnst, Duchy of
URD6-I03
The Honorable halfling
A group of Halfling leaders want to petition the Duchy of Urnst's Honorable Chamber to get a Merchant House Charter. This is a critical need that the Halflings feel they deserve to maintain relations with the Suel of the Duchy. You know those small feet will step on some toes though, so that is where you come in: bodyguards. This mini-module supports the Halfling of the Vale Faction and (potentially) either the White Hart Faction or the Strong Hart faction. A mini mission set in the Vale for characters level 1-11 (APLs 2-10)
Rick Bagnall
6
2-10
Urnst, Duchy of
URD6-I04
7th Night Where Nothing Happens
At long last, the grand Leukish Garden will open to the public. The Mayor Governor of Leukish has arranged a public festival to be held in the garden, and a grand bardic competition is being held. Noted singers from across the Flanaess have been invited to perform, and already the first wedding is scheduled for the garden. Security is tight to make sure that absolutely nothing happens. Come and scavenge with the Rogues of Seltaren on new ground, the forbidden streets of Leukish!
Jonathan and Michelle Ingram
?
?
Urnst, Duchy of
URD7-01
In the Face
The fortunes of the Veldeen Rhennee are slipping once more. Do the ancient stones of the elves have a purpose other than a chip in the game of Houses? Of interest to Rhennee, Rogues of Seltaren, and Ducal Loyalists. This adventure is a continuation of URD1-09 On the Rocks and URD5-04: With a Twist and ties in to other events in the Duchy. A one-round Regional adventure set in the Duchy of Urnst for characters level 4-15 (APLs 6-12).
Cornelius Belmont
9
6-12
Urnst, Duchy of
URD7-02
Soul of the Sun
Why are the Celadon elves seeking guards? Both the Strong Hart and White Hart factions are investigating to see what new machinations are afoot. Secret meetings, deadly games, and desperate intrigue all battle to see who will win the Soul of the Sun. A one-round Regional adventure set in the Duchy of Urnst for characters level 1-15 (APLs 2-12).
Denise Mauldin
7
2-12
Urnst, Duchy of
URD7-03
Caveat Emptor
Duke Ellis has been crowned and now Leukish is abuzz with the arrival of the Zilchans. Why are they back? What do they want? This adventure is part of the "City In Turmoil" series [Part 1: URD6-03 Brother Rat]. A one-round metaregional adventure set in the Duchy of Urnst for characters level 1-14 (APLs 2-12).
Brad Street, Rod Cross, Warren Banks, & Hollis Lau
7
2-12
Urnst, Duchy of
URD7-04
Skin Deep
The Western Flanaess Trading Company boasts that nothing but roses and rainbows have come from their expeditions to the west, but they're looking for a little extra protection securing their cargo on its way to Zeif. Are they just jumping at shadows, or are their claims of smooth sailing only skin deep? This adventure could be challenging for centaurs and asherati, but is recommended for Ducal Guard and Ducal Navy characters. A one-round Duchy of Urnst adventure set on and about the Nyr Dyv for characters level 1-15 (APLs 2-12). This adventure is the first in a cross-regional trilogy that continues in, ZEF7I02, and ZEF7-04.
D. Adrian Abshere
7
2-12
Urnst, Duchy of
URD7-05
A Plague on Both Your Houses
Plague has broken out in the western Vale, and a mission of mercy is departing from Leukish. Of course, given recent events, persuading halflings to accept Suel help may prove…challenging. And nothing in the Vale is ever as simple as it sounds. A one-round regional Factions adventure set in the Duchy of Urnst for characters level 1-14 (APLs 2-12).
Kathy Ice
7
2-12
Urnst, Duchy of
URD7-06
Justice
When Duchy politics leads to an unjustified and unprovoked assault the blood of the Wolfhearts cries out for justice. But who has the right to judge? And who has the right to punish? A journey into the world of unintended consequences in a one-round regional adventure set in Duchy of Urnst for characters level 1 - 11 (APLs 2-8).
D. R. Briskman
5
2-8
Urnst, Duchy of
URD7-07
Last Man Standing
A recent landslide has revealed what could be the entrance to an ancient shrine deep in the AbborAhlz, and an intrepid band of explorers has been asked to investigate. With the leaders of the Duchy vying for control, the Duchy stands on the edge of ruin. When all begins to collapse, who will end up the Last Man Standing? A two-round adventure set in the Duchy of Urnst for characters between 9th and 15th level (APL 10-16)
Travis Woodall
13
10-16
Urnst, Duchy of
URD7-08
Good Intentions
Peace is a delicate and easily shattered thing. Peace between ancient enemies is even more delicate and should be appreciated for ever existing, not for how long it lasts. The peace between the Duchy and Rary seems to have its heart in the right place, but it has been said that it is doomed to fail. Rumors of dervishes raiding into the Abbor-Alz seem to verify this, but the only people hurt by it will be the settlers and tribesmen there. Can you help them? A one-round regional adventure set in the Duchy of Urnst for characters level 4-14 (APLs 6-12).
F. Martin Knoff
9
6-12
Urnst, Duchy of
URD7-I02
The Atherlea Jubilee
Urnst, Duchy of
URD7-M0?
Armed and Dangerous
Urnst, Duchy of
URD7-S04
Heroes to Ashes
Urnst, Duchy of
URD8-01
Something Old, Something New
The pleasure of your company is requested at the wedding of Cinda Finel and Tamber Cloverbrook. Reception to follow. Not to mention battle, mayhem, betrayal, and political in-fighting. (It is the Vale, after all.) A one-round regional adventure set in the Vale for characters level 2-14 (APLs 4-12). This adventure is best suited for PCs with factional ties and/or PCs who have previously adventured in the Vale.
Kathy Ice
8
4-12
Urnst, Duchy of
URD8-02
Everybody Loves Seoman
With tensions high and temperatures low in the city of Leukish, some hot-blooded soldiers, and a mysterious woman cross paths with the PCs. A one-round Regional adventure set in Duchy of Urnst for characters level 4-14 (APLs 6-12).
Roy Thalman
9
6-12
Urnst, Duchy of
URD8-03
Veiled in Iron
The Duchy is racing towards civil war, but the Rhenee have a prophecy of peace. The heroes of this adventure are the agents of fate as they begin to pull away the veils concealing not one, but two great evils orchestrating events. A oneround regional adventure set in the Duchy of Urnst for characters level 4-14 (APLs 6-12).
Peter Williams
9
6-12
Urnst, Duchy of
URD8-04
A Storm on the Horizon
Ellis has been silent for too long since his recent family problems. With Karll back, is house Lorinar about to bring about a civil war for dominance of the Duchy? To prevent tragedy a new house enters the playing field to keep the peace. A one-round core adventure set in Duchy of Urnst for characters level 6-15 (APLs 6-16).
Cornelius Belmont
11
6-16
Urnst, Duchy of
URD8-05
Blood Runs Thicker Than Water
Chaotic maneuvering and infighting has plagued the Duchy of Urnst for years now. At some point all of the simmering tensions are bound to boil over. Now is that time. All of the major players are meeting in Leukish to resolve who will lead the Duchy of Urnst into the next age. Strong Hearts, White Hearts, No Hearts and Ducal Loyalists will clash in the nation's capital and the only thing that is guaranteed is that nothing will be the same in the Duchy of Urnst again. A two-round Regional adventure set in the Duchy of Urnst for characters level 6-15 (APLs 8-16) with optional extra Time Unit options that are highly recommended.
F. Martin Knoff
12
8-16
Urnst, Duchy of
URD8-I02
The Allies of My Enemies
Each table will make their way through the besieged town of Atherlea. The two highest tables, APL 14 and APL 16, will then converge on the final battle in the town square. The lower-APL table has a mission of their own, which will impact the town square battle.
Matt Eddleman, Jacob Wood, and Forrest Hosier
?
?
Urnst, Duchy of
VEL1-00
Veluna Gazetteer
< GAZETTEER >
Veluna
VEL1-01
Mines of Austor
The High Roads Trade Company needs your help. A caravan has not returned from its trip to a remote silver mine, and the Company wants to send you to get to the bottom of the disappearance. An adventure based around the area southeast of Devarnish. An adventure for characters levels 1-4.
David Christ
3
1-4
Veluna
VEL1-02
Under the Streets
People in Devarnish are disappearing at an alarming rate. You have been gathered together by a veteran of many battles against evil. He believes that the cause of Devarnish's current suffering will be found in the sewers and catacombs beneath Devarnish. This is a regional adventure for characters level 1-4.
Peter Parker
3
1-4
Veluna
VEL1-03
Poachers Will Be Shot
The Festival of Growfest is here and the streets of Valkurl are packed. Merchants from all over Veluna cram the streets as farmers sing praises to Beory and Merikka for a bountiful season. Wealth and goodwill are all around you but something dark lurks in the cracks. Someone is not what they seem but can the party find out who in time to save the town and themselves. A dangerous adventure for character levels 1-4. Border Run, Part I.
3
1-4
Veluna
VEL1-04
Like Water Under the Bridge
The City of Falsridge has a water problem. Seems that travel on the expansive Fals River has stopped. For a city that makes a living by the water, this is bad. It seems that no mater what the city does, The river traffic doesn't return. It seems that whichever way the waters flowing, It is not toward Falsridge. Part I of the Agent of Iuz series. An adventure for character levels 1-8.
5
1-8
Veluna
VEL1-05
Leuko's Last Stand
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5
1-8
Veluna
VEL1-06
Fields of Peren
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6
4-8
Veluna
VEL1-07
The Delivery
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5
1-8
Veluna
VEL1-08
Bodach Invasion
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6
3-8
Veluna
VEL1-09
The Dig
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6
3-8
Veluna
VEL2-01
It's A Kinda Magic
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6
3-8
Veluna
VEL2-02
A Cup of Tears
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4
1-6
Veluna
VEL2-03
In Darkness Lurks
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7
3-10
Veluna
VEL2-04
The Spectre of Lorridges
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?
?
Veluna
VEL2-05
The Catacombs of Mitrik
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7
3-10
Veluna
VEL2-06
Under A Blood Red Sky
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6
1-10
Veluna
VEL2-07
The Return To Shandalanar
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8
5-10
Veluna
VEL2-08
What's Behind This Crate?
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7
3-10
Veluna
VEL3-01
Lost Secret of the Lortmils
An old friend asks for your aid once more to search for two wayward friends. It seems they found an ancient tablet lost for centuries that turned out to be a map. Where this map leads however is a mystery and what might be found there could be the darkest secret Veluna has ever kept…An adventure for character levels 5-12..
Greg Bartholomew
9
5-12
Veluna
VEL3-02
The Wing of a Butterfly
The druids know that nature is in a very delicate balance. For every action, there is an equal and opposite reaction. But, what they do not share is the fact that for every hurricane there is a single butterfly whose wing flapped and caused the breeze, which tipped the balance, creating the storm from the calm. What they do not even suspect is that, just as nature has its butterflies, so fate has hers. This is part four in The Traveler's Saga. This is a one-round Living Greyhawk event designed for characters of APL 2-10.
Victor Long
6
2-10
Veluna
VEL3-03
A Family Affair
News has come again that the town of Sugarberg is in dire straits. The High Roads Trading Company wants you to investigate robbery, as a few local businesses have been robbed of supplies and money. Is it a plague of Sancredia, little folk getting revenge, or a cutthroat thieves guild? Whatever it is it's not the norm, but what is in Sugarberg? Time is short and tempers are high. Can you solve the mystery in Sugarberg? A one round Living Greyhawk Veluna Regional adventure for characters Levels 4-12.
Jared Fegan
8
4-12
Veluna
VEL3-04
Shrouded in Mist
A light mist falls on the city of Whitehale as tensions remain high since the attacks on the villages near Castle Sepher. Sir Ellard Rojan still stubbornly denies help from Mitrik and yet has found nothing but dead ends and frustration. Can the Hextorites be that quiet? Part 2 of the Paranoia and Deceit series. For APLs 4-12
Tim Sech
8
4-12
Veluna
VEL3-05
Eye Hand Coordination
While traveling through Veluna a very peculiar boy runs up to your group yelling, "HELP! My home is being attacked and I can't wake up my mom." After that startling jolt from this boy your first question is to ask " Why us and How did you find us?" The reply was one you weren't expecting, "One of you is a Legendary Hero of Veluna aren't you?" the boy replies with a big smile. A Follow-up adventure to the Catacombs of Mitrik. APLs 4-12. It is recommended that PCs with the Veluna Legendary Mark of the Hero should play this event.
Mark S. Middleton
8
4-12
Veluna
VEL3-06
Spire of Herion's Malice
Password protected
Veluna
VEL3-07
Pixie in a Bottle
The curator of the museum of Mitrik is looking for some adventurers to do some field research into the origins of a mysterious object that was found in his basement. Special Note: When arranging groups for this event please make an effort to only have one person with the sprite in a bottle (Listed on the cert as Curse of the Decrepit One) from the adventure Vel2-08 What's Behind this Crate.
Michael White
Veluna
VEL3-08
Escape from Shandalanar
The bards of Veluna speak of a town where everything is horror. Horror and pain. A town from where there is no escape from the creatures that crawl on the crust of the land, from the lost and the hopeless and the broken and the doomed. The bards speak of a town and the name of the town they speak of is: Shandalanar. And, there can be no escape. This is a Living Greyhawk adventure set in the region of Veluna and is appropriate for characters level 1-12. (APL 2-12)
Victor Long
7
2-12
Veluna
VEL3-09
The Accursed Rings
Three rings forged from fire and metal unknown. Three rings that have stumped scholars for over a year as to what their true purpose is. One ring in the hands of the 'One' while two rings are held in two cities kept hidden away from even the most devout. Locked deep away with the Vale's best guarding them while Veluna's citizens go about their day...then it turns into night and the two rings begin the call...For APLs 6-14. It is recommended that at least some of the players have played in any of the Rings series, Paranoia and Deceit, and Lost Secret of the Lortmils before playing this module.
