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Champions: Day of the Destroyer Part 1 (Custom/Freeform)
" I have become Death, the shatterer of worlds"
With these words, Dr. Destroyer-the greatest evil mind in the world today-announced his return, along with his most destructive scheme ever. Nine out of every ten humans on this planet will die in 72 hours. Only earth's superheroes have a chance to stop the massacre, but first they must find him!
Champions: Day of the Destroyer Part 2 (Custom/Freeform)
After the horror that is the night of villany is now over, the remaining heroes have now located Dr Destoyer's base. The time is now, the stakes the world.
Champions: Project Predator (Custom/Freeform)
Amnesiac teenage Mutants must escape thier captors and discover who they are. But their captors are powerful, the teen mutants must use all their wits and skill to survive.
CoC: No Pasaran! (Call of Cthulhu)
Barcelona,1937:Members of the International Brigades fighting for the Spanish Republic against Franco's Fascist supported Nationalist army are put through training, and check point duty. But are they safe from the horrors of war
COR8-09 Ruins of Slumber (Living Greyhawk - D&D)
By Bruce Paris and James Dempsey.
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).
COR8-11 Restoration and Empire (Living Greyhawk - D&D)
By Creighton Broadhurst.
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 8-15 (APLs 10-14).
The concluding part of Rise of the Ancients and sequel to both Blight on Bright Sands and Sins of Ages Past.
DAB061: The Siege (Dave Arneson's Blackmoor - d20 System)
By Tad Kilgore & Tim Barth.
The Afridhi have attacked up and down the length of the Swamp. Fel and Dukane still struggle under siege. Uther asks you to support and hold a border fort until help comes. Can you? A Dave Arneson’s Blackmoor Special Event for characters level 2-12. This epsiode may be played multiple times. Each time a different ATL must be played, and each time it is played, it must be played with a different character.
DAB082 Wound Behind the Scar (Dave Arneson's Blackmoor - d20 System)
By Joe Kavanagh.
Every Scar has a story behind it. The Redwood Scar is no different. Can the heroes uncover it before the Scar consumes us all?
DAB083: The Coming Storm (Dave Arneson's Blackmoor - d20 System)
By Brian Gray.
Nestled in the Stormkiller Mountains, the people of Ironholm have caught themselves a most unusual creature, and they have no idea what to do with it. However, wherever little creatures can be found, their parents may not be far behind. Will Ironholm survive when Papa comes looking for his only son?
DAB086: Family Secret's (Dave Arneson's Blackmoor - d20 System)
By Jared Eaton and Patrick Shultz.
A description of this event should be available soon. This event must be played prior to playing DAB087 - "Erethor's Tower"
DAB087: Erethor’s Tower - Round 1 (Dave Arneson's Blackmoor - d20 System)
By Jared Eaton and Jae Walker.
The Westryn Elves have found the location of a rift leading into the plane of negative energy. The rift is in the location of an ancient secret. Can the heroes help to uncover the secret before the rift opens to its full potential?
2 Round Dave Arneson’s Blackmoor Adventure for ATL 3-15. Recommended for characters that have played
Kissing Day, Lessons, and Portents.
DAB087: Erethor’s Tower - Round 2 (Dave Arneson's Blackmoor - d20 System)
By Jared Eaton and Jae Walker.
The Westryn Elves have found the location of a rift leading into the plane of negative energy. The rift is in the location of an ancient secret. Can the heroes help to uncover the secret before the rift opens to its full potential?
2 Round Dave Arneson’s Blackmoor Adventure for ATL 3-15. Recommended for characters that have played
Kissing Day, Lessons, and Portents.
DAB088: Renascence (Dave Arneson's Blackmoor - d20 System)
By Jeremy Vosberg.
(The final of the Three R's Trilogy, and part of Foretold)–Those revived and renewed, strengthened by their recent actions, move to complete a task planned generations ago, one that would bring the past of their old ways fully into the present. However, their actions have not gone unnoticed and a voice in the night provides a chance to change the course of their actions. Another voice, however, seeks to ensure their renaissance.
DAB089: Ascendance (Dave Arneson's Blackmoor - d20 System)
By Kris Wade.
(Holidays for Heroes) - A close friend is due great honors, but he is missing. His wife begs for help, but something is wrong with her as well. Which is stronger for you, friendship or truth?
DAB0XX:Rolling Thunder (Dave Arneson's Blackmoor - d20 System)
By Gregory S. Walker.
