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COR8-05 Pyre of the Righteous (Living Greyhawk - D&D)
By Theron Martin. Adventurers have thwarted Rary on most fronts in his quest to unmake the Scorpion Crown, but that has only irratated 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 Abbor-Alz Hills for characters levels 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".
COR8-07 Celebrations (Living Greyhawk - D&D)
By Kevin Lawson & Shawn Merwin. 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, exhaltation quickly turns to terror as the gala cloaks deadly intentions. A one-round Core adventure set in the Domain of Greyhawk for characters levels 1-15 (APLs 2-12) and the third intrigue of "Honor Among Thieves."
COR8-09 Ruins of Slumber (Living Greyhawk - D&D)
By James Dempsey & Bruce Paris. 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 levels 5-15 (APLs 6-14).
COR8-11 Restoration & Empire (Living Greyhawk - D&D)
By Creighton Broadhirst. 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 levels 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.”
COR8-12 Foundations (Living Greyhawk - D&D)
By Eric Menge. 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 levels 1-15 (APLs 2-12). The fourth and final intrigue of “Honor Among Thieves.”
DAB Ep 48 King's Day (Dave Arneson's Blackmoor - d20 System)
By Kris Wade. Uther's heralds proclaim, "Tournament!" and the greatest Knights of the Realm come for Joust. However, nothing is as it seems. Hubal says there are Afridhi afoot. A one-round Dave Arneson's Blackmoor Adventure for PCs level 2 to 12.
DAB Ep 75 Teacher's Pet (Dave Arneson's Blackmoor - d20 System)
Can a student teach a former teacher or is this lesson to hard to swallow? A Dave Arneson's Blackmoor Episode. Part one of the series Technologically Challenged. ATL 1-5
DAB Ep 76 Remembrance Day (Dave Arneson's Blackmoor - d20 System)
Memories of freedom are celebrated in a war torn land. The heroes are requested to gain freedom for slaves newly taken. Even those in the center of Blackmoor are not safe from the reach of the grasping Afridhi. A one-round Dave Arneson's Blackmoor Episode. Episode four in the Holidays for Heroes series. ATL 7-11
DAB Ep 77 Leaving the Nest (Dave Arneson's Blackmoor - d20 System)
While the army is away fighting the Afridhi war, a rash of terrible crimes rampage the City of Blackmoor. A Dave Arneson's Blackmoor Episode. Part one of the Children of War series. ATL 1-3
DAB Ep 79 As the Seasons Change (Dave Arneson's Blackmoor - d20 System)
The Snow has started to melt as the seasons change. The Dwarves of the Stormkiller Mountains are brewing up something secret and they need your help to keep it that way. A Dave Arneson's Blackmoor episode for heroes level 1-6. Recommended for players with Smusha
GRM7-06 The Order of Underworld Travelers (Living Greyhawk - D&D)
By Joe Masdon. 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.
Note: This adventure will be of particular interest to members of The Order of World Travelers, Syrloch, The Gran March Army and Knights of the Watch. PCs who played GRM6-01, All That Is Secret and Hidden or GRM6-07, Athenaeum who are members of a recognized Gran March meta-organization or
Sheldomar Valley meta-regional meta-organization would also be requested by that organization. Large size PCs and companions might experience additional difficulties with this scenario.
GRM7-08 Thrall (Living Greyhawk - D&D)
By Joe Masdon. “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.
Note: This adventure will be of particular interest to members of the Knights of the Watch, the Gran March Army, Syrloch, and any PC who has performed Research at the Athenaeum.
GRM8-01 Consequences (Living Greyhawk - D&D)
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 ghost town on the border with Veluna. Will it be the easy way or the hard way this time?
This game contains spoilers for GRM 7-1 Gnome Friends and should be played after that game.
part eight of the Homefront series (GRM 7-1 Gnome Friends, GRM 7-2 Gullet, GRM 7-4 The Threat Within, GRM 7-IN2 The Hard Road to Peace, GRM 7-5 Currents, GRM 7-IN3 Troubled Waters, GRM 7-9 The Lost and the Found, being previous seven games).
Members of the Churches of Pholtus, Obad-Hai, Knights of the Watch or Dispatch and persons bonded to Hellbreaker or the Hellscepter may find this adventure useful.
GRM8-02 Pest Control (Living Greyhawk - D&D)
By Michael Roderick Sr. & Mark Malcolm. 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.
Note: This adventure will be of interest to PCs who have participated in the Homefront story arc as well as PCs belonging to regional religious metaorgs or standard churches of Gran March. This adventure contains spoilers for GRM7-7 and GRM7-9; those adventures should be played before this one.
GRM8-03 Witness (Living Greyhawk - D&D)
By Joe Masdon. “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.
Note: This adventure will be of particular interest to those with the Favor of Baron Doulanfon, Knights of the Watch, and the Gran March Army. PCs with the Enmity of Baron Doulanfon from GRM7-IN4, By Right of Conquest cannot participate in this adventure.
GRM8-04 Deceit (Living Greyhawk - D&D)
By Pete Winz. 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.
Note: This adventure will be of particular interest to members of the Gran March military, the Knights of the Watch, and an organization whose very existence is a matter of debate.
GRM8-05 Quorum (Round 1) (Living Greyhawk - D&D)
By P.Dennis Waltman. 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 Two-Round 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
Note: This adventure will be of particular interest to characters who are concerned with the fate of Gran March and/or who would prefer that Keoland not choose the next Commandant, plus those bonded to or possessing Hellbreaker.
GRM8-05 Quorum (Round 2) (Living Greyhawk - D&D)
By P Dennis Waltman. 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 Two-Round 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
Note: This adventure will be of particular interest to characters who are concerned with the fate of Gran March and/or who would prefer that Keoland not choose the next Commandant, plus those bonded to or possessing Hellbreaker.
WH:DP 1-05 Age of Innocence (Witch Hunter: Dark Providence - Witch Hunter: Invisible World)
By Timothy Chandler. In the city of Philadelphia, you can cut the tension with a sword. The colonists and the local Indian tribes are on the brink of war. With one wrong word from either side, the powder keg will explode. Is this the inevitable result of a clash of cultures, or is the Adversary pulling the strings and manipulating events to a more sinister end? Part 2 of the Innocence saga.
WH:DP 2-02 Search for Innocence (Witch Hunter: Dark Providence - Witch Hunter: Invisible World)
By Timothy Chandler. A polite celebration goes terribly wrong, and sudden;ly party goers find themselves in a fight for their very lives. But what is the purpose of the attack, and who is behind this? And what grand plot has the Adversary planned? Part 3 of the Innocence saga.
WH:DP 2-03 Death of Innocence (Witch Hunter: Dark Providence - Witch Hunter: Invisible World)
By Timothy Chandler. Discovery of a villainess leads to yet a deeper, more dangerous plot. The children are missing, and something sinister is afoot on the coast of the Bay of Mexico. The guilty and the innocent intermingle, and you must determine who should be saved from the impending doom. Part 4 of the Innocence saga.
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