Tim Sech and Chuck James
10
6-14
Veluna
VEL4-01
Whispers in the Dark
The Church of Rao has lost one of the rings and an ominous feeling has fallen over Veluna and the church. A bitter, dark winter has yet to let go of its icy grip even though Veluna yearns for spring to come early and bring new life to a distraught country. Unfortunately the darkness seems to follow you, as your presence in Veluna City is not one of goodwill but of mourning as another prominent Bishop has passed. All is not well in the Vale. An adventure for APLs 6-12.
Tim Sech
9
6-12
Veluna
VEL4-02
Sins of the Father
By tradition, the nobles of House Sarneth have shown in the past a tendency to step down when the eldest son is of age to rule properly. Redin Sarneth, eldest son of the most powerful noble in Veluna , Plar Eldried Sarneth, reached that age last fall. So far the Plar has shown no signs of relinquishing that power. An investigative adventure in Veluna politics for APL's 2-8.
Jeff Richards
5
2-8
Veluna
VEL4-03
War of the Rings
The Rings of Austor are gone. The Diocese of Whitehale has been invaded, Castle Sepher and Whitehale City overrun. An ominous black cloud blankets the land, blotting out the sun while orcs, undead, and devils run amok. Armies muster in Mitrik against this unnatural enemy. War has come to the Vale of Luna, and the Archclericy needs the strength of heroes. The conclusion to the Rings series and the Paranoia and Deceit Series. A battle adventure for heroic volunteers APL2-16.
Jeff Richards
9
2-16
Veluna
VEL4-04
Enemy of My Enemy
The forces of Evil hold the northern parts of Veluna. You have been called on by the Church of St. Cuthbert to help prepare for counter attacks against those forces. You have come to Falsridge because it is a safe place to plan and prepare, or is it? A module for APLs 4-12.
Christopher M. Johnson
8
4-12
Veluna
VEL4-05
Heart of Darkness
The advance of the forces of evil has been halted. It is time to start planning counter offensives against their strongholds in Whitehale and Sepher. Are you up to sneaking past legions of orcs, undead, or worse to discover what darkness lies in a man's heart? An adventure for APLs 6-12.
Christopher M. Johnson
9
6-12
Veluna
VEL4-06
A Harvest of Souls
The shadow cast by The One continues to spread across Veluna, even as Hazen's successor dons the mantle of Canon. In this struggle for the very soul of the Vale, heroes find that knowledge and wits are as valuable as swords and armor. How will you fare when put to the test? On the streets of Veluna City one battle will be decided for good or ill. An urban investigative scenario for APLs 2 through 8.
Michael T. Hebert
5
2-8
Veluna
VEL4-07
Behind Enemy Lines
You received a message to meet Sheen Kriha in the Museum of Mitrik. The message said it was urgent that you report at once as you were recommended for a mission of the utmost importance in this time of need. With the armies of The One encamped around Mitrik what on earth could be important enough to draw you away from the defense of the walls? For APLs 6 through 12. *Special Note* When arranging groups for this event please make an effort to only have one person with the pixie in a bottle (Listed on the cert as Curse of the Decrepit One) from the module Vel2-08 What's Behind this Crate or from the module Vel3-07 Pixie in the Bottle.
Michael White
9
6-12
Veluna
VEL4-08
Shadow of the Serpent
The Diocese of Grayington has seceded from Veluna and the new Plar has declared himself the True Canon of the Faithful. All religions other than Rao are banned in Grayington, which remains untouched by the ravages of war. Is Rao truly shielding his devoted followers in Grayington while abandoning those who have wandered from the true path? What motivates the new Plar to take such drastic measures? An urban investigative scenario for APLs 2-8.
Jeff Richards
5
2-8
Veluna
VEL4-09
Shattered Faith
Herion's forces surround Mitrik. Canon Hazen has fallen. The Crook has been taken. Rao is unreachable in the Vale's time of need. Veluna's defenders are losing faith. Any glimmer of hope is worth investigating, isn't it? A scenario for APLs 6 through 12.
David Kerscher
9
6-12
Veluna
VEL5-01
The Beast Within
The former Plar of Veluna, Eldried Sarneth, assassinated by the cult of Marduk and subsequently raised, seeks revenge against his enemies. Are you the hammer of his justice or simple pawns in a larger game? A Veluna regional adventure for character levels 1 to 10. (APLs 2-8)
Jeff Richards
5
2-8
Veluna
VEL5-02
Key to Reason
The siege of Mitrik has reached a climax. Forces of good and evil converge on the embattled city, including reports of strange creatures with large hands and eyes in place of heads. In the catacombs of Mitrik an ancient promise is fulfilled. A Veluna regional scenario for all heroes, but related to the scenarios "Catacombs of Mitrik and Eye Hand Coordination. A combat intensive adventure for character levels 4 to 14. (APLs 6-12)
Mark S Middleton
9
6-12
Veluna
VEL5-03
The Forgotten
In the Iron Wood lies a forgotten tie to Veluna's past. Veluna's past may be the key to her future. A Veluna regional adventure for character levels 1 to 10. (APLs 2-8)
David Kerscher and Tom McGrath
5
2-8
Veluna
VEL5-04
Blood Money
The Iron Rings Consortium trading company has long been associated with questionable dealings, and the similarity of their symbol to that of the cult of The One has frequently cast doubt on their loyalty to Veluna. However, there has never been any evidence that the company as a whole is to blame for any of the unfortunate incidents in which they have been involved. A chance encounter on the streets of Devarnish may change all of this, for good or ill. A Veluna regional adventure for character levels 4 to 14. (APLs 6 to 12).
Jeff Richards
9
6-12
Veluna
VEL5-05
The Lost
To sleep, perchance to dream.... but what happens when your dreams are nightmares? Heroes are drawn in to a race for the final piece of the puzzle that is key to vanquishing Herion. The course of the quest takes them on a journey to a land most people associate with dreams. Will it be pleasant dreams or a nightmare for the heroes? A Veluna regional adventure for those heroes skilled with sword AND those skilled with words, character levels 4 to 14. (APLs 6 to 12)
David Kerscher and Tom McGrath
9
6-12
Veluna
VEL5-06
Fangs of the Serpent
The Diocese of Grayington has seceded from Veluna and declared a new archclericy dedicated totally to Rao. The Church of Rao in Veluna still has some loyalists in the rebellious diocese. You are tasked with sneaking across the border and delivering a package to a loyal priest acting as a spy in the new archclericy. This should be a simple task for battle hardened adventurers. A Veluna regional adventure for character levels 1 to 10. (APLs 2 to 8)
Jeff Richards
5
2-8
Veluna
VEL5-07
A is for Anarchy
Some thought that the situation in Grayington would be resolved if the self-proclaimed Canon and his spiritual advisor were removed. While that might have quenched some people's thirsts for justice, it has left Grayington leaderless. Steps must be taken to settle the unrest in the rebellious diocese before there can be any hope of reconciliation with Veluna. A Veluna regional adventure for characters that do not want to see Grayington in chaos for character levels 1 to 10. (APLs 2 to 8).
David Kerscher
5
2-8
Veluna
VEL5-08
The Reaping (Part 1)
The final battle with Canon Herion is at hand. The army of Veluna is pushing northwards, retaking the devastated Diocese of Whitehale. Heroes are needed for a possible suicide mission to assault the very lair of the Heretic himself in an attempt to eliminate his threat once and for all. The first half of a 2 round continuous play dungeon crawl for nonevil heroic characters of levels 4 to 14. (APLs 6 to 12). Survivors must play VEL5-09 immediately after this adventure.
Lynn Register and Jeff Richards
9
6-12
Veluna
VEL5-09
The Reaping (Part 2)
The final battle with Canon Herion is at hand. The army of Veluna is pushing northwards, retaking the devastated Diocese of Whitehale. Heroes are needed to assault the very lair of the Heretic himself in an attempt to eliminate his threat once and for all. The second half of a 2 round continuous play dungeon crawl for character levels 4 to 17. (APLs 6 to 16). Players MUST play VEL5-08 immediately before this adventure.
Jeff Richards and Lynn Register
11
6-16
Veluna
VEL6-01
Release the Hounds
In the wake of the Herion's invasion of northwestern Veluna, many human communities were overrun and slaughtered. A few found a means to survive under the thumb of Herion's forces. One group made some hard choices and found a new path. What repercussions these choices have is up to the PCs who find them. A Veluna regional adventure for character levels 1 to 10. (APLs 2 to 8).
Tom McGrath
5
2-8
Veluna
VEL6-02
Scum and Villainy
In uncertain times, uncertainty itself becomes the enemy. The only certainty is that loyalties will be questioned and that those whose loyalties are questioned will be brought to heel. An adventure for character levels 1 to 10. (APLs 2-8). Tables should be formed with characters that would not come into conflict over Church and Pack allegiances.
Evan Miller
5
2-8
Veluna
VEL6-03
Circular Logic
It's not over. Veluna does not stand at the end of history, however much it may seem so. Death is not the end of the cycle. Death is only that which comes before the next beginning. Are you ready to clear away the past and begin again? A fresh start for characters level 4 to 14. (APLs 6-12).
Thad Parsons and Sven
9
6-12
Veluna
VEL6-04
Shadowdancing
When a man falls dead at your feet, you know the day isn't going to be dull. When it turns out he's a member of a powerful organization, and that he's not the only one that's turned up dead, it gets your attention. When investigations lead into a whole other world... it must be an adventure! A Veluna regional adventure for mid- to high- level characters level 4 to 14. (APLs 6-12).
Brian Gilkison and Brian Buxton
9
6-12
Veluna
VEL6-05
The Fox and the Hounds
What would normally be an inconsequential altercation in a tavern becomes much more when one of the participants is the nephew of the Canon. Now it seems everyone wants to find him – but all for very different reasons. Who will you side with? This adventure is a sequel to VEL6-01 Release the Hounds, though it is not required that the same character plays both. A Veluna regional adventure for APLs 2-8.
David Kerscher and Tom McGrath
5
2-8
Veluna
VEL6-06
The Dark Path
The life of an adventurer is one of constant conflict…of the soul within as well as with adversaries without. The characters will contend with both, and face the consequences of each, in an effort to ensure that vanquished threat to Veluna remains so. A one-round Regional adventure set in Veluna for characters level 4-14 (APLs 6-12) wherein PCs may forward the cause of good or commit themselves entirely to evil.
Cary Bishop
9
6-12
Veluna
VEL6-07
The Ever-Turning Path
Another gala celebration at Castle Sepher? After all, the last one (VEL2-06) went so well! However, House Landis is celebrating the happiest news they've had since they built the castle four years ago, so one must forgive them for tempting history to repeat itself. A celebration of marriage for characters level 1 to 10. (APLs 2-8).
Thad Parsons
5
2-8
Veluna
VEL6-08
Hearts Lament
Eldried Sarneth is planning to marry once again, in an effort to reestablish the shattered Sarneth line. In order to win the favor of his noble bride, she demands he must recover Heart's Lament, a long lost relic of ancient Flan worship. The elder Sarneth looks to the heroes of Veluna to aid him in his quest for the lady's hand. A Veluna regional adventure for character levels 4 to 15 (APLs 6-14). It is recommended that this adventure be played by characters sympathetic to the plight of the Velunan nobility.
Jeff Richards & Lynn Register
10
6-14
Veluna
VEL6-09
Whither Shandalanar
There are many questions about Shandalanar's past, but the character's decisions and actions in this adventure will determine the answer to the question of Shandalanar's future, and perhaps much more. A Veluna regional adventure for character levels 1 to 14 (APLs 2-12).
Chris Johnson
7
2-12
Veluna
VEL6S-01
Cruel intentions
A chance encounter with a young apprentice seamstress leads you to finish an adventure that began fifty years ago. A powerful adventuring party finding an indecipherable map that leads to a lost trove of indescribable treasure is the stuff of legends. Now you will see how legends are made into reality... or at least you'll die trying. This is Part One of a tworound Verbobonc regional special for characters levels 1-10 (APL 2-8)
Sean Esterline
5
2-8
Veluna
VEL7-01
Beneath the Rock
Natural disasters have a way of undermining the most careful of preparations. Thus, despite extensive planning, a sudden earthquake has left members of the dwarven Clan Rockhammer trapped in their own mines in the Lortmils. Which brave souls will don helmet and pickax on this mission to extract the excavators? An underground Veluna regional adventure for APLs 2-12.
Ben Mazur
7
2-12
Veluna
VEL7-02
Idle Hands
Helping a lady in distress. Escorting travelers. Delivering a package. All parts of many adventures, but can they be an adventure unto themselves? Either a very simple or a very complex one-round Regional adventure set in the Archclericy of Veluna for characters level 1-10 (APLs 2-8). Parties that include PCs subject to "Enmity of the Nobility" (from VEL6-08) will not be able to experience this entire adventure.
David Kerscher
5
2-8
Veluna
VEL7-03
Unlamented
A research expedition to the temple where "Heart's Lament" was rediscovered has gone missing. The Museum of Mitrik, the College of the Arcane, and House Mori are looking for a few heroic and knowledgeable adventures who are large of heart (but not of size) to find the expedition members and see if there is more to this seemingly simple shrine. A Veluna regional adventure for character levels 4 to 15 (APL 6-12). This is a loose sequel to VEL6-08 Heart's Lament that is not terribly centaur-friendly. Players that have not played VEL6-08 should not play this adventure, as spoilers are inevitable.
Tom McGrath
9
6-12
Veluna
VEL7-04
Chasing Keys
The assassination of Baron Stephen Nital has stoked the firestorm of accusation and political maneuvering between the church and nobility. The force behind the assassination needs to be brought to justice. But conflicting forces have other plans. A one-round regional adventure set in Archclericy of Veluna for characters level 5-15 (APLs 6-12).
Dan Erbacher and Shawn Merwin
9
6-12
Veluna
VEL7-05
Hound at Bay
An ill wind is blowing in Whitehale Diocese. Some believe that fanning the flames will bring a reprieve from tyranny while others fear the flames of rebellion. Others look on to see what benefit they can gain from turmoil. Which side will you choose? A Veluna regional adventure for characters level 1 to 10 (APLs 2-8).