The Dwarves within the Regency of the Mines have been fighting a losing war against the Orcs of the Dwoemer Realm. A recent foray into the depths has returned a fantastic engine core to power the Dwarves latest and greatest war machine. This giant tunneler, armed with Wizard’s Cabal weaponry and hardened plates of ferro-adamantine was destined to take the fight to the Orcs in the dark recesses of the world where the green skins live and breed. This giant harbinger of death can cause the very ground to shake and the rock to tremble. The gnome engineers have named this invincible weapon Rolling Thunder. Unfortunately, last night someone stole it.
A Dave Arneson’s Blackmoor one round adventure for players levels 7-13. Part two of the series, “Blood from the Stone.”
WARNING: This adventure takes place in the Dwoemer Realm and is recommended for well balanced parties and players who have previously participated in Episode 19: A Matter of Perspective, Episode ??: A World Without Sunshine, and the previous series, “What lies beneath”
Dark Providence 1-08 - Dedication (Witch Hunter: Dark Providence - Witch Hunter: Invisible World)
By J. Wayne Parrish.
The rededication of Notre Dame de Québec promises to be the biggest social event of the decade. The exiled Governor has returned to confront his rival, a centuries-old curse of the Adversary will come to pass, the first Bishop of the New World will take his final step toward sainthood, and the most respected ecumenical college on the continent will adopt a secret mandate. And that is all before the ceremony even begins! Set in the capitol of New France in the summer of 1689.
May not be played after playing WH1-09 Consecration or WH-10 Revelation.
Dark Providence 1-09 - Consecration (Witch Hunter: Dark Providence - Witch Hunter: Invisible World)
By J. Wayne Parrish.
New alliances are being formed to face the threats that lurk in the vast unknown regions of the territory claimed by Louis XIV in this New World. The Iroquois and the Huron suffer the consequences of choosing sides in King William's War. And factions within the Catholic Church seek to consecrate the institutions of New France to their service. There is no rest for the righteous during the summer of 1689 in New France.
May not be played after playing WH-10 Revelation.
Dark Providence 1-10 - Revelation (Witch Hunter: Dark Providence - Witch Hunter: Invisible World)
By J. Wayne Parrish.
The Roman Empire, the Catholic Church, and the King of France continue their ancient rivalries in the New World. The Crusaders Inviolate take steps to solidify their power base in QuĂbec. And the culprit behind the intrigue and conflict in New France is revealed, but without the protection of the shadows, there is no more reason for caution. The stunning conclusion of the Witch Hunters' summer vacation in Canada in the year 1689.
Dungeons and Dragons 3.5 - Ilse of Betes Noir (D&D)
By Leonide LeMaster.
The adventurers, seeking a new home, were caught in a gale out at sea. The gale lasted for hour after tortorous hour and the ship was tossed upon the bosum of the sea. The ship was hurled onto treacherous rocks at the entrance to lagoon. Next day they found themselves on a beach of a remote island, many of the crew and passengers were dead. Eleven alone survived.
Then one day they came upon a native and although it looked like things were looking they would find that their dangers were just beginning as their numbers started to disappear mysteriously.
LFR -AGLA1-1 Lost Temple of the Fey Gods (Living Forgotten Realms - D&D 4e)
Faeries, sprites, nymphs, and dryads – the fey creatures of Faerűn’s wild places are often dismissed as nuisances and pranksters. Those who truly understand the fey know that as with all things natural, there is a darker side to these creatures of fancy. Could a rash of stolen food and sleep dust traps point to a more sinister threat lurking on the wild side of reality?
A Living Forgotten Realms adventure set in Aglarond for characters levels 1-4.
LFR -AKAN1-1 The Rotting Ruin of Galain (Living Forgotten Realms - D&D 4e)
Amidst goblin raids originating from the ruined town of Galain, you are asked by a young genasi woman to locate her brother. Lost or deceased, it’s up to you to find him!
A Living Forgotten Realms adventure set in Akanűl for characters levels 1-4.
LFR -CORM1-1 The Black Knight of Arabel (Living Forgotten Realms - D&D 4e)
Your party is sent to investigate allegations of Netherese activity near Arabel: a dark rider commanding legions of shadow. Can you turn back the tide before it’s too late?
A Living Forgotten Realms adventure set in Cormyr for characters levels 1-4.
LFR -DALE1-1 The Prospect (Living Forgotten Realms - D&D 4e)
The Fall of Stars is the most famous adventurers’ club in Faerűn. Who can say no when offered membership in the Stellar Fellowship, for a mere errand? But of course, things are never that simple.
A Living Forgotten Realms adventure set in the Dalelands for characters levels 1-4.
