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…And Peace (Living Kingdoms of Kalamar - d20 System)
By Andrew Garbade. Could the war between Pekal and Kalamar be coming to an end? Envoys from Emperor Kabori speak of peace, but will their actions tell a different tale? A Living Kingdoms of Kalamar adventure for characters level 1-9 (ATLs 1-9).
A Song of Revival: Pekal Battle Interactive (Living Kingdoms of Kalamar - d20 System)
By Adrew Garbade. Will Pekal be triumphant in the war against Kalamar? Only you can help determine the fate of the land! A Battle Interactive for characters level 1-9 (ATLs 1-9)
BC 1 Principal of the Matter (Xen'drik Expeditions - D&D 3.5)
NORTHEAST PREMIERE! The Xen’drik Expedition campaign launches with one of four faction adventures. The Blackwheel Company are adventurers in the service of a faction organized by the thirteen dragonmarked houses to explore (some would say exploit) Xen’drik, and discover the secrets of the Caldyn Fragments. This adventure is for Blackwheel Company characters only. You should play this adventure before you play “Well of Woe”.
CC 1 Prophecy’s Unwitting Servant (Xen'drik Expeditions - D&D 3.5)
NORTHEAST PREMIERE! The Xen’drik Expedition campaign launches with one of four faction adventures. The Crimson Codex is a band of adventurers dedicated to discovering the secret of the Caldyn Fragments in the name of wisdom, and to right an ancient wrong. This adventure is for Crimson Codex characters only. You should play this adventure before you play “Well of Woe”.
CL 1 Divine Inspiration (Xen'drik Expeditions - D&D 3.5)
NORTHEAST PREMIERE! The Xen’drik Expedition campaign launches with one of four faction adventures. Someone has to bring the light to the Lost Continent, and this confederation of the just and righteous consider that their sacred duty.The first step: make sure the secrets of the Caldyn Fragments are not twisted to evil. This adventure is for Covenant of Light characters only. You should play this adventure before you play “Well of Woe”.
COR-S-6-02 Pits of Azak-Zil (Living Greyhawk - D&D 3.5)
By Greg Marks & Chris Chesher. NORTHEAST PREMIERE! 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 Living Greyhawk Core Special adventure set in the Bright Desert and the Abbor-Alz for characters level 1-15 (APLs 2-16). Part 9 of “Blight on Bright Sands”.
COR 6-02 Rallying Point for Bright Sands, Pt. 1 (Living Greyhawk - D&D 3.5)
By Greg Marks & Chris Chesher. 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 Living Greyhawk Core adventure set in Hardby for characters level 1-15 (APLs 2-17). Part 7 of “Blight on Bright Sands”.
COR6-02Rallying Point for the Bright Sands, Pt. 2 (Living Greyhawk - D&D 3.5)
This is a two round module and must be played consecutively.
COR 6-06 Elegy for a Broken King (Living Greyhawk - D&D 3.5)
By Luke Pitcher. The trail of a missing son leads you to Dustbridge, in the lands of the former Great Kingdom. A cold wind blows through Prince Strychani’s town; something very new, and surpassingly old, is in the offing. A one-round Living Greyhawk Core adventure set in Dustbridge and North Kingdom for characters level 8-15 (APLs 10-16).
COR 6-07 From The Dust. (Living Greyhawk - D&D 3.5)
By Derek Schubert & Donovan Hicks. 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 in-fighting, where will Duke Labahlah begin rebuilding his nation? A one-round Living Greyhawk Core adventure set in the Stonelands of Tenh for characters level 4-15 (APLs 6-14). Part 1 of the “Legacy of Life” series.
COR 6-08 Catching Breath (Living Greyhawk - D&D 3.5)
By Shawn Merwin. 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 most experienced of adventurers are not equipped to handle. A role-playing 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 Shedding Scales and COR 5-07 Clipping Wings.
COR 6-09 Beneath the Bright Sands (Living Greyhawk - D&D 3.5)
By Mike Hinds. NORTHEAST PREMIERE! 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 Living Greyhawk Core Special adventure set in the Bright Desert and the Abbor-Alz for characters level 1-15 (APLs 2-16). Part 9 of “Blight on Bright Sands”.
CS 1 The Sahuagin Stone (Xen'drik Expeditions - D&D 3.5)
NORTHEAST PREMIERE! The Xen’drik Expedition campaign launches with one of four faction adventures. Some say the Cabal of Shadows are misfits. Others say they are villains. One thing is for certain: they, too, seek the secrets of the Caldyn Fragments.This adventure is for Cabal of Shadows characters only. You should play this adventure before you play “Well of Woe”.