Tom McGrath
5
2-8
Veluna
VEL7-06
Border Watch
Rumbles of war in the Baklunish West have prompted Canon Truft to begin closing Veluna's borders, prompting an outcry from factions both noble and religious. But is the internal dissent due to what some see as an unreasoned decision, or to his choice for the vanguard of the Vale's defense? The security of Veluna is being entrusted to ... bards? Rao help us all. A one-round Regional adventure set in the Archclericy of Veluna that allows for real characters to shine (level 1-14; APLs 2-12).
Brian Gilkison & David Kerscher
7
2-12
Veluna
VEL7-07
Harbinger of Shadows
Redin Sarneth tossed and turned, his sheets soaked with sweat, shadows flitting in and out of his fevered dreams. Something hid in the darkness just out of sight, some presence. In a voice cracked with the age of the oldest scrolls, it spoke in a whisper..... "I am not the pretender Sancredia. I AM THE END." A two round Regional adventure that ties up loose ends that is set in the Archclericy of Veluna for characters level 4-15 (APLs 6-14). This adventure includes an extended play option, which could include untiered encounters. Special thanks to Casey Hoch and his work on the Brotherhood of the Vale.
Lynn Register
10
6-14
Veluna
VEL8-01
One Dirty Job
With the recent disappearance of a local priest, the still-small populace of Whitehale is frantic with new fears and fresh rumors. Are there forces of the Heretic still about? Undead? Baby-stealing elven bandits? What new evil has descended upon ever-cursed Whitehale? A challenging one-round Regional adventure set in the Archclericy of Veluna for characters level 1-15 (APLs 2-14). This adventure is not very centaur-friendly, nor is it for the squeamish.
David Kerscher
8
2-14
Veluna
VEL8-02
Nature vs. Nurture
Things have been pretty good for Veluna since the war ended. Sure, the flood of CY596 killed a few people, but it also cleansed the land of Herion's taint. Sure, the Canon and Church have been a bit overzealous in protecting the country, but it's worked, hasn't it? Sure, the stability of Vale has been strained by evil plots and tested by threats from below, but it's come out all the stronger, right? So why is everyone so grouchy? A challenging one-round Regional adventure set in the Archclericy of Veluna for characters level 2-15 (APLs 2-14).
David Kerscher
8
2-14
Veluna
VEL8-03
A Day at the Museum
An adventurer recently elevated to noble rank wants to show the people of Veluna his philanthropic nature, donates to the Museum of Mitrik artifacts and money to build space to house them. Today is the grand opening and noble, clergy, commoner and adventurer alike are invited to see the fabled Rings of Austor - the phylactery of the destroyed Canon Herion himself! What could possibly go wrong? A one-round Regional adventure set in the Archclericy of Veluna for characters level 1-15 (APLs 2-14).
Lynn Register & Brian Gilkison
8
2-14
Veluna
VEL8-04
The Planting
The wasting disease has gotten worse, and Rao's Vision has sent you into the wilderness. Do you have the fortitude to cultivate the cure? It is recommended that at least one character have ranks in Knowledge (nature) or ranks in Survival to increase the chances of satisfactorily completing this module. A one-round Regional adventure set in the Archclericy of Veluna for characters level 1-15 (APLs 2-14).
David Kerscher, Brian Gilkison & Lynn Register
8
2-14
Veluna
VEL8-05
Essence of Peace
Rao's Vision instructs that you must travel into Hell itself and restore the lost Crook of Rao to its rightful place in Veluna. Return peace, reason and serenity to the land that once was its example by using the artifacts power to heal both the clerics afflicted with the wasting disease and the land stricken with political upheaval. A challenging two-round Regional adventure that starts in the Archclericy of Veluna for heroic characters level 4-15 (APLs 6-14). Caution this may contain untiered encounters).
Lynn Register and David Kerscher
10
6-14
Veluna
VELINT3-01
Of Mines and Men
When four separate trading companies all claim ownership of the same mine, the feathers start flying. Especially when one of the most valuable veins of silver to be seen in recent years is discovered in it. The problem is, everyone has disappeared from the mines along with the deeds. Can you figure out what happened and who owns the mine? An introductory Veluna adventure for new characters. Only 1st level Living Greyhawk characters may play this scenario.
Evan Miller
1
1
Veluna
VELINT3-02
The Bishops Gift
A new bishop is being ordained in Mitrik. Many influential citizens wish to curry the political favor of this new authority figure in the Church of Rao. An introduction to Veluna for first level PCs.
Jeff Richards
1
1
Veluna
VELINT3-03
Crimson Steeple
A young boy needs the help of some stout adventurers to help him travel to a mining colony in the Lortmil Mountains. Seems easy enough especially with the Knights of Veluna back on patrol, but did he mention that the colony was one full of lepers? A Veluna Introductory Regional adventure for APL 2 ONLY.
Russell Akred
1
1
Veluna
VELINT3-04
Ad Populum
A popular former Cleric of Rao has gathered pilgrims for a journey to the Circle of Hands. Will you protect the flock or turn the pilgrims against the Cleric, as the Church requests? For 1st level Characters only (APL 2)
Rory MacLeod
1
1
Veluna
VELINT4-01
What a Tangled Web
Amidst a backdrop of war and invasion, when a Paladin of Rao is attacked by the forces of Furyondy, the two countries are posied at odds with each other. Amidst the tension you are asked to investigate the happenings and find out why the attack occured. Can you find out what's really going on before relations between the two allies are destabilized? An introductory Veluna adventure for new characters. Only 1st level Living Greyhawk characters may play this scenario.
Evan Miller
1
1
Veluna
VELINT4-02
Prejudice and Pride
A chance encounter – isn't that how it always begins? This time, a request for help leads to another, and eventually leads you down the Velverdyva river and to the city of Devarnish in the company of a beautifull young Rhennee girl. An Veluna introductory module for 1st level PCs.
David Kerscher
1
1
Veluna
VELINT4-03
Divided We Fall
While war rages on in Northern Veluna, the party is asked to protect Southern Veluna from raiding orcs and goblins, but with tensions rising between Dwarves and Humans in Valkurl, is the greatest danger an external threat? A Veluna Introductory Regional Adventure for adventuring parties of diverse talents…and dwarves. This adventure is designed for use with first level characters (APL 2).
Cary B. Bishop
1
1
Veluna
VELINT4-04
Snow Storm
Quiet peaceful Lorrish is high above the war shattering the vale of luna. So when a jeweler smith hired you for protection while traveling to the mountain diocese it seemed like a great way to earn a few crooks. Oh Rao, why was there no warning signs, that Lord Jamorrie's diocese would be pulled apart by the arrest of a traitor. Snow Storm, an Intro Scenario for the Archclerisy of Veluna.
Russell Akred
1
1
Veluna
VELINT6-01
Misunderstood
A member of the colleges of Mitrik wishes you to check up on an old friend of hers. Stop by for tea and crumpets. Have a chat. Seems simple enough… An Veluna Introductory Adventure for 1st level characters.
Janelle Middleton and Michael White
1
1
Veluna
VELINT6-02
Widow's Lament
The shadow cast by the lich Herion is slowly lifting from Veluna. Yet stragglers from his army still lurk in the dark places of the land. As refugees stream back to their cities, you must help a war widow who worries that her lost husband and sons may now be among Herion's remaining forces. A Veluna Regional Introductory adventure for first level PCs only.
Ben Mazur
1
1
Veluna
VER0-00
The Citadel
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8
7-8
Verbobonc
VER1-00
Verbobonc Gazetteer
< GAZETTEER >
Verbobonc
VER1-01
Noble Ambitions
The Lady Ashbury is in search for individuals of stout heart and strong sword arm to serve in a task requiring courage, resourcefulness and honor. This is event one of the Nobles Series. An adventure for characters level 1-6.
Rick Bruner
4
1-6
Verbobonc
VER1-02
Giants on the Move
A party of PCs is approached for a scouting mission. A raiding band of Hill Giants has ravaged a remote Gnome village in the Kron Hills, leaving three dead and one missing Gnome Scout. With five days to accomplish the mission, the party must also remain undetected. Event one of the Giant Series. An adventure for characters level 1-6.
Lon Lademann
4
1-6
Verbobonc
VER1-03
Gift of Beauty
His Lordship Viscount Langard has sponsored a contest throughout the Viscounty to find a gift for Her Fey Majesty of Celene. How will it look if this Royal Gesture is interrupted by a group of bandits? Event 1 of the Viscount Series. An adventure for characters levels 1-6.
Michael J. Breslin, Sr.
4
1-6
Verbobonc
VER1-04
How Greenway Was My Valley
Gnome raiders are striking against the southern holding of Lord Galans. He is in need of a group o f adventurers to stop the raids and restores order to his lands. And adventure for characters leve 1-6.
Rick Bruner
4
1-6
Verbobonc
VER1-05
Games Afoot
The punitive raiding force of gnomes, sent out to punish the Hill giants for last month's raid, has never returned. Glennddarc fears the worst. He desperately needs to know what happened. Event 2 o f the giant Series. An adventure for characters levels 1-6.
Lon Lademann
4
1-6
Verbobonc
VER1-06
Forest of Mysteries
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Michael J. Breslin, Sr.
6
3-8
Verbobonc
VER1-07
Knocking on the Keep
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4
1-6
Verbobonc
VER1-08
Abbey of Intrigue
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Sean Esterline
4
1-6
Verbobonc
VER1-09
Knights and Days
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6
3-8
Verbobonc
VER1-10
For Man Nor Beast
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Ron Lundeen
5
1-8
Verbobonc
VER2-01
Enemy Within
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Sean Esterline
5
1-8
Verbobonc
VER2-02
Granite Keep
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5
2-8
Verbobonc
VER2-03
A Friend In Need
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7
3-10
Verbobonc
VER2-04
Goblin Krown
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5
1-8
Verbobonc
VER2-05
Silver Moon
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7
3-10
Verbobonc
VER2-06
Glory Town
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8
3-12
Verbobonc
VER2-07
Master of Puppets
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7
3-10
Verbobonc
VER2-08
Griffon's Blood
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7
3-10
Verbobonc
VER3-01
Armor Class
Protecting children from an unknown danger is a good and heroic thing to do. You agreed to help the Soldragon Academy of Martial Training get to the bottom of these strange and sinister events. Why, then, are you being asked for your…teaching credentials? An adventure for characters level 1-12.
Ron Lundeen
7
1-12
Verbobonc
VER3-02
How Much Wood Would...
An open state funeral leads adventurers into mercantile war, exotic travel…and a short walk in the woods. A Verbobonc regional scenario designed for 3rd –10th level characters.
Josh Brown & Carl Hewelt
7
3-10
Verbobonc
VER3-03
Glory Dimmed
The loggers of the Iron Wood have uncovered a strange underground passage. As the characters descend into this ancient labyrinth, they also move deeper into the tangled web of allegiances in this haunted forest. Deceptions abound, and the characters' actions will shift the balance of power in the Iron Wood. This is Part Two of the Glory Trilogy. An adventure for characters level 3-12.
Ron Lundeen
8
3-12
Verbobonc
VER3-04
A Matter of Love
A woman asks for your help to find her missing fiancé. Baron Avgustin's sister has a family heirloom stolen. Could the two be related? Only further investigation will reveal the truth. Of course, that may only lead to something worse. An Adventure for APL's 4 thru 10.
Terry Doner
7
4-10
Verbobonc
VER3-05
Something's Rotten in Eglath
The plight of oppressed peasants and the escapades of a daring thief draw the adventurers into a nearby, exotic locale and a circle of intrigue stretching throughout Verbobonc. A Verbobonc regional scenario designed for APLs 2 to 8. Module one of three of the "Heroes of Verbobonc" series.
Joshua O'Connor-Rose & Brad Weier
5
2-8
Verbobonc
VER3-06
Never Read Somebody's Diary
Personal memories and information typically written in a diary often time reveal the deepest secrets in a person's life. When an elven scouting party discovers a hidden diary, its contents could provide the Elven Clans of Gnarley vital information. But, the elven scouting party has disappeared. For APLs 2 to 12. Part 1 of "The Dance of Darkness".
Darren Spurrier
7
2-12
Verbobonc
VER3-07
Decision At Sheernob
Good times at Sheernobb renew the fellowship between gnomes and the characters. But all is not joy as events turn to a most desperate hour with desperate decisions. This is the fourth event in the Verbobonc Giant series. An adventure for APLs 6 to 12.
Lon Lademann
9
6-12
Verbobonc
VER3-08
Mirror in the Quagmire
A old woman in the Kron asks for your help. All she needs are some roots that can be found in the swamp bordering Lady Asbury's lands. This simple task could ripple through the fabric of truth. An adventure for APLs 2 to 8.
Brad Ruby
5
2-8
Verbobonc
VER4-01
So Things Come to Confusion
What began as a trickle has become a flood. The noble houses of Verbobonc accuse one another of treachery, which does nothing to stem the flow of larceny. Now the waters have reached Verbobonc City. Who is behind these crimes, who stands to gain, and how much can the players adventurers uncover in a day? Part two of three in the Heroes of Verbobonc series, for APLs 2 to 8.
Joshua O'Connor-Rose & Brad Weier
5
2-8
Verbobonc
VER4-02
A Costly Gamble
An old merchant has invested all his money on a wagonload of merchandise that has gone missing. Can the adventurers find it before it's too late? An adventure for APLs 2-12.
Terry Doner
7
2-12
Verbobonc
VER4-03
Glory's Warriors
Dragged away from a peaceful night to fight in the war for the Iron Wood, the characters must choose their allies carefully and keep the Great Dire Dark from eclipsing the entire forest. Decisions the characters have made earlier in the Glory Trilogy will affect their fate in this scenario. This climactic battle is Part Three of the Glory Trilogy, which should be played in order. An adventure for APLs 4-12.
Ron Lundeen
8
4-12
Verbobonc
VER4-04
Ship of Fools
Knavery may be the best defense against the knave; but in Rhynehurst, where the gutters have so often flowed crimson with the blood of thieves beset upon thieves, the varied shades of gray result in a situation where "good" is only relative to what one considers "evil". A roguish adventure for APLs 2 to 8, and the first adventure in the "Fools" trilogy.