LFR -DRAG1-1 Many Hands Make Light Work (Living Forgotten Realms - D&D 4e)
Westgate is a dangerous city at any time, but today it’s about to live up to its name. Today, a band of pious Silverstars have arrived in your precinct and they need a little help with renovations and… removals.
A Living Forgotten Realms adventure set in the Dragon Coast for characters levels 1-4.
LFR -IMPI1-1 Alone (Living Forgotten Realms - D&D 4e)
Impiltur is not a safe country for those who are alone. When a young woman’s father dies, can you resist her cry for help?
A Living Forgotten Realms adventure set in Impiltur for characters levels 1-4.
LFR - IMPI1-2 Breaking Point (Living Forgotten Realms - D&D 4e)
By Dominic Amann.
When shopping for weapons the smith suddenly bursts into tears. Somebody captured his wife’s
soul and is using it to extort money and weapons from the poor smith. He has nothing more to
give, and unless you help him everything is lost. A Living Forgotten Realms adventure set in Impiltur
for characters levels 4-7.
LFR -SPEC1-1 Shades of the Zhentarim (Round 1) (Living Forgotten Realms - D&D 4e)
Zhentil Keep is a city with a storied history, even if most of the tale is not fit for innocent ears. A mission to find the wayward son of a wealthy merchant leads deep into the secrets, deceptions, and brutal power on which the dreaded Zhentarim built their ominous keep.
A Living Forgotten Realms two-round special adventure set in Zhentil Keep for characters levels 1-4.
LFR -SPEC1-1 Shades of the Zhentarim (Round 2) (Living Forgotten Realms - D&D 4e)
Zhentil Keep is a city with a storied history, even if most of the tale is not fit for innocent ears. A mission to find the wayward son of a wealthy merchant leads deep into the secrets, deceptions, and brutal power on which the dreaded Zhentarim built their ominous keep.
A Living Forgotten Realms two-round special adventure set in Zhentil Keep for characters levels 1-4.
LFR - TYMA1-1 Elder Wisdom (Living Forgotten Realms - D&D 4e)
By Jeff Hertel.
A frontier village on the outskirts of Tymanther needs help with a reconnaissance mission. The dragonborn do not
often look to outsiders, so this is a good chance to learn about the fate of Unther… and to meet the new neighbors. A
Living Forgotten Realms adventure set in Tymanther for characters levels 1-4.
LFR Special module- “Beneath Haunted Halls” - Round 1 (Living Forgotten Realms - D&D 4e)
By Matt Sernett.
An attack on a diplomatic mission results in the kidnapping of an eladrin Princess Eldara, and it happens on the PC's watch! Now they need to find both her and a stolen magic relic before war breaks out in Cormyr. The trail of the villain has more twists than a snake's shadow, and it leads farther than anyone would expect.
A Living Forgotten Realms three-round special adventure set in Cormyr for characters levels 1-4. This adventure is available only as a part of the Weekend in the Realms special event, October 24-26, 2008.
The event is called "Weekend in the Realms."
Set in and around the famous Haunted Halls of Eveningstar, the adventure is broken into three(3) parts; each part takes approximately 3 hours to play. You can play one, two, or all three parts if you’d like, and earn rewards for your LFR character for each part. Either bring your existing character or create a new one onsite; you’ll be able to play all day with just this one adventure.
LFR Special module- “Beneath Haunted Halls” - Round 2 (Living Forgotten Realms - D&D 4e)
By Matt Sernett.
An attack on a diplomatic mission results in the kidnapping of an eladrin Princess Eldara, and it happens on the PC's watch! Now they need to find both her and a stolen magic relic before war breaks out in Cormyr. The trail of the villain has more twists than a snake's shadow, and it leads farther than anyone would expect.
A Living Forgotten Realms three-round special adventure set in Cormyr for characters levels 1-4. This adventure is available only as a part of the Weekend in the Realms special event, October 24-26, 2008.
The event is called "Weekend in the Realms."
Set in and around the famous Haunted Halls of Eveningstar, the adventure is broken into three(3) parts; each part takes approximately 3 hours to play. You can play one, two, or all three parts if you’d like, and earn rewards for your LFR character for each part. Either bring your existing character or create a new one onsite; you’ll be able to play all day with just this one adventure.
LFR Special module- “Beneath Haunted Halls” - Round 3 (Living Forgotten Realms - D&D 4e)
By Matt Sernett.