Darkness Like A Dream (Living Death - d20 System)
By Jennifer & Mark Middleton. PREMIERE! A theatrical production of Shakespeare’s “A Midsummer Night’s Dream” gets off to a shaky start as actors take ill and the clientele grow restless for something more modern, but it’s more than a little bad luck lurking about in the thriving capital of Ohio. What harm can a few Columbus thespians possibly cause? This adventure takes place in September 1899 and is for heroes of mid or high levels (5-13). The Living Death campaign uses a d20 version of the Masque of the Red Death rules, based on D&D v.3.5.
DMH July: Eccentric Expeditions (Mark of Heroes - D&D 3.5)
By By Joann Clarke-Stein, John LeDonne, Duncan McNeill-Burton, Adrian Stein, Jay Stypinski, and Roland Volz. An Eberron adventure unlike any you’ve ever experienced—an interactive that can be played during any slot of the weekend! Assemble your party and head off for four hours of danger and excitement, but take note—your actions and decisions will strongly affect those who play after you! Bring your skills, bring your swords, and see which party will earn the title “Most Extreme Explorers”!
EMH 13 Deep Wood, Dark Heart (Mark of Heroes - D&D 3.5)
NORTHEAST PREMIERE! A member of House Vadalis has gone missing, and divination has determined she has been kidnapped by the dark and mysterious Children of Winter. Can you save the girl before she is sacrificed within an unholy grove deep in the heart of the Gloaming? A Mark of Heroes adventure optimized for 9th-level characters.
From Ashes to Ashes (Living Kingdoms of Kalamar - d20 System)
By Shawn Merwin. Against the backdrop of the war with Tokis and Kalamar, the desperation of the Pekalese leaders is showing. No tactics, no plots, or no strategies have been ruled out to win the war. But are some alternatives too dangerous even for a desperate nation fighting against a stronger opponent? A one-round Living Kingdoms of Kalamar adventures for ATLs 1-9. Before playing this adventure, PCs should attempt to play "May the Best Man Win", "Shining Stones", and "The Curse of the Tinkerer's Toys".
From Fire to Perdition (Living Kingdoms of Kalamar - d20 System)
By Adrew Garbade. The war rages as Tokis and Kalamar forces push deep into the Principality. But the intelligence forces in Kalamar
believe that something is stirring beneath the surface in the forces of the enemy. Some brave, or foolhardy, individuals must try to uncover the true power behind the Empire. The third adventure in the "War of Revival"
series. A Living Kingdoms of Kalamar adventure for characters level 1-9 (ATLs 1-9).
HP4-01 The Word of Illir (Living Arcanis - d20 System)
By Enrique Lopez. NORTHEAST PREMIERE! A long-missing ally reappears in the unlikeliest of places, bearing information that will send a group of adventurers to the very edges of the Known Lands and beyond on a quest to wrest an ancient relic from the clutches of a mysterious group known only as The Banished. NOTE: It is recommended that HP4-01 be played before HP4-02 and HP4-03. Supports characters level 6-16 (APLs 7-15).
HP4-02 The Banished (Living Arcanis - d20 System)
By Enrique Lopez. NORTHEAST PREMIERE! With the Coryani Civil War ripping the Empire apart, the true victims are the poorer towns and villages who count on the protection of mighty Legions that are no longer there. Faced with an implacable evil, must they now submit to a new master? NOTE: It is recommended that HP4-02 be played after HP4-01 and before HP4-03. Supports characters level 6-16 (APLs 7-15).
HP4-03 For I Spy Naught But Ruin and Woe (Living Arcanis - d20 System)
By Enrique Lopez. NORTHEAST PREMIERE! What begins as a rescue mission for your patron quickly becomes much more crucial as the stars begin to align and Larissa’s Web of Fate draws disparate forces together for a bloody confrontation that can only end in final death. NOTE: It is recommended that HP4-03 be played after HP4-01 and HP4-02. Supports characters level 6-16 (APLs 7-15).
Kalamar Delve: Lost City (Living Kingdoms of Kalamar - d20 System)
By Andrew Garbade. Can a group of dwarven explorers find enough treasure to pay back their investors? Come along on this special Dungeon Delve event and visit a massive city ripe for the plundering!
KEO-IS Keoland Introductory Module (Living Greyhawk - D&D 3.5)
Check in at RPGA-HQ, make a first level character, and play one of six introductory modules for the Living Greyhawk campaign. These modules are for first level characters ONLY.