Gregory Hanigan
5
2-8
Verbobonc
VER4-05
Dwarven Dawn
You receive word from Thuldon Rockspitter that now is the time for all friends of Clan Rockhall to assist in an important quest…or at least time for some friends of Thuldon to do him a very big favor. All he asks you is to find a dwarven druid known as Rukar and escort him to Clan Rockhall. Starting at Loren's Ford, any group of adventurers worthy of their name should be able to find a confused dwarf. How hard can it be? A scenario for APLs 2 to 12.
Lon Lademann and Ron Lundeen
7
2-12
Verbobonc
VER4-06
A Fool's Errand
In Verbobonc City public speakers have begun preaching hate and fear: turning man against gnome. A feeling of apprehension grows with each passing day. Like the fields during a drought, everyone is waiting for either the roaring of a fire or the cool spattering of rain. A Verbobonc regional scenario for lawmen or lawbreakers, APLs 2 through 10
Gregory Hanigan
6
2-10
Verbobonc
VER4-07
Reunification
Earth and Stone, Man and Gnome. In Verbobonc, it has been man against gnome since the Kron Hills Revolt of 588 CY. But with the common giant foe resurgent, it is time for the revolt to end. It is time for reunification. Through word and deed, Verbobonc will regain the allegiance of the gnomes. An adventure for APLs 10 through 16, with both diplomatic and combat elements.
Gregory A. Dreher
13
10-16
Verbobonc
VER4-08
Beauty and Two Beasts
Lady Asbury asks for help from those that have helped her before. She has an important decision to make and she dare not make it herself. Her taxes did not make it to the Viscount so she must make other arrangements. She must barter the only thing of enough value that she possesses. She must marry, not for love, but for financial reasons. But which suitor will she choose? A Verbobonc Regional adventure for APLs 6-12.
Ron Lundeen, Mike Maenza, and Vernon L. Vincent
9
6-12
Verbobonc
VER4-09
Wicked Three
A dryad in the Gnarley Forest has learned a powerful prophesy that speaks of the evil operating in the Viscounty. She seeks an escort away from her home, so she can give the prophesy to an old friend…Viscount Langard. A one-round adventure for APLs 2 to 8.
Ron Lundeen
5
2-8
Verbobonc
VER5-01
Deep in the Lortmils
The journal of a long-dead dwarven surveyor in Irondelve holds the clues to locating the last key needed to open the gates of Granite Keep. Thuldon Rockspitter requests the aid of those true to Clan Rockhall so this final piece may be recovered and the gates to Granite Keep opened at last. An adventure for APLs 4-12. Recommended for those who have played VER1-07: Knocking on the Keep, VER2-02: Granite Keep, VER3-06: Never Read Somebody's Diary, VERS4-01: Return to the Fens of Tor, and VER4-05: Dwarven Dawn
Vernon L. Vincent
8
4-12
Verbobonc
VER5-02
Fallen Hero
Old Baron Rollof Avgustin returned from fighting in Veluna a hero, but old men do not live forever—even war heroes. A few nobles and adventurers have been invited to Avgustin's manor house near Loren's Ford to witness the Baron's funeral. Not all guests wish House Avgustin well in this sad time; an enemy is in your midst. No character with Infamy with House Avgustin may play this scenario. Recommended for characters that have played VER3-04 A Matter of Love and VER4-09: Wicked Three. A one-round adventure for APLs 4 to 12.
Ron Lundeen
8
4-12
Verbobonc
VER5-03
Minions of Shadow and Fire
The culmination of the Dwarven story arc, this is a combat-laden Verbobonc regional adventure for character levels 2 to 14. (APLs 4 to 12). Highly recommended for those who have played previous adventures in the Verbobonc Dwarven series (VER1-07: Knocking on the Keep, VER2-02: Granite Keep, VERS4-01: Return to the Fens of Tor, VER4-05: Dwarven Dawn and VER5-01: Deep in the Lortmils). Also recommended is VER3-05: Never Read Somebody's Diary. Characters with the Distrust of Clan Rockhall, the Curse of Moradin, or the Disfavor of Clan Rockhall cannot play this adventure.
Cary Suter and Vernon L. Vincent
8
2-14
Verbobonc
VER5-04
Fool's Gold
The Bridgeforth Inn stands quiet and empty; speakers no longer preach the Brotherhoods message to the populace of Verbobonc City. But all is not well; Bub Tympanum is still missing, Uncle Vardis still has not been apprehended, and none who have entered the Bridgeforth have lived. For both lawful and chaotic PCs, this Verbobonc regional adventure is for character levels 1 to 14 and the final adventure in the "Fools" series. (APLs 2 to 12)
Gregory Hanigan
7
2-12
Verbobonc
VER5-05
A Swan-Like Ending
Get ready for an explosive time in the town of Swan! You have been invited to attend the memorial for the legendary Hero of Verbobonc, Willow Swan, which will feature the dedication of a new statue carved in his likeness. Of course, plans made in Verbobonc rarely go as predicted. Soon enough, the party is knee deep in adventure searching for statues, assassins, and the source of all the friction between the Verbobonc nobles. A light-hearted Verbobonc regional adventure designed for APL 6-12. Players should bring their sense of humor.
Joshua O'Connor-Rose and Brad Weier
9
6-12
Verbobonc
VER5-06
In the Viscount's Secret Service
An unusual request, a secret meeting, and a hamlet that isn't on any maps. You've been selected to assist in investigating just what has the Church of Saint Cuthbert worried...and the Viscount thinking there is something far more sinister going on. An adventure for characters level 10 to 17. (APLs 12 to 16). PC combatants that are members in Verbobonc regional meta-org's, or who are mercenary in nature, are highly recommended.
Michael Maenza and Sean Esterline
14
12-16
Verbobonc
VER5-07
Crown Fire
A surprising turn of events in Cienega Valley sparks far more than expected as the final stroke of a master plan takes shape. The fires of destiny herald the coming of the end and at long last, a pale hand stretches forth. A raging conflagration scourges the land and it's a race against time to save all from the coming storm. This is a two-round Verbobonc regional adventure for character levels 2 to 14. (APLs 4 to 12), and lead-in to the interactive conclusion: March of the Giants. It is strongly recommended that characters that have played previous adventures significant to the Verbobonc story line prior to this adventure.
Vernon L. Vincent With Sean Esterline and Chad LaMontagne
8
4-12
Verbobonc
VER6-01
The Discontent of Our Winter
A missing food shipment, a noble ambition, and strife in the Viscounty lead to a chilly reception in the town of Ketter's Hearth. A thief is in custody, but is he responsible for the crime? That's what you've been sent to discover. This is a oneround Verbobonc regional adventure for PC levels 1-8 (APL 2-6.). Recommended for members of the Mounted Borderers, The Family, and the Verbobonc Town Project (Ketter's Hearth)
Cary Suter and Vernon L. Vincent
4
2-6
Verbobonc
VER6-02
Delve the Wizards Dungeon
One of Verbobonc's notable eccentrics asks you to take a quick trip to an abandoned library and pick something up he left behind several years ago. You're off on the road to adventure! This is adventure 1 of 5 in the Skyroad Series, which should be played in order. A one-round adventure for PC levels 1 to APLs 2 and 4.
Ron Lundeen and Gregory Hanigan
3
2-4
Verbobonc
VER6-03
Castle Estival
Castle Estival has sat looming over the Ironwood. A dark and ominous place shunned by many, though a few have dared to enter…only never to return. For almost two centuries it has stood as a lasting reminder of keoish occupation, a testament to the iniquitous and cruel ways of a long gone noble house. Will you explore past its walls, for you have been asked to delve into its secrets. A two-round adventure for character levels 1 to 14. (APLs 2 to 12)
Michael Maenza
7
2-12
Verbobonc
VER6-04
Sign of the Black Orchid
Does the good of the many outweigh the justice of one? Are you willing to brave the murky depths of politics to service the greater good? As sins of the past threaten to tear the Viscounty asunder, true heroes seek answers to questions that are not always black and white. A one-round Verbobonc Regional adventure for PCs level 1-10 (APLs 2-8).
Darren Spurrier, with Rob Silva and Vernon L. Vincent
5
2-8
Verbobonc
VER6-05
Reclamation
A well-known merchant rumored to have shady dealings requests your assistance in the recovery of some missing goods. This is a one-round Verbobonc regional adventure with both role-playing and combat elements for PC levels 1-12 (APLs 2-10). Highly recommended for PCs that have played VERIntro6-02 Forest for the Trees, VER6-01 Discontent of our Winter, VER6-03 Castle Estival, VTF6-05 Autumn and VER6-04 Sign of the Black Orchid. Also recommended, but not required, is VER6-02 Delve the Wizard's Dungeon.
Rob Silva
6
2-10
Verbobonc
VER6-06
The Ties That Bind
The marriage is done and now it is time to heal the wounds. Lord and Lady Milinous have invited their subjects, renowned adventurers and loyal retainers to join them in Cienega Valley during the week-long Brewfest holidays to finally celebrate the union of two houses. This is a Verbobonc regional adventure for character levels 1-13 (APL2-10). PCs with Infamy from House Milinous or House Asbury cannot play this adventure.
Besheer Mohomad with Michael Maenza
6
2-10
Verbobonc
VER6-07
Ride the Merchant's Highway
Ancient magical energy slumbers in hidden points around the Viscounty, waiting to be awakened. Do you dare to brave a path none have tread for centuries? This is adventure two of five in the Skyroad Series, which should be played in order. A one-round Verbobonc regional adventure for PC levels 1-8 (APLs 2-6).
Ron Lundeen and Gregory Hanigan
4
2-6
Verbobonc
VER7-01
Cleanse Thy House
The Church of Trithereon is accused of fermenting sedition against the lawful nobility of the land. To address these accusations, Bishop Haufren has called an emergency session of the Council of Abbots in the town of Swan. But the Church of Trithereon is distrustful of the good bishop's agenda, and House Langmuir has a few issues of their own to address. This is a one-round Verbobonc regional adventure for character levels 1-10 (APL 2-8).
Vernon L. Vincent
5
2-8
Verbobonc
VER7-02
Storm the Dragon's Bastion
The Skyroads have the potential to bring wealth and power to those who control them. Rumors say that Lord Shannus of Glory refuses to participate. A new ally asks you to accompany him on a mission of diplomacy--or more--into the Iron Wood. This is adventure three of five in the Skyroad Series, which should be played in order. A one-round Verbobonc regional adventure for character levels 1-8 (APLs 2-6).
Ron Lundeen and Gregory Hanigan
4
2-6
Verbobonc
VER7-03
Mourning Glory
The disappearance of a Mounted Borderer detachment in the Iron Wood has raised concerns that something is afoot in the town of Glory. You've been asked to take a discrete look around and see what you can find out. A one-round Verbobonc regional adventure for PCs level 1-11 (APLs 2-8). It is strongly recommended that PCs have played VER7-01: Cleanse Thy House and VER7-02: Storm the Dragon's Bastion prior to this adventure.
Rob Silva and Michael Maenza
5
2-8
Verbobonc
VER7-04
Hidden Within Halls of Iron
While rumors of haunted halls continue, rampant mischief goes unaddressed and the orderly way of life in the Dwarven tunnels tatters away like a forgotten battle-standard. Hoping to find solutions to the growing mysteries, a private council of concerned residents in the town of Irondelve seeks to recruit trustworthy investigators to help rescue the citizens from themselves. What secrets will the intrepid adventurers find, and what could possibly lay …Hidden within Halls of Iron? A one-round Verbobonc regional adventure for characters level 2-12 (APLs 4-10).
Marlene L. Bokholdt and J. Alexander Bokholdt
7
4-10
Verbobonc
VER7-05
The Lion and the Dragon
From Loren's Ford, a combined army of House Avgustin, Stefania, and Chondell soldiers marches toward Validia in a united show of force against the Lord of the Iron Wood. Field Marshall Yronl has not given up on a diplomatic solution, but as the army grows closer, new developments make armed conflict seem unavoidable. Could this be the beginning of civil war in the Viscounty? A challenging Verbobonc regional adventure for APLs 2-8 (PC levels 1-11). PCs should have played VER7-03: Mourning Glory and earlier Verbobonc adventures prior to playing this adventure.
Brian Troyan and Gregg Homerding
6
1-11
Verbobonc
VER7-06
The Swan and the Crow
Covert agents seek to undermine power in the beleaguered town of Swan. Adventurers are enlisted for aid, and the heir of a noble house finally comes of age to help determine the future of the Viscounty. A Verbobonc regional scenario for APLs 4-10. PCs should play VER7-05 The Lion and the Dragon and earlier Verbobonc adventures prior to playing this adventure
Gregg Homerding and Brian Troyan
7
4-10
Verbobonc
VER7-07
A Bitter Pill
Fame. It can be a double-edged sword. With the Viscounty on the brink of civil war a chance to alleviate some of the tension-and line your pockets-presents itself. But what is best for the Viscounty may be in the eye of the beholder. A one-round Verbobonc regional adventure set in Verbobonc City and possibly the Ironwood for PCs level 1-10 (APLs 2- 8). It is strongly suggested that PCs have played all previous Verbobonc Year 7 adventures prior to this adventure.
Ian Thomas Hardin and Chad LaMontagne
5
2-8
Verbobonc
VER7-08
Race the Spirit's Lightning
Verbobonc has changed dramatically since Magister Har sent you on a simple mission years ago. Enemies have become allies, and allies now seem untrustworthy. Triangles of lightning flash in the sky. Are these omens of doom, or heralds of a powerful transfiguration? Find out what lies at the end of the road to adventure. This is the final adventure in the Skyroad Series, which should be played in order. PCs with Gnomish Spectacles are encouraged to play. A one-round Verbobonc regional adventure for character levels 2-12 (APLs 4-10).
Ron Lundeen and Gregory Hanigan
7
4-10
Verbobonc
VER7-09
Jinxed
One day, years from now, you'll be talking with friends about unlucky times. "I once had a very unlucky day," you'll tell them. "It started right away, first thing in the morning. It might have seemed lucky at first. It certainly did to me. But bad luck comes in many guises." "Well, then," your friends will say, "Tell us all about it." A one-round investigative Verbobonc regional adventure for character levels 1-8 (APLs 2-6).