An attack on a diplomatic mission results in the kidnapping of an eladrin Princess Eldara, and it happens on the PC's watch! Now they need to find both her and a stolen magic relic before war breaks out in Cormyr. The trail of the villain has more twists than a snake's shadow, and it leads farther than anyone would expect.
A Living Forgotten Realms three-round special adventure set in Cormyr for characters levels 1-4. This adventure is available only as a part of the Weekend in the Realms special event, October 24-26, 2008.
The event is called "Weekend in the Realms."
Set in and around the famous Haunted Halls of Eveningstar, the adventure is broken into three(3) parts; each part takes approximately 3 hours to play. You can play one, two, or all three parts if you’d like, and earn rewards for your LFR character for each part. Either bring your existing character or create a new one onsite; you’ll be able to play all day with just this one adventure.
SavWld: The Eye of Kilquato (Custom/Freeform)
Savage Worlds
Date: 1939.
Setting: South America.
Cast: Buck Savage, Virginia Dare, Danny Dare, Doc Gold, and Kator the Ape Boy.
Buck Savage and fearless companions are travelling to the jungles of South America to recover an artifact for the Metropolitan Museum of Art .
SHE8-01 Severance (Round 1) (Living Greyhawk - D&D)
By Dave Kayserman.
A shadow of dread has fallen over the Sheldomar Valley. The fates of nations balance precariously on one man’s secrets. Will you do what is necessary to protect the Sheldomar from its greatest foes? Will you risk all that you hold dear to bring it all to an end?
A challenging Sheldomar Valley metaregional adventure for APLs 10-16 (LEVELS 8 TO 15), sequel to SHE7-06 A Topaz is Forever and the part 5 conclusion to the “Shadows over the Sheldomar” series. This adventure features an optional additional combat encounter at APLs 12-16.
WARNING: This adventure features dangerous challenges, untiered encounters and extreme situations; parties should be well-prepared before embarking on this adventure. Unbalanced parties or parties without arcane spell-casting may find this adventure to be too difficult to complete successfully.
SHE8-01 Severance (Round 2) (Living Greyhawk - D&D)
By Dave Kayserman.
A shadow of dread has fallen over the Sheldomar Valley. The fates of nations balance precariously on one man’s secrets. Will you do what is necessary to protect the Sheldomar from its greatest foes? Will you risk all that you hold dear to bring it all to an end?
A challenging Sheldomar Valley metaregional adventure for APLs 10-16 (LEVELS 8 TO 15), sequel to SHE7-06 A Topaz is Forever and the part 5 conclusion to the “Shadows over the Sheldomar” series. This adventure features an optional additional combat encounter at APLs 12-16.
WARNING: This adventure features dangerous challenges, untiered encounters and extreme situations; parties should be well-prepared before embarking on this adventure. Unbalanced parties or parties without arcane spell-casting may find this adventure to be too difficult to complete successfully.
SHE8-02 A Sight for Sore Eyes (Round 1) (Living Greyhawk - D&D)
By Steven Hess.
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 (LEVELS 8 TO 15) and Part 3 of the Not One of Us series.
Note: This adventure will be of particular interest to PCs who have played SHE6-07 Sight Unseen and SHE7-05 Out of Sight, Out of Mind.
SHE8-02 A Sight for Sore Eyes (Round 2) (Living Greyhawk - D&D)
By Steven Hess.
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 (LEVELS 8 TO 15) and Part 3 of the Not One of Us series.
Note: This adventure will be of particular interest to PCs who have played SHE6-07 Sight Unseen and SHE7-05 Out of Sight, Out of Mind.
ULP7-09 Chill (Living Greyhawk - D&D)
By Bill W. Baldwin.
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.
ULP8-01 Words of Wisdom (Living Greyhawk - D&D)
By Daniel Gray.
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.
Note: This adventure may be of special interest to those who played ULP5-09 Traveling Tales, ULP 6-02 Hook, Line and Sinker or ULP4-IN04 The Fharlangathlon.
ULP8-02 Sundered Bonds (Living Greyhawk - D&D)
By Bill W. Baldwin.
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.
ULP8-03 The Mind of a Spyder (Living Greyhawk - D&D)
By Christopher Reed.
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 (LEVELS 6 TO 15).
Note: This adventure will be of particular interest to members of the Mine Rangers, members of any alleged arachnocentric organizations, and longtime PCs of the Principality of Ulek.
ULP8-04 Serious Inquiries Only (Living Greyhawk - D&D)
By K. Patrick Barley & Heidi A. DeVries.
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).
WarHammer 40K Tournament (Tabletop Wargame)
By WarHammer.
Warhammer Tournament!
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