KEO 6-01 Like A Leech (Living Greyhawk - D&D 3.5)
By Charles R. Skidmore. Hold on as if you belong. A Living Greyhawk Keoland Regional adventure for characters level 1-10 (APLs 2-8).
KEO 6-02 Forest of Ribbons (Living Greyhawk - D&D 3.5)
By Phineas Walsh & Judy Rudolph. Where is your father? Where is your brother? This Task should be theirs. It is not seemly for maid’ns to be warriors. Go back to your valley and to a woman’s cares. A Living Greyhawk Keoland Regional adventure for characters level 1-10 (APLs 2-8).
KEO 6-03 Baby’s Breath (Living Greyhawk - D&D 3.5)
By Christian Alipounarian. 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 Living Greyhawk Keoland Regional adventure for characters level 10-16 (APLs 12-16). The conclusion to the Tales of Linth series, which included KEO3-03 Will of the People, KEO4-05 A Last Dance At Midnight, and KEO 5-03 Closure and Disclosure. This adventure includes an optional encounter at increased TU cost and is scheduled for TWO ROUNDS as it may easily run longer than five hours.
LA-Intro2 One Night in Coryan (Living Arcanis - d20 System)
By Sean Molley. You have an new job, serving as a page to Pollux Pulcher Gracchi, one of the senior members of the Plebian Assembly of the Coryani Empire. Pollux is a Val who forsook his family name to marry into a human family, and he is running for the leadership of the Assembly. This is an introductory adventure and pre-generated characters are available for new players if they so choose. Supports characters level 1-4 (APLs 1-3).
LA-Intro3 Duty and Justice (Living Arcanis - d20 System)
By Scott Horn. NORTHEAST PREMIERE! There are many rules of law civilizations live under—the laws of nations, the laws of common kindness and decency, the laws of the gods; all these and more govern our lives. Sometimes these laws must by necessity contradict each other for the general welfare of all. When the sanctity of life and soul are involved, which law must take precedence? This choice is placed into the heroes’ hands. Is mercy a crime, even when it can be considered treason? This is an introductory adventure and pre-generated characters are available for new players if they so choose. Supports characters level 1-5 (APLs 1-5).
LFA513 The Heart (Living Force - Star Wars d20)
A gathering of dignitaries on Cularin provokes rumors of an impending attack. The Believers seem to be readying themselves for a final offensive—can the heroes of Cularin find them and stop them in time? An adventure for Living Force heroes levels 4-12. This scenario should be played prior to “The Hand” and “The Eye”.
LFA514 The Hand (Living Force - Star Wars d20)
From somewhere deep in the asteroid belt comes a distress call—a very specific call to the heroes of Cularin, from an old ally. Unfortunately, certain non-heroic elements seem to have intercepted it as well…An adventure for Living Force heroes levels 4-12. This scenario should be played after “The Heart” and before “The Eye”.
LFA515 The Eye (Living Force - Star Wars d20)
An old enemy has made his presence known in Cularin, and has begun his endgame. Armed with a familiar map and a cryptic warning, the heroes must find their enemy and stop him from bringing his plans to fruition. An adventure for Living Force heroes levels 4-12. This scenario MUST be played after “The Heart” and “The Hand”. To play it prior to either of them will make playing those scenarios impossible; done, after all, is done.
LG-MM Living Greyhawk Midnight Madness (Living Greyhawk - D&D 3.5)
Come by at midnight and join a table to catch one of the Year 5 Core or Regional adventures that you’ve missed! Stop at RPGA-HQ to sign up for games.
LG Open Gaming (Living Greyhawk - D&D 3.5)
Grab a table and a judge. Any current LG mod from our library will be available for play.
Robbing Peter (Living Spycraft - Spycraft d20)
AREA PREMIERE! As members of the newly-formed intelligence operation known as UNITAS, a portion of your duties include cleaning up the messes the Agency left behind. When a routine data backup uncovers the location of an abandoned Intelligence Division stronghold that predates the Schism, it’ll be up to you and your team to uncover what secrets could have been so important that Intel had to keep even their own people in the dark. This is Part One of the “Opportunity Knocks” trilogy, but may be played independently. (Caliber III; Campaign Qualities: Subtle). Living Spycraft scenarios use the new Spycraft 2.0 rules; old characters should be converted.
Running For Whose Life? (Living Spycraft - Spycraft d20)
By Megan Robertson. Secret plans are stolen from UNITAS, and the team is dispatched to track them down. When the plans go up on the Internet for sale the agents have no trouble tracking the culprit down, but when he heads to Pamplona for the San Fermin festival and the Running of the Bulls, the agents will have to contend with one more obstacle to get the elusive thief—a one-ton obstacle with sharp horns and a bad attitude! (Caliber II) Living Spycraft scenarios use the new Spycraft 2.0 rules; old characters should be converted.