Ron Lundeen
4
2-6
Verbobonc
VER8-01
Mediation
A simple escort job takes an unexpected turn and you learn that gathering information is more than just buying a few rounds at the local tavern. A one-round Verbobonc adventure for questioning characters level 2-14 (APLs 4-12).
Greg Hanigan
8
4-12
Verbobonc
VER8-02
Crypt Things
After a year in a magical coma, it is clear that Bishop Haufren is dying. One desperate quest into a lair of forgotten evil may be enough to save him, but the secrets unearthed there could have a life of their own. A one-round Verbobonc adventure for PCs level 2-14 (APLs 4-12).
Ron and Stephanie Lundeen
8
4-12
Verbobonc
VER8-03
Darkness is Unbound
Shannus of Glory seeks adventurers willing to prove that his violent actions in the past year have been justified. Has the Great Dire Dark truly returned to the Iron Wood? And if so, who other than Shannus can contain it? A one-round Verbobonc adventure for PCs level 4-14 (APLs 6-12)
Brian Troyan
9
6-12
Verbobonc
VER8-04
Bred to the Bone
'What is bred in the bone will out in the flesh.' A race to save an innocent young woman from the depredations of a madman reveals a plan for revenge as old as the gods. A one-round Verbobonc adventure for PCs level 4-14 (APL 6-12).
Gregory Hanigan
9
6-12
Verbobonc
VER8-05
Quisling
Verbobonc is only as strong as its heroes, and only as wise as its leader. When the true power behind the throne is revealed by a prophetess in the Gnarley Forest, will the PCs survive to uncover the truth? Will the truth set the Viscounty free, or topple it into chaos? A one-round Verbobonc adventure for PCs level 2-14 (APLs 4-12).
Ron Lundeen
8
4-12
Verbobonc
VER8-06
Noble Ambitions
The true power rises to claim the Viscounty of Verbobonc as his own. Only a handful of secrets, carefully collected by the heroes of Verbobonc, provide the power to stop him. Now the time has come to battle your way to the schemer before his well-laid plans come to fruition. A one-round Verbobonc adventure for PCs level 4-15 (APL 6-16) and the ultimate adventure in the Verbobonc region of Living Greyhawk.
Vernon Vincent, Ron Lundeen and Greg Hanigan
11
6-16
Verbobonc
VERI8-01
Investiture
For too long, Verbobonc has been without a Viscount. Agents of Veluna, anxious to bring some stability to the troubled vassal province, have announced that a new Viscount must be appointed. Heroes of the land are asked to escort Verbobonc's nobles to Castle Greyfist in Verbobonc City for the event. A one-round Verbobonc interactive for characters level 1-15 (APL 2-14). It is recommended that you play this interactive with the character that played VER8-01 Mediation.
Ron Lundeen and Besheer Mohamed
8
2-14
Verbobonc
VERI8-02
Assault on Castle Greyfist
Secrets are revealed, and the battle lines are drawn. The time has come to force the villain's hand. As the sun sets on the Viscounty, Verbobonc City is engulfed in the flames of war, pitting brother against brother in a desperate battle of epic proportions. The Prophecy shall be fulfilled... A one-round Verbobonc battle interactive for characters level 4-15 (APL 6- 14), and of special interest to characters closely tied to the Verbobonc regional campaign.
Brian Troyan, Rhett Skubis, and Greg Hanigan
10
6-14
Verbobonc
VERIntro3-01
Cat Burglar
This is a Verbobonc Regional Introductory Module. Only first level characters may play this event. An introductory event is designed to be run in two hours. This particular event has been written to be appropriate for younger players.
Sean Esterline
1
1
Verbobonc
VERIntro3-02
A Hunting We Will Go
Harvest time in Verbobonc is a time for celebration, with the harvest festival as its zenith. For the inhabitants of Sobanwych, this harvest festival is more than a tribute to Wenta; it's also an opportunity to reestablish the community. The temple of Wenta in Sobanwych is cooking up a festival to remember – all they require is a pinch of luck, a bushel of effort, and a handful of hearty souls to deliver the guest of honor.
Gregory Hanigan
1
1
Verbobonc
VERIntro3-03
Teeth of the Storm
Late at night, the storm howls and sheets of rain fall upon you. The High Road from Verbobonc to Veluna is supposed to be safe and well-traveled. But on this stormy night you have seen no one else on the road for hours, and no sign of a place to stop and rest. You now travel through the dark lands of Lord Chondell of Verbobonc, whose peasants mention his name in whispers and shutter their windows tightly at night. Perhaps tonight, you will learn why House Chondell is so feared. An Introductory Verbobonc Regional Scenario, for 1st level characters only.
Ron Lundeen
1
1
Verbobonc
VERIntro4-01
It's Never That Simple
Verbobonc City seems an excellent place to purchase new supplies and find companions before striking off in search of adventure. Yet with the harvest just finished the city is packed full and finding a room is harder than you imagined possible. Well, with the rash of thefts you've heard about, perhaps that's just as well. Wherever you sleep you should keep one eye open. A Verbobonc Regional Introductory Scenario for 1st-level characters only.
Besheer Mohamed
1
1
Verbobonc
VERIntro4-02
Jorens Tomb
In years past, a gnomish warmaster rose up to command a force and defend his town, friends, and homeland from an invading army of giants. So complete was the victory that it took over three-hundred years for the giants to regain their former strength. Now, the warmaster's descendant seeks help in locating his final resting place so that the besieged gnomes of today might regain a sense of pride and rally against those who have occupied their homeland. The warmaster's name was Arund Joren. The resting place – Joren's Tomb. A Verbobonc introductory regional scenario for first-level characters only.
Vernon L. Vincent
1
1
Verbobonc
VERIntro4-03
Sewer Rats
Verbobonc City seems like great place for you to earn some much-needed coin, but you have been having no luck finding worthwhile employment. As such, you take what little jobs you get, even if that includes catering. A Verbobonc Regional Introductory Scenario for 1st-level characters only.
John Patrick
1
1
Verbobonc
VERIntro4-04
Seen and Not Seen
The town of Taymouth is buzzing with rumors of mysterious disappearances along a rarely traveled road in the Gnarley Forest. Investigation only leads to more secrets. A mysterious group of people living in the woods and a noble's caravan converge at a campground along the road. The night will not pass uneventfully. An Introductory regional adventure for 1st level characters only.
Rishi Agrawal and Michael K. Drummond
1
1
Verbobonc
VERIntro5-01
Roses and Red, Violets are Blue
Romance and danger, fathers and daughters, bitter betrayals and dramatic reunions, with a tomato thrown in somewhere. Who could resist? A sap happy four hour Verbobonc introductory scenario for 1st level characters only.
Sabine de Lyon
1
1
Verbobonc
VERIntro5-02
A Debt to Pay
You're only running a simple errand, so what danger is there? A Verbobonc Regional Introductory Scenario for 1st -level characters only
1
1
Verbobonc
VERIntro5-03
Ruby Falls
Rumors speak of a ghost who gives out rubies. Is this true or just a gnomish prank? A merchant is looking for adventurers to find out this answer. This is a two-round Verbobonc Introductory regional adventure for first-level characters only.
1
1
Verbobonc
VERIntro6-01
Paper Chase
Betham the Sage – scholar, librarian, and proprietor of the legendary bookstore of Verbobonc City has put out a call for adventures. The task? A unique opportunity, that's for sure. This is a two-round introductory adventure for first level characters only.
1
1
Verbobonc
VERIntro6-02
The Forest for the Trees
For thirty years the residents of Hommlet have seen heroes and villains come and go. As you spend a quiet day at the Inn of the Welcome Wench, you can't help but wonder if there might be an adventure here for you. A two-round continuous play Verbobonc Introductory adventure for first level characters only.
Gregg Homerding and Nathaniel Mohler
1
1
Verbobonc
VERIntro7-01
Small Souvenirs
An earnest plea from a small homesteader leads deep into the Gnarley Forest to reclaim a treasured memento. A oneround introductory adventure for 1st level characters set in the Viscounty of Verbobonc.
Chris Bergstresser
1
1
Verbobonc
VERS6-01
Crewel Intentions
A chance encounter with a young apprentice seamstress leads you to finish an adventure that began fifty years ago. A powerful adventuring party finding an indecipherable map that leads to a lost trove of indescribable treasure is the stuff of legends. Now you will see how legends are made into reality... or at least you'll die trying. This is Part One of a tworound Verbobonc regional special for characters levels 1-10 (APL 2-8)
5
2-8
Verbobonc
VTF3-01
Nor Crystal Falls
Local talk along the Velverdyva Trade Route speaks of adventure with Lords Burne and Rufus. The Lords have called for worthy adventures to interview for an expedition. No clues as to where or what the expedition is to be. Heroes that have dried the water from behind their ears are encouraged to seek an interview with Lords Burne and Rufus at Doomwatch Keep. An introductory adventure to the Tuflik, Fals and Velverdyva Trade Route Metaregional Campaign for characters from level 3 to 14. Part One of the ‘Three is the Evilest Number' Series
Michael J Breslin, Sr
9
3-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF3-02
Undertow
Inflation soars, bandits prowl the streets in search of the unwary, the homeless ever increase in number and people "disappear" on occasion. If ever the city was in need of heroes it's now. Can you help stop the city's downward spiral into chaos? An adventure for APLs 6-12. Part Two of the ‘Three us the Evilest Number' Series
Phil Thompson
9
6-12
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF3-03
Between Mitrik and a Hard Place
Walking through the safe and open lands of Veluna you meet up with an old friend that asks you to help a dear friend of his in Mitrik. What sounds like a simple boring task of helping the Temple of Zilchus about lost financial records and fund repayment, turns into a horrific, harrowing ordeal, one that will leave many scarred and the rest pondering. Blink and you'll miss it. An Adventure for APLs 6-12
Tim Sech and Chris Chesher
9
6-12
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF3-04
Hunt Club
Traveling the majestic Velverdyva River to the Port of Rhynehurst, you find yourselves being drawn into service of good, both Noble and Divine, as reports of trade routes gone calamitous are whispered about. A missing docks worker, strange cargo and missing shipments are the order of the day. The Celeb'vara River flows into the Velverdyva and riverboats of the Rhennee are not moving up river as normal. Can you solve the mystery that has the Rhennee folk refusing gold for transport or pleasure? What evil spirits have emerged from the Kron Hills to torment the innocent? Part Four of the ‘Three is the Evilest Number' Series. An adventure for character levels 8 to 14.
Michael J Breslin, Sr.
11
8-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF3-05
Firestorm
Rumors of strange cultists, a rise in criminal activity and brutal gangs all hint of the deeper evils within Tusmit. The new political tensions between this land and neighboring Ket certainly aren't helping your quest to uncover the mysteries that have led you into the ‘Baklunish West.' The border is becoming tight, but you've made it through. Now you just have to check in with a helpful contact at the Kettish-styled bathhouse here in Blashikdur, and you can be on your way further west. Simple, eh? Part Five in the "Three is the Evilest Number" Series. An adventure for APLs 8 through 14.
Ron Lundeen
11
8-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF3-06
A Smile in the Mist
Clues, unanswered questions and cryptic old men have led you to Ekbir. You come just as the holy city makes preparations for war. The Caliphate has turned his shaking fist towards the Ataphads whose piracy is more and more unbearable. Rumors abound that the Ataphads are involved in the strange smuggling you've been following. Will you be able to find within the mists of deception the sneaky and wicked enemy? Part Six in the "Three is the Evilest Number" Series. An adventure for APLs 8 to 14.
Gaël Richard
11
8-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF3-07
Midnight in the Garden of Law and Chaos
Its been a long and dangerous trek up and down the Velverdyva and Tuflik rivers. Many clues have become exposed, but behind them all, only more questions. With a hot lead in your hands, the city of Lopolla in Ket may burn your fingers. With Ket ripe with tension from the possible western conflict, the next few days are certainly not going to be pleasant. What's worse the Ket Government or the Elemental Evil? Part Seven in the "Three is the Evilest Number" Series. A two-round adventure for APLs 10 to 16.
Tim Sech and Chris Chesher
13
10-16
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF4-01
Flicker
Tensions are on the rise between the nations of Ket and Tusmit as spring brings with it the return of commerce to the Baklunish West. Rumors and insinuations are the order of the day here in Fort Avernand, at the southern tip of the Irafa Road. An adventure for APLs 6 to 16.
Stephen Baker
11
6-16
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF4-02
Conflagration
The flames of war are red hot between Tusmit and Ket. The lands are drying up and thirst for the blood of the innocent. The sands of dissent are spreading but this is only the beginning. Can the heroes intervene and stop the fires that consume both lands? Or will the Baklunish West be doomed to burn on the pyre of….something bigger? Adventure for the brave of heart for APL's 8 – 16.
Telquenariel and Steve Baker
12
8-16
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF4-03
Whirlpool of Madness
The rainstorms that come in off the Nyr Dyv often water the city of Dyvers, but this storm has been lasting for days! Amongst the dismal downpour, you receive a summons from a stranger. Are you brave enough to face the tide of darkness? An adventure for APLs 8-16.
Matt Maddy
12
8-16
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF4-04
Insideous Malfeasance
Mysterious men in black, a missing cleric, and a race against the dawn. What more could you ask for in an adventure? Oh, how about a return to a place of pure evil? An adventure for APLs 6 to 14.
Terry Doner and Ron Lundeen
10
6-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF4-05
The Air Node
For three weeks now, there has been a gale-force wind near the city of Ekbir. You know that it is a sign that the Air Node is now fully active. Are you ready to brave the fury of the evil elemental air? A sequel of the Three is the Evilest Number series. You are advised to have played the previous episodes of this series, especially VTF3-07 and 4-01 to 4-04. An adventure for APLs 8-16.
Gaël Richard
12
8-16
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF4-06
Storm of the Millenium
The end of time is imminent. The last war between Good and Evil has begun. At least that's what the people of Ekbir believe and everything seems to agree with them. In this atmosphere of impending doom, an apocalyptic storm announces the coming of the prince of evil elemental air. And what if the ekbirian people were right? A sequel of the Three is the Evilest Number series. It is highly advisable to have played VTF 4-05 The Air Node. An adventure for APLs 8-16.
Gaël Richard
12
8-16
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF4-07
Sticks and Stones
Following the path of the elemental nodes has brought you to the war torn land of Veluna. It seems more factions than just the cult of the Elemental Eye are interested in the earth node. Can you claim the earth node for the forces of good? A continuation of the "Three is the Evilest Number" series. It is strongly recommended that you play the previous Year 3 and Year 4 VTF metaregional scenarios before this one. An adventure for APLs 8-16.
Christopher M. Johnson
12
8-16
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF5-01
Bonds of Light and Darkness
The Elemental Princes are summoned and their task it at hand this fine day. Is this an event that can be stopped or averted? Or can nothing be done and it is time to let fate decide the destiny of all? A two round continuous adventure set in Ket for character levels 8 to 17. (APLs 10 to 16)
Stephen Baker
13
10-16
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF5-02
Reaping the Darkness
The bonds of light and darkness have been broken and the servants of Tharizdun make their final push. Housed beneath one of the great buildings of the Free and Independent City of Dyvers, a mysterious artifact waits for one side to claim it. Whoever achieves victory here wins the war between the forces of good and those who would annihilate all of Oerth. A two-round meta-regional adventure set in the Free Lands of Dyvers for character levels 8 to 17. (APLs 10 to 16). It is strongly recommended to play VTF5-01 Bonds of Light and Darkness before participating in this adventure
Kevin Elmore and David Blackwell with Matt Maddy
13
10-16
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF5-03
Once Upon a Time in the West
Using my own private funds, I am funding an expedition. I have made the most important discovery of this century. Meet me at the Rusted Falchion near the river in Sefmur when the sun disappears over the horizon. I will have the basic necessities for the expedition, but do bring whatever tools you feel may be useful. An adventure for character levels 2 to 16. (APLs 4 to 14). Part One in the "Faith and Truth" series.
Jean-Philipe ‘JP' Chapleau
9
4-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF5-04
Secrets and Lies
Falsridge has regained its status as the western trade hub of Veluna. A request from the church of St. Cuthbert brings you to the world of Secrets and Lies. Can you survive the secrets and expose the lies? An investigative adventure especially suited for members of the Pack and the Alliance metaorg of character levels 3 to 15 (APL 4-14).
Christopher M. Johnson
9
4-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF5-05
Whispering Harm
A simple task of accompanying a merchant turns into a chaos. Do you have what it takes to go from prey to predator? An adventure for character levels 2 to 12. (APLs 4 to 10).
Michael Maenza, Vernon Vincent and Rob Silva
7
4-10
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF5-06
Faith and Love
Where is the sylph Zinaryamtaz who seems to know a great secret? In search of the Fair Lady, between piety and romance, you have to travel to the misty land of Ekbir where your life might change radically. An adventure for character levels 2 to 15. (APLs 4 to 16). Part Two in the "Faith and Truth" series.
Gaël Richard
10
4-16
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF6-01
Fault Lines
In the struggle between nations, some situations inflame passions more than others. When you move to judge a man, those words could have an impact that will be felt throughout the Baklunish West. Make your decision carefully and weigh both what you are told and what remains unsaid. A continuation of the Faith and Truth series, for PC levels 2 to 16. (APLs 4 to 16).
Stephen Baker
10
4-16
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF6-02
Touched by an Angel
A conclave of the greatest thinkers of all faiths of Al'Akbar is gathering in Tusmit. One of the faith's holiest sites has been convened for this unique event: the Temple of the Dragon. Thinkers from Tusmit, Ket, Ekbir, Zeif, distant Ull, the Paynims and the Nomads have sent representatives. Adventurers who can both talk and reason are in high demand these days. Careful, the gods may be watching. This adventure is for character levels 2 to 15. APLs 4-16 part four of the "Faith and Truth" series. Having played the previous chapters of the Faith and Truth series is recommended.
Jean-Philipe ‘JP' Chapleau
10
4-16
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF6-03
Red on the Horizon
Two years ago, the Dread Pirate Sepp Daminov was lost in the Whirlpool of Madness. Now, his captain is looking for him. Markessa the Red has come to Dyvers. A meta-regional adventure set in the Free Lands of Dyvers and a stage of The Gnarley Threat , for character levels 4 to 16. (APLs 6-14)
Joseph L. Selby
10
6-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF6-04
Faire Trade
A Brewfest Faire is sponsored by the Graf of Falwur in Ket to mark the end of summer. Rich rewards and the glorious title of Champion of Falwur bring many contestants, sponsors, merchants and opportunists. Despite the dramatic increase in recent attacks on merchant caravans, the turnout is astonishing, as the common folk, nobles and clergy celebrate. A VTF meta-regional adventure set in Veluna. This adventure has challenging combats and unique opportunities, for characters levels 4-15 (APL 6-14).
Andrew Moore
10
6-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF6-05
Autumn
The elf clans continue to migrate to the western forest while elements of the Gnarleyfolk begin to adopt a more radical view toward the orcish threat. Life is like the changing seasons they say, and winter is coming to the forest. A metaregional adventure set in the village of Ketter's Hearth in the Viscounty of Verbobonc and a stage of The Gnarley Threat, for APLs 4-16.
Joseph L. Selby
10
4-16
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF6-06
The Earth Dragon Cometh
A recent patron enlists your aid a second time. Not content with superior numbers, the Pomarj is searching for an edge to guarantee success for their northern campaign. Rumor continues to spread that the Gnarley Dragon has awakened. If the two are related, it could be devastating for all the Free Folk. A meta-regional adventure set in the Free Lands of Dyvers, the sequel to VTF6-03 Red on the Horizon, and a stage of The Gnarley Threat for character levels 4 to 15 (APLs 6-14). This event occurs concurrently with Dyv6-06 Walpurgis: The Dark Night and contains untiered encounters.
Joseph L. Selby
10
6-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF7-01
Glass Beads
A court case draws the attention of some powerful figures. The Mouqollad Consortium chooses to intervene and attempts to change the outcome…maybe they will succeed. A one-round VTF metaregional adventure set in and around Polvar in Ket for characters level 4-15 (APL 6-14). Those characters with soul-bound items and anything they cannot part with may find themselves at a disadvantage in finishing the adventure. Part One of the Audience series.
Stephen Baker
10
6-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF7-02
Ascent
Kalat-Kara. The Black Fortress. Rising between the Udgru and the Yatils, it is the Caliphate of Ekbir's advance outpost in a desolate parcel of land. Threatened by hordes of bandits, outcasts and heretics serving the Black Knight of the Udgru and the frost giants of the Yatils, whispers talk about an unholy alliance between the two factions —this might be the death knell of civilization in the region. But maybe you came here looking for the mythical immortal whose lips were said to have kissed Al'Akbar himself? Could he show you the way to the Holy Relics, the Cup and Talisman of Al'Akbar? Between a mystical quest and epic deeds, a winter ascent of the Yatils lies before you! Prepare for a trip to a frozen realm of snow and ice, between heaven and Oerth! You were warned, it will be cold, very cold… the fifth installment of the "Faith and Truth" series. A one-round Metaregional adventure set in Ekbir for characters level 2-15 (APLs 4-14). Those with creatures of Large size or greater may find themselves unable to bring them on this adventure, including Centaur PCs.
Gaël L. Richard
9
4-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF7-03
In the Arms of Angels
I am Karam Fateil, Archmage and head diviner of the Sefmur College of the Arts. Your names have been whispered in the stars and the many divinations I have performed. It is as clear as the night stars, I see it now. And it was in our faces all along. Meet me at the Sefmur College of the Arts at your convenience. But please, do not tarry... Be prepared to make a long trek into the wilds. Have all the equipment you need on-hand. Remain silent and do not discuss the contents of this letter or mention our meeting to anyone. My life and yours are forfeit if word spreads. Their spies are everywhere. An adventure for characters level 4-15 (APLs 6-14) Part 6 of the "Faith and Truth" series. Having played the previous chapters in the series is HIGHLY RECOMMENDED.
Jean-Philipe ‘JP' Chapleau
10
6-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF7-04
Mint Collections
Gold, Silver, Mithral, the bounty of the earth; however, when dwarven miners go missing while repairing an earthquake damaged mine, the Rockhammer dwarves and the Church of Rao seek outside help to investigate their disappearance. Do you have the wherewithal to delve the dark and save the mine, the mint and the dwarves that are its caretakers? A two-round underground adventure for heroic adventurers that starts in Veluna. Spoilers are possible for VEL7-01 Beneath the Rock. For characters level 4-15 (APLs 6-14). Special thanks to Brian Gilkison, Dave Kerscher, and Melanie Register.
Lynn Register
10
6-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF7-05
Underhandedness
As the forces of the Pomarj pour out of Blackthorn, laying waste to all they find in the Gnarley Forest, several adventurers claim to have visions from Istus of impending doom. Orcish activities have fallen in line with the prophecy, even down to the destruction of the village of Tricaster. Some of the Gentry members are taking this vision seriously; they fear the predictions that the Free and Independent City of Dyvers will fall to the orcs within a year. Desperate times do call for drastic measures. A one-round VTF Meta-Regional adventure set in the outskirts of the Free Lands of Dyvers, for characters level 6-15 (APLs 8-14). A continuation of the Gnarley Threat. Note: Those who earned the Disfavor of Felbon from Dyv5-07 End of the Line are able to participate in this adventure.
Kevin Elmore
11
8-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF7-06
Left Unsaid
Without explanation the Mouqollad Consortium has been searching doggedly for rare and unique items all across the Flaeness. As events unfold in the Baklunish West the reasons for this become clearer. A one-round VTF metaregional adventure set primarily in Ket and elsewhere for PCs level 3-15 (APLs 4-14). There is an Extended Play Option available for APL 12 and 14 only.
Gary Milakovic
9
4-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF7-07
Storm Season
The army of Ket has assembled at the behest of the Grand Mufti of the True Faith and marches on Ekbir to retrieve a lost pair of artifacts. Tusmit is split in terms of loyalty and Zeif stands alone in the Baklunish West, with no declared loyalties. An opportunity has arisen to possibly influence their stance, or perhaps simply do good in a region where something unnatural has taken hold. An adventure with some investigation for levels 4-15 (APL 6-14) and part of the Unity and Discord Series.
Stephen Baker
10
6-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF8-01
The Storm
The opposing forces of the Baklunish West are approaching one another in Ekbir and a confrontation between the Exalted and the True Faith awaits. As the distance between the armies diminishes, tensions rise. What can, or should, be done? A two-round adventure for levels 4 to 15 (APL 6-14) and part of the Unity and Discord Series.
Stephen Baker
10
6-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF8-02
Red Skies in the Morning
Markessa the Red: Pirate, Slaver, the Scourge of the Nyr Dyv. For years, Markessa the Red has prowled the waters of the Lake of Unknown Depths, harvesting slaves and menacing the Free Lands in the employ of her Slavelord masters. Now you have been approached by a strange new ally bearing an even stranger request: "Help me save Markessa the Red." Do you have what it takes to invade Markessa's secret lair and put an end to her evil, one way or another? A one-round VTF Meta-Regional adventure set in the Free Lands of Dyvers, in the City of Dyvers and on the Nyr Dyv, for characters level 4-16 (APLs 6-16).
Sean Kliethermes
11
6-16
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTF8-03
A Mother's Love
The militant factions among the Gnarley elves are overwhelming those elves who preach for peace with their non-elven neighbors. A powerful woman in the elven clans seeks a gnome forger—one Hodgi Pepperquill—to reveal truths long buried and resolve the conflict once and for all. A one-round Velverdyva Trade Route meta-regional adventure for characters level 4-15 (APLs 6-14).
Joseph L. Selby with Vernon L. Vincent
10
6-14
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
VTFINT7-02
Ley of the Land
Metaregion II: Velverdyva, Tuflik and Fals Trade Rout
YEO1-01
Masking the Truth
Evidence has been uncovered of a ruined ancient tomb in the outer reaches of the Hool Marshes. A Yeoman Dustdigger has asked you to assist her in entering the swamp, discovering the tomb, and bringing back a magical mask. An adventure for characters levels 1-6.
Kevin Freeman
4
1-6
Yeomanry
YEO1-02
Throwing Stones
Politics heats up in the town of Nighford. Two candidates for the office of Grossspokesman are engaged in a bridge building contest to win that position and they both want your help! Who will you support? How far will you go to aid your employer? And what will you do when the race takes an inevitable turn for the worst? An adventure for characters levels 1-6.
August Hahn
4
1-6
Yeomanry
YEO1-03
Blighted Winds
A strange disease is killing farmers' crops near the town of Hardwick, and if the disease isn't stopped, the entire harvest will be ruined. Can the PCs discover the source of the blight and eliminate it before the region is plunged into economic ruin? A regional adventure for characters level 1-6.
August Hahn
4
1-6
Yeomanry
YEO1-04
Rogue Rescue
A criminal mastermind is seeking political asylum in the Yeomanry from the Hold of the Sea Princes. The Grosspokeswoman of the city of Newick has asked you to meet her at the border and escort her to the city in hopes that she will have valuable information at her disposal. Is her quest for asylum legitimate, or merely a ruse?
Yeomanry
YEO1-05
Charting the Course
The nations of the Yeomanry and Keoland have been divided for years by differing ideologies and past indiscretions. Now, a chance for a renewed relationship exists. But does anyone on either side really want this to happen? What does it take to chart a course through hostile political waters?
Yeomanry
YEO1-06
Cold Blooded
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6
4-8
Yeomanry
YEO1-07
Hole in the Wall
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Yeomanry
YEO1-08
Fell Creatures
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Yeomanry
YEO2-01
The Fires Of Truth
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6
3-8
Yeomanry
YEO2-02
Stomping Grounds
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6
3-8
Yeomanry
YEO2-03
Echoes of a Distant Thunder
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4
1-6
Yeomanry
YEO2-04
Heir Unapparent
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5
1-8
Yeomanry
YEO2-05
Fleeing The Scene
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6
3-8
Yeomanry
YEO2-06
Scarlet Waters
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6
3-8
Yeomanry
YEO2-07
Giants In The Earth
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5
1-8
Yeomanry
YEO2-08
The Hole Truth
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5
1-8
Yeomanry
YEO3-01
Guard Dogs
Groups of refugees from the Hold of the Sea Princes are disappearing amidst the Tors. The authorities seem to care little about the deaths of helpless foreigners. Can you be a good shepherd and escort your flock to safety? Or will the unseen wolves claim you as well as your charges? An adventure for APLs 48.