SHE 6-02 Brooding Boughs (Living Greyhawk - D&D 3.5)
By Steve Enzor. 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 Living Greyhawk Sheldomar Valley Metaregional woodlands adventure for characters level 8-16 (APLs 10-14). Part 3 of the “Secrets of the Suss” series.
SHE 6-03 Into the Unknown (Living Greyhawk - D&D 3.5)
By Paul Duggan. The Sior Kerrita is a festival held every seven years in the County of Ulek by the Druids. 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…A one-round Living Greyhawk Sheldomar Valley Metaregional investigative adventure for characters level 6-16 (APLs 8-16). Part 1 of the “Unknown” series. Centaur PCs are accommodated in this adventure.
Sister-in-Law (Living Death - d20 System)
By Dennis Waltman . PREMIERE! With portents of danger surrounding an upcoming March 30th wedding, the travelers have a chance to meet all parties on the cruise (from New York to Bermuda) to the wedding site. Unfortunately, an old “friend” crashes the party and her enemy wreaks havoc to harm her. It is recommended that at least one person in the party have good supernatural skills/spellcasting ability. This adventure is a direct sequel to “Sisters In Blood”, but playing that scenario is not required to play this one (though having at least one character who played that scenario could be useful). Playing “Sisters In Spirit” before this scenario is recommended, but not necessary. This adventure is for heroes of mid or high levels (5-13). The Living Death campaign uses a d20 version of the Masque of the Red Death rules, based on D&D v.3.5.
Sisters In Spirit (Living Death - d20 System)
By Dennis Waltman. Something wanders the chilly waterfront of Brooklyn. Where it treads men disappear. Is it the cause of the disappearances or is it being drawn here for other reasons? A previous investigator disappeared with only teeth and sword cane ever found. Travelers have been requested to investigate and remedy the situation. This one round adventure takes place in January 1898 and is for heroes of mid or high levels (5-13). The Living Death campaign uses a d20 version of the Masque of the Red Death rules, based on D&D v.3.5.
SP4-19 Where The Ghost of Legend Lies (Living Arcanis - d20 System)
By Jack Cooper. NORTHEAST PREMIERE! Censure is rife with ancient myths and tales of great deeds, through which mortals transcend into legend. Though these heroes fade and are delivered unto the rot of Neroth’s bosom, the saga of their famous exploits remains an eternal legacy. But some legends are best left to die in silence, lest their legacy turn into a tale of living sorrow. Supports characters level 1-10 (APLs 1-9)
Spycraft Archive Event (Living Spycraft - Spycraft d20)
Kicking yourself because you missed that LSpy adventure that everyone said was the best? Kick no more! Come out and play any of the original Living Spycraft events in our special archive slots!
Triple Play (Living Spycraft - Spycraft d20)
By David Wu. When a U.S. senator receives a death threat from a terrorist organization known as Shahada, UNITAS responds personally to protect their asset. The team will have to guard the senator and his twin daughters from harm, but is everything really as simple as it seems? (Caliber IV; Campaign Qualities: Blockbuster) Living Spycraft scenarios use the new Spycraft 2.0 rules; old characters should be converted.
War (Living Kingdoms of Kalamar - d20 System)
By Andrew Garbade. The flames of war have spread across Elos Bay and reached the shores of Pekal. Only a small number of volunteers may be the difference in this initial assault. The first adventure in the War of Revival series. A Living Kingdoms of Kalamar adventure for characters level 1-9 (ATLs 1-9).
When A Soul Runs Cold (Living Death - d20 System)
By Robert Wiese. AREA PREMIERE! In August 1899 the Crescent City calls once again, and a hand reaches from the past to alter the future. The dead walk the streets of the French Quarter as the turn of the century approaches. You must find the reason and stop an old enemy from completing a terrible plan to unleash new horrors upon Gothic Earth. This adventure is for heroes of mid or high levels (5-13). The Living Death campaign uses a d20 version of the Masque of the Red Death rules, based on D&D v.3.5.
World In Shadow (Living Spycraft - Spycraft d20)
AREA PREMIERE! During a global blackout that’s knocked out all power and communications, your characters must race against time to thwart the schemes of the mysterious Alliance of Evil Geniuses. This is Part One of the “Seven Sins to Doomsday” trilogy, but may be played independently. (Caliber IV; Campaign Qualities: Paranoid, Private) Living Spycraft scenarios use the new Spycraft 2.0 rules; old characters should be converted.
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