Bill Howell
6
4-8
Yeomanry
YEO3-02
In Darkness, Despair
A Yeoman March goes missing after investigating a newly uncovered mineshaft thought to belong to a long forgotten dwarven city that plunged into the earth centuries ago. What could be the reason for their disappearance? Stalwart Yeoman adventurers are asked to answer the call. A Yeomanry regional adventure for APLs 2-10.
James Hebert, Jim Hazel, and Tiger Chaplain
6
2-10
Yeomanry
YEO3-03
Sticks and Stones
Della, the ‘Rogue Queen of Monmurg,' has disappeared, and Yeoman officials fear she has broken her contract and fled back to the Hold of the Sea Princes. Can you stop her before she discloses valuable information to the Scarlet Brotherhood enemies to the south? A Yeomanry regional adventure for APLs 2-10 and Part Two in the Cold as Stone Saga.
Kevin Freeman
6
2-10
Yeomanry
YEO3-04
Crimson Skies
As summer's end draws nigh, you find yourself in the town of Spitalvale, and it seems as though you are in luck. The town is preparing for the Temple of Phaulkon's annual celebration of First Flight . A Yeomanry regional adventure for APLs 6-12.
William Altizer
9
6-12
Yeomanry
YEO3-05
A Friend In Need
The alliance between the Yeomanry League and the Hillman of Clan Cumalh is solidified. When a crisis arises on the northern border, will the alliance hold? A Yeomanry regional adventure for APLs 4-10.
Eric Williamson
7
4-10
Yeomanry
YEO3-06
Rhythm of Drums
The sound of drums is never uncommon this close to the Hellfurnaces, but a recent border patrol brings ominous news. Can the PCs silence the drums before they themselves are silenced? A Yeomanry regional adventure for APLs 4-10.
G. Havard Albright, Jr. and Donald Ward, III
7
4-10
Yeomanry
YEO3-07
Squeal Like a Pig
A peaceful romp in Bogspur turns into a nightmare filled with bayou halflings, Midfell mountain oysters and, … orc brides? Come to think of it, what the heck are you doing in Bogspur again in the first place? Bring your funnybones. A Yeomanry regional adventure for APLs 2-12.
Kevin Freeman
7
2-12
Yeomanry
YEO3-IS1
Masking the Truth
Evidence has been uncovered of an ancient tomb in the outer reaches of the Hool Marshes. A Yeoman Dustdigger has asked you to assist her in entering the swamp, discovering the tomb, and bringing back a magical mask. An Introductory Yeomanry module for first-level characters. Cannot be played by players who have already played the Year One Yeomanry regional of the same name.
Kevin Freeman
1
1
Yeomanry
YEO4-01
Flesh and Spirit
Tragedy strikes the town of Tucksvale: a youth is cut down in his prime. What could have done such a terrible thing? Can it be stopped before anyone else loses their life? A Yeomanry regional adventure for APLs 4-12.
Mykele Kinzel
8
4-12
Yeomanry
YEO4-02
Petals
She loves me, she loves me not... Petals fall from the fingers of a blind priest as he contemplates love lost. Things get ugly as adventurers travel through a world of beauty. A Yeomanry Regional adventure for APLs 2-10.
James Hebert
6
2-10
Yeomanry
YEO4-03
Dust to Dust
A call for assistance from the Watchers of the Stone brings you to the peculiar town of Kelzad. Why is it so important to these blind albinos that you explore a recently discovered archeological site? Will your deeds bring renewed hope to the Yeomanry or loose an ancient terror on the land? A Yeomanry Regional adventure for APLs 6-12.
Bill Howell
9
6-12
Yeomanry
YEO4-04
Season of the Wolf
The woods are darker now and more dangerous. The residents of Shalehal lock their doors and shutter their windows now when night falls and the mists creep in. Everyone stokes the fire a little higher when the wolves howl from the Shale Fens. Not marked on any calendar, the Season of the Wolf is upon us. A Yeomanry Regional adventure for APLs 2-12, and Part One of the Ties That Bind series.
Jason Mayberry
7
2-12
Yeomanry
YEO4-05
Whispers of Deceit
In the quiet town of Eastcot something strange is happening. A visiting noble has gone missing and the family is up in arms. Can you discover what has happened before the situation becomes a serious international incident? An investigative Yeomanry Regional adventure for APLs 2-12.
Christopher M Johnson
7
2-12
Yeomanry
YEO4-06
By Brick and Mortar
A rediscovered tome hints at the final resting place of the infamous Archlich Asberdies, tyrant of the Yeoman people. Now that journal has been stolen out of the grasp of the Council of High Magic. You have been summoned in utmost secrecy to the University of Loftwick. A Yeomanry regional adventure for APLs 6-12.
Rich Oliver
9
6-12
Yeomanry
YEO4-07
The Heart of Betrayal
Sometimes the wind from one door closing opens another. Even from afar, those with ears to hear and eyes to see can sense the change. Yet vision and hearing can only go so far. The Watchers of the Stone need someone to serve as their "eyes". Do you dare to be a light in the darkness or will you be swallowed up by the shadows? A two-round Yeomanry regional adventure for PCs of APLs 6-12.
James W. Hazel and Jason Mayberry
9
6-12
Yeomanry
YEO4-08
Live by the Sword, Die by the Sword
Yeomanry
YEO4-IS1
Thickets Dirge
In the aftermath of the disastrous earthquake called the Landstraad, travel and trade has been disrupted all across the Yeomanry League. The Escarpment has nearly doubled in size, and changed the land along its length. Now, you have been asked to escort a small caravan around the northern reaches of the Escarpment along the fringes of the Iron Wood. An introductory Yeomanry regional adventure for firstlevel characters, and Part 1 of the Aftershocks Series.
Ric Fitzgerald & Rich Oliver
1
1
Yeomanry
YEO5-01
Attack Dogs
Politics makes strange bedfellows. Perhaps that can explain why long-time enemies have joined forces and called upon you for help. Some of you are called out of respect for good deeds done. Others are called to atone for past betrayals. All will risk their lives to sink their teeth into the Scarlet Brotherhood's throat. Cry havoc and let slip the dogs of war. A Yeomanry regional adventure for PCs of APLs 6-12.
Bill Howell
9
6-12
Yeomanry
YEO5-02
Shield of Fury, Shield of Faith
A chance encounter while exploring the Little Hills leads the adventurers in search of a legendary Yeoman League artifact. Can this have anything to do with the lost bolthole of the magelord Asberdies you were originally looking for? A Yeomanry regional adventure for PCs of APLs 4-12.
Rich Oliver
8
4-12
Yeomanry
YEO5-03
Break My Bones
Chaos reigns in the Yeomanry! Freeholder Marius Lindon is missing, and controversial Grosspokeswoman Melinda Windomere is taking responsibility to find out what happened. And what, if anything, does the medusa rogue Della know about it? A Yeomanry regional whodunit adventure for PCs of APLs 4-12, and Part Three of the Cold as Stone series.
Kevin Freeman
8
4-12
Yeomanry
YEO5-04
Prophecies of Ash
Another call for assistance from the Watchers of the Stone brings you back to the peculiar town of Kelzad. They ask that you journey into the Underoerth and retrieve an ancient weapon. Will your deeds bring renewed hope to the Yeomanry or will you lose yourselves in the endless night beneath the surface of Oerth? A Yeomanry regional adventure for PCs of APLs 6-12, and Part Two of the Return of the Deliverer series.
Bill Howell & Jason Milks
9
6-12
Yeomanry
YEO5-05
Into the Scarlet Flames
A man's associate has gone missing in a dangerous land. He is unable to go to the rescue, but he is willing to pay to have some stout-hearted Yeomen rescue his companion. A Yeomanry regional adventure for APLs 2-8.
Matthew Crook
5
2-8
Yeomanry
YEO5-06
Broken Spear
The tranquility amongst the vineyards of Coldfair Green is interrupted by the kidnapping of a boy, the son of a wealthy landowner. The party must keep their wits about them and act quickly to foil the sinister plot set forth by the child's abductors. A Yeomanry regional adventure for APLs 4-12.
K.C. Farmer
8
4-12
Yeomanry
YEO5-07
Blighted Souls
Storm clouds gather over the Yeomanry. Seers, oracles and soothsayers are struck dumb, or can only speak of the end of the land. In the darkest hours of the night, dreams turn into nightmares. Amid rumor and speculation, the adventurers gather against the dangers of oncoming night at the base of the towering Escarpment. Shouts call out as a lone figure approaches out of the night. A Yeomanry regional adventure for APLs 6-16, and part of the Asberdies storyline.
Rich Oliver & August Hahn
11
6-16
Yeomanry
YEO5-IN1
Redemption
Yeomanry
YEO5-IN2
All Debts Paid
Yeomanry
YEO5-IS1
Here Comes the Bride
Looking for work? Travel...see the Yeomanry. Simply walk a woman from one town to another and get paid for it. No experience required. A Yeomanry regional adventure for first level characters, and Part 1 of the Brides Series.
Beverly Eldred
1
1
Yeomanry
YEO6-01
Night, Knight
A Freeknight has been assassinated and the culprit is at large. The Yeomanry government seeks aid in apprehending the suspect. Adventurers are needed to face the trail of dread the assassin has left behind. A Yeomanry regional adventure for APLs 6-12.
G. Havard Albright, Jr. & Donald Ward, III
9
6-12
Yeomanry
YEO6-02
Seeking Scarlet Glory
The apprentice of your good friend, Wizard Kevis, has discovered a possible location of ancient treasures in an old manuscript dating back to the time of the Great Suel Migration. Do you have the skill and courage to seek the storehouse? A Yeomanry regional adventure for APLs 2-8, and a loose follow up to YEO5-05 Into the Scarlet Flames.
Matthew Crook
5
2-8
Yeomanry
YEO6-03
Of My Enemy
Politics may make strange bedfellows indeed. Even in so traditional a place as the Yeomanry, strange things may happen, for "An enemy of my enemy…" A Yeomanry regional adventure for APLs 8-12 and resolution of prisoners of war taken in YEO5-06 Broken Spear.
G. Havard Albright, Jr.
10
8-12
Yeomanry
YEO6-04
Blood Shadows
The town of Singleton in the northeastern corner of the Yeomanry has always been a bone of contention between the League and the Kingdom of Keoland. Control of the town has shifted back and forth across the years. The Yeomanry has the strongest claim currently, with their control for the past several hundred years. Whispers of renewed interest in the town from Keoland have sent you east to Singleton to gauge the lay of the land. A Yeomanry regional adventure for APLs 6-12, and Part 1 of the Iron River series.
Rich Oliver
9
6-12
Yeomanry
YEO6-05
The Menagerie
The lure of possible wonders drew a Dustdigger expedition to seek the rumored underground Menagerie of an ancient mage. No one has heard from them since the Landstraad four years ago. Now adventurers are needed to discover the lost expedition's fate and retrieve what it found---if there's a ghost of a chance! However, dead men tell no tales; or do they? A Yeomanry regional adventure for APLs 2-8.
Pete Traylor and Tad Savell
5
2-8
Yeomanry
YEO6-06
Howl at the Moon
Something is wrong in the small hamlet of Woodsend—the people stay indoors and the crops go untended while carcasses of livestock lay here and there showing signs of scavengers about. Can the characters face the menace that threatens this town, or will they, too, fall to these fell creatures? A Yeomanry regional tale of horror in 5 acts for APLs 28, and Part 1 of the Sins of Our Fathers series.
G. Havard Albright, Jr.
5
2-8
Yeomanry
YEO6-IN1
Missing!
Yeomanry
YEO7-01
A Curious Diversion
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 APLs 2 to 6.
Matthew Crook
4
2-6
Yeomanry
YEO7-02
Skin Deep
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 26.
Based on a draft by Kenneth Austin Completed by Rick Middlebrooks
4
2-6
Yeomanry
YEO7-03
Another Bride…Another Groom?
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.
Beverly Eldred
4
2-6
Yeomanry
YEO7-04
Dusty Tomes
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.
David Gloss, MD
4
2-6
Yeomanry
YEO7-05
Honor Among Friends
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.
Jay H. Anderson
5
2-8
Yeomanry
YEO7-06
A Betrayal Most Foul
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.
Thomas and Jessica Robichaux
5
2-8
Yeomanry
YEO7-07
Dark Gate Stalkers
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.
Ron Lundeen
7
2-12
Yeomanry
YEO7-IN1
Barroom Brawl
Yeomanry
YEO7-IS1
Guards for Hire
Need a Job? The Merchant's Guild of Loftwick needs adventurers to serve as caravan guards to accompany caravans and merchants traveling the heart of the Yeomanry. Travel between the major towns of the Yeomanry and earn gold. Adventurers must posses their own equipment, but horses and rations will be supplied by your employer. A Yeomanry regional adventure for APL 1.
Jack Jeffers
1
1
Yeomanry
YEO8-01
A Widow's Tears
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 widow's tears? A Yeomanry regional adventure for APLs 2-10, and Part Two (and the Conclusion) of the Sins of Our Fathers series.
G. Havard Albright, Jr.
6
2-10
Yeomanry
YEO8-02
Opposing Forces
A wealthy merchant in the city of Loftwick has issued a call for adventurers; riches, fame, and glory have been promised. What a scavenger hunt! Recommended for multi-talented parties of adventurers. A Yeomanry regional adventure for APLs 6-14.
Philip Loyer
10
6-14
Yeomanry
YEO8-03
Wanted – Citizen – Dead or Alive
A young militiaman has gone missing and is feared captured or killed by forces bent on destruction. The hero's family is in dire need of his rescue. Do you have the courage and strength to make the attempt? A one-round Yeomanry regional adventure for APLs 6 to 14.
Matthew Crook and Rick Middlebrooks
10
6-14
Yeomanry
YEO8-05
Finders, Keepers
It's been several years since the disappearance of Freeholder Marius Lindon and the rise of Acting Freeholder Melinda Windomere. Other than a statue found in the waters of the Javan near Longspear, there has been no trace of the missing Freeholder. But help comes from mysterious places and only by trusting the unknown can the Freeholder be rescued. A Yeomanry regional adventure for APLs 4-12, and Part One of the End of the World As We Know It series.
the Yeomanry Triad, past and present
8
4-12
Yeomanry
YEO8-06
An Ebon Spike
Yeomanry
YEO8-IN1
There Will Be Blood
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.
Philip Loyer, David Gloss, Brad Ellis
8
2-14
Yeomanry
YEO8-IN2
Desperate Measures
Yeomanry
ZEF6-01
Out of Water
The Merfolk have long been allies of the Sultanate of Zeif. When the Merfolk are in need of help, will the citizens of Zeif come to their aid? Part one of the Eternally Yours story arc. A one-round Zeif regional adventure for APL's 2-6.
Ian Seale
4
2-6
Zeif
ZEF6-02
Left for Dead
Who would have thought the road to high adventure could start in Crazy Akeem's Coffee House? A trip to the Zeir-iZeif market; an introduction to new people; and a contract for adventure on the high seas: all this over a steaming cup of coffee. A one round adventure set in the Sultanate of Zeif for character levels 1 to 8. (APLs 2-6). Meta-org notice: Order of Kwalish, Church of Geshtai, Navy.
Alan Jackson and David Paron
4
2-6
Zeif
ZEF6-03
Honor
An ancient text discussing the Four Feet of the Dragon has been discovered in the ruins of Mukhazin. Zihni Bey bin Zihn al-Ceshra, the discoverer of the scroll, has promised its delivery to the clergy of Istus. But the way is long and dangerous, and priceless relics need protection. Can you uphold your sacred word and earn your reputation as one who follows the Four Feet of the Dragon? An adventure for PCs levels 1 to 10 (APL 2-8). Meta-org alert: Uruzaries, Arcane Sanctum, Church of Istus.
Jonathan Ingram
5
2-8
Zeif
ZEF6-04
Generosity
Most adventurers rely on sword and spell to recover valuable treasures but how many are prepared for the cunning and skill of the auction house? One man's junk is another man's treasure. Can you tell which is which? An adventure particularly well suited for savvy merchants of character levels 1 to 10 (APLs 2 to 8).
Warren Banks
5
2-8
Zeif
ZEF6-05
Family
When a complete stranger pleads for help to save the lives of his fellow men, you must rush to retrieve the rare alhazarde. True Heroes don't question a person in need; they simply act. What value do you place on Family? Think long and hard on this as it may seal your fate! Part three of the "Four Feet of the Dragon" story arc. A one-round adventure for characters level 1-10 (APLs 2-8). This adventure may be of interest to worshippers of Zuoken, the Dusk Lash, and members of the Order of Kwalish.
Brett Beattie
5
2-8
Zeif
ZEF6-06
Piety
Come one, come all! Glory awaits you in the Tournament of Al'Akbar! Do you dare face the same challenges faced by a god? Do you dare endure these same dangers and risk your own life for fame and fortune? Step right up, and join the competition! Follow in the High Cleric's footsteps and perhaps you may find yourself a god amongst mortals! A oneround Core adventure set in Zeif for characters level 1-11 (APLs 2-10).
R.C. Gray
6
2-10
Zeif
ZEF6-07
Into the Drink
A summons from the Sultan has got adventurers meeting with friends from the past for a trip to a different world. The Gulf of Ghayar has long been a landmark in Zeif, but this trip is guaranteed to put a fresh new look on it. What trouble awaits these heroes when they venture into the drink? A one round regional undersea adventure set in the Gulf of Ghayar for character levels 1 to 10. (APLs 2-8); part two of the "Eternally Yours" arc. This adventure is geared towards members of the Royal Navy of Zeif, characters loyal to the Sultan, social-oriented characters, and characters particularly fond of all things watery.
Jake Robins
5
2-8
Zeif
ZEF6-08
That Look
There are dark things squirming in the rotten heart of Zeif. But to go to Dhabiya and root them out means risking more than just your life and eternal soul. A one-round Sultanate of Zeif regional adventure set in Dhabiya for character levels 2 to 14. (APLs 4-12). Part one in the three year "Elite" story arc "Slave Pits of Dhabiya".
Kent Ertman
8
4-12
Zeif
ZEF6-09
All This for a Wedding
The announcement has spread far and wide: Murad the Proud, Sultan of Zeif, is sending one of his daughters to be wed to the son of Muammar Qharan, Pasha of Tusmit. Some say that all the noble daughters of Zeif have been trained as master spies. Some wonder what benefits this union will bring to either nation. Some wonder why the personal bodyguard that preceded the bride to Tusmit looks so much like the Sultan's army. Others wonder if, in the midst of all the political machinations, she will ever make it to Tusmit alive. Note that the Tusmit Regional adventure TUS6-08 is virtually identical to this one. You may not play both adventures. A one-round Sultanate of Zeif regional adventure set in Tusmit and the Sultanate of Zeif for characters level 1-15 (APLs 2-14).
Jon Dawes and John Doyle
8
2-14
Zeif
ZEF6-I01
The Dragon
Zeif
ZEF7-01
Parshadon
There's danger lurking in the Drawmidj! The cargo must get through! But is it worth the trouble? A client in the small town of Parshadon thinks so. Without those supplies, his expedition into the Vaar Hills will be over before it starts. A one-round Sultanate adventure set in the Vaar Hills and the town of Parshadon for characters level 1-12 (APLs 2-10).
Warren Banks & Will McDuff
6
2-10
Zeif
ZEF7-02
Tide of Battle
A desperate call for aid has been sent out from the Merfolk al-Ghayar. Their plea has not fallen upon deaf ears. Sultan Murad, the Proud, has decreed that the enemy of the Ghayar Merfolk shall be driven from the Dramidj. Part three of the Eternally Yours story arc. Meta-Organizations: Church of Geshtai, Order of Kwalish and Royal Navy of Zeif. A oneround Zeif regional adventure for PCs level 1-12 (APLs 2-10).
Ian Seale
6
2-10
Zeif
ZEF7-03
Inner Turmoil
Are you ready to delve into the belly of the beast? The dark city of Dhabiya seeks another morsel. Many have come before you to learn her secrets, but Dhabiya does not give them up freely. Are you willing to risk everything you hold dear to learn them? A one-round Regional adventure set in the Sultanate of Zeif for characters level 2-15 (APLs 4-14).
Jason Woodall
9
4-14
Zeif
ZEF7-04
You Break It, You've Bought It!
The Suel-operated Western Flanaess Trading Company has begun to develop a foothold in the heart of Baklunish territory. Can such ancient enemies learn to get along for the sake of trade, or are they destined to repeat the Twin Cataclysms in miniature every time they cross paths? A one-round Regional adventure set in the Sultanate of Zeif for characters level 1-12 (APLs 2-10).
Brett Beattie
6
2-10
Zeif
ZEF7-05
Korsan
The town of Korsan is a simple little village nestled in a scenic coastal area. For such a small town, it seems to attract a lot of attention. Bring your shopping bags and weapons, because where there is trade and a lot of money, opportunities for trouble are certainly not far behind. An investigative one-round Regional adventure set in Zeif for characters level 1- 10 (APLs 2-8).
Belinda Hamilton, Abbey Johnston and F. Martin Knoff
5
2-8
Zeif
ZEF7-06
Deliverance
Once again you are summoned to Dhabiya. Once again you find yourself called to this city of sins. But this time, you come with a purpose, dragging a few of your fellow adventurers with you. This time you come for deliverance. A oneround Regional adventure set in the Sultanate of Zeif for characters level 4-12 (APLs 6-12). This is part three of the Slave Pits of Dhabyia. The other parts are "That Look" and "Inner Turmoil". Parties need to include someone with "junior" for continuity. This is an "elite arc" adventure. PCs should bring their "A" game and prepare for tough encounters. All item purchases must be done before the introduction and noted on their Adventure Record. This adventure offers an optional encounter for those with our friend "Junior".
Cory Fliegel and Jon Dawes
9
6-12
Zeif
ZEF7-07
Deep Six
The aftermath of the siege lay hard on the merfolk of the Gulf, but the job is not done. Friends are missing, and trouble is brewing deep in the Scar of Untold Depths. Can a group of land dwellers really shape the future of the merfolk? A one-round undersea Regional adventure set in the Sultanate of Zeif for characters level 2-14 (APLs 4-12). Characters wary of magic may find this adventure difficult.
Jake Robins
8
4-12
Zeif
ZEF7-08
Killing Time in Kurteq
It was meant to be a place of rest, a small town to forget about danger and adventure, perhaps even a place to call home. However, where there are adventurers, there is always trouble. A one-round Regional investigative adventure set in the Sultanate of Zeif for characters level 1-10 (APLs 2-8). Killing Time in Kurteq is the third adventure in the "Town Tours" series. It is not required to have played other adventures in the series prior to this.
David Gibson
5
2-8
Zeif
ZEF8-01
Dry Land
The seed of ancient evil is sown in human frailty and nurtured in ignorance, indifference and corruption. The strong of heart and wise of mind must wrench out the vile weed, lest it bear a terrible fruit. A one-round Zeif regional adventure, for PCs level 1-15 (APLs 2-12).
Ian Seale
7
2-12
Zeif
ZEF8-02
She's All Washed Up
Even the uppermost powers of Zeif have dark mysteries in their past, and secrets can't be held forever. Heroes from the Sultanate might have to dig deeper than ever into the history of Zeif to uncover the truth. A one-round Regional adventure set in the Sultanate of Zeif for characters level 1-15 (APLs 2-12).
Jake Robins
7
2-12
Zeif
ZEF8-03
Last Splash
Thousands of years ago, a party of adventurers saved the land that would eventually become the Sultanate of Zeif from an extraplanar menace bent on its ruin. Time has erased the story of these brave heroes, but the threat has returned with a vengeance. Can pre-history repeat itself, or will fiery evil triumph in modern Zeif? Only today's heroes can tell. This adventure concludes the Eternally Yours story arc. A one-round Regional adventure set in the Sultanate of Zeif for characters level 1-15 (APLs 2-14).
Jon Dawes
8
2-14
Zeif
ZEF8-04
Getting There is Half the Fun
The slavers are on the move. They are ready to take Dhabyia once and for all. The Neogi with their army of Githyanki and their dragons are poised for a final blow that may destroy the city. The slaver queen, Shyanne has a plan to even the playing field for those brave enough to venture through the planes. A one-round Regional adventure set in the Sultanate of Zeif for characters level 4-12 (APLs 6-12). This is part four in the Slave Pits of Dhabyia arc that will conclude with part 5 ZEF8-05 "All Good Things". This arc is intended to be an "elite" series and players should expect each encounter to tax them to their limits.
Cory Fliegel
9
6-12
Zeif
ZEF8-05
All Good Things
The time has come to face the past in an effort to save the future. The path leads to the first family of Dhabyia's mansion, now abandoned for 2 decades. Many questions can be answered, but more will be raised. An adventure not for the weak at heart. The final adventure in the "Slave Pits of Dhabyia" arc. This is an "elite" and very mature adventure where characters will be taxed to the limits of their powers. A two-round Regional adventure set in the Sultanate of Zeif for characters level 4-14 (APLs 6-14).
Cory Fliegel & Andreas Zimmermann
10
6-14
Zeif
ZEFI6-01
Mouqollad al-Zeif
The big city of Antalotol beckons you with promises of income and adventure. SKILLED adventurers need only apply. Well suited for diplomats, trackers and "knowledgeable" adventurers.
Michael Ray Deal
?
?
Zeif
ZEFI6-02
Do Dragons Cry?
Another day in Nafiq heats up with the arrival of a gnome and a lucrative job offer. Are you brave enough to fight the heat and sun and travel to Antalotol, near the southern border of the Sultanate of Zeif? An introductory module for level 1 characters only. Characters above this level may not play in this adventure. May be of intrigue to those of the Harem, Spahis, or Dusk Lash meta-orgs.
Belinda Hamilton-Gibson and Cory Fliegel
1
1
Zeif
ZEFI6-03
The Sultan's Birthday
It's the time of the Sakarat Festival to honor Murad The Proud, Sultan of Zeif. You are heading to the Sultanate's capitol Zeir-I-Zeif. You travel with the Genie's Fury Trade Company to help guard against bandits. This is an Introductory module designed for first level characters ONLY. Players above 1st level may not play this module.
Stephane Bolduc and Cory Fliegel
1
1
Zeif
ZEFI6-04
Sailing the Tuflik River
Life on a merchant ship may bring some unexpected adventures, but the waves are not always as dangerous as the storms that trouble the hearts of men. An introductory adventure set in the land of Zeif. For first level characters only.
Martin Minville & Geneviève Pouliot
1
1
Zeif
ZEFI6-05
The "Wurst" Festival Ever!
It starts as it usually does. Minding your own Pints and Quarts in a local tavern in Kale Sosis when a fight breaks out. The guards decide to put you to work instead of jail and now you're out hunting in the Beylik of Varanaad for a band of Orcs that crashed the annual Sucuk Birlik (Festival of Sausage).
Greg Gerritsen and Cory Fliegel
?
?
Zeif
ZEFI6-06
Daima Mcehver
A merchant's son is kidnapped near the Vaar Hills. He has been missing for a week. Scouts have been sent to find him, never to return. Are you brave and resourceful enough to enter the dead mining town of Daima Mucehver? A challenging three-round Introductory module for characters level 1 ONLY. Those above this level may not play. This Introductory adventure can give enough experience to move a character to 2nd level.
Andreas Zimmermann and Cory Fliegel
1
1
Zeif
ZEFSM6-01
Sorry to Barge In
You have found yourself a…guest of the slavers. Now you need to find a way out of the confinement you now find yourself in. (APLs 4-12).