Warhorn 2e is coming!
Scenario Descriptions
COR6-01: A Story for Another Day (Living Greyhawk - D&D 3.5)
By Theron Martin. 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 COR3-08 Witch Hunt and COR4-17 Real Hero Blues is a roleplaying-intensive adventure for characters level 8-16 (APLs 10-16).

COR6-02: Rallying Point for the Bright Sands part 1/2 (Living Greyhawk - D&D 3.5)
By Chris Chesher and Greg Marks. 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? An adventure for characters of Average Party Level 2 through 16. (Part of the Blight on Bright Sands series COR5-06 Blood on Bright Sands, COR5-09 Gateway to the Bright Sands, CORS5-02 Mines of Father Eye, COR5-11 Dark Deceit on Bright Sands, COR5-17 Time's Tide on Bright Sands, COR5-20 Phantoms on Bright Sands, and COR6-02 Rallying Point for the Bright Sands. This series heavily utilizes the Sandstorm supplement. Please download and read the Blight on Bright Sands Sourcebook.)

COR6-02: Rallying Point for the Bright Sands part 2/2 (Living Greyhawk - D&D 3.5)


COR6-03: Riders of the Grave (Living Greyhawk - D&D 3.5)
By Jeffery A. Dobberpuhl. A hint of treasure leads to adventure in the outskirts of Greyhawk City. A grisly adventure for characters of Average Party Levels 2 through 8.

COR6-04: A Long Way for a Little Knowledge (Living Greyhawk - D&D 3.5)
By Jean-Philipe Chapleau. A merchant of the Mouqollad Consortium lies dying in a temple in Greyhawk. Magic cannot save him, but maybe someone knows. It's a long way for a little knowledge. An adventure for characters of Average Party Levels 2 through 8.

COR6-05: The Barbarous Coast (Living Greyhawk - D&D 3.5)
By Joseph L. Selby. Members of the Dyvers Anti-Slavery League have been captured while conducting a raid on an orcish 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. An adventure of deception and infiltration for characters of Average Party Levels 2 through 12.

COR6-06: 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 Strychans 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).

COR6-07: 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 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.

COR6-13: Tears for Bright Sands (Living Greyhawk - D&D 3.5)
By Theron Martin. 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.

LA-BI5-01 Divided We Fall pt 1/2 (Living Arcanis - d20 System)
The past year has pulled Onara in all directions, drawing battle lines across friendships. Now comes the time to unite against a common foe... if old wounds can be healed. This is a continuous-play two-round (eight-hour) combat-intensive Battle Interactive for the LIVING ARCANIS campaign. Supports characters of 1st through 16th level (APL 2-17).

LA-BI5-01 Divided We Fall pt 2/2 (Living Arcanis - d20 System)


LA-SP5-01 The Darkest Depths (Living Arcanis - d20 System)
In a world where morality is grey, the Bay of Seremas is painted pitch black. Onara has often been stained by those who had only the best of intentions; now, what truly lies within the sea's darkest depths? This is a STANDARD LIVING ARCANIS adventure for characters of 1st through 16th level (APL 2-15). It is recommended that you play this adventure before playing LA-SP5-02.

LA-SP5-02 Beyond the Threshhold of Never (Living Arcanis - d20 System)
The Elorii in Seremas speak of living in harmony with humanity, yet they live beyond a great wall that divides the city in half. Now one man seeks to remove this illusion of integration, if the Seremasi will allow it. This STANDARD LIVING ARCANIS adventure is for characters of 1st through 16th level (APL 2-15). It is recommended that you play this adventure after playing LA-SP5-01.

LA-SP5-03 Veiled Truths (Living Arcanis - d20 System)
Legend has it that when the Goddess Larissa, beloved of Cadic, pierced the veil to the future, she went mad and sought solace in the pleasures of the flesh to forget the horrors she had witnessed. Now, a terrible tragedy in Milandir may be the first warning of a terrible fate in store for the Mother Church and her children across Onara. What will you find when you peer beneath the Goddess' veil? This is a Living Arcanis Standard adventure, designed for 1st to 16th level characters (APL 2 through 15). This adventure may be of particular interest to Cadican and Larissan PCs, although having such characters in the party is by no means required.

Living Arcanis Marketplace (Living Arcanis - d20 System)


LSpy: Agent Down (Living Spycraft - Spycraft d20)


LSpy: A Routine Operation (Living Spycraft - Spycraft d20)


LSpy: Black Tie Formal (Living Spycraft - Spycraft d20)


LSpy: Maltese Experiment (Living Spycraft - Spycraft d20)


LSpy: Triple Play (Living Spycraft - Spycraft d20)


LSpy: World in Shadow (Living Spycraft - Spycraft d20)


NMR6-01: The Blighted Star part 1/2 (Living Greyhawk - D&D 3.5)
By Dan Taylor and Danny Stratton. 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. The other parts in the series are: Part 1: NMR5-01 Under the Boughs; Part 2: NMR5-02: Natural Enemies; Part 3: NMR5-04 Charity of Friends; Part 4: NMR5-06 The Forsaken Valley; Part 5: NMR5-07 Corruption of the Heart.

NMR6-01: The Blighted Star part 2/2 (Living Greyhawk - D&D 3.5)


NMR6-02: The Mad Baron of Pikemaster (Living Greyhawk - D&D 3.5)
By JP Chapleau. 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 Nyronds 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 2-15 (APLs 2-16).

NYR6-01: Quality of Mercy (Living Greyhawk - D&D 3.5)
By Andrew E. Harasty. 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).

NYR6-02: A Trip to the Glacier (Living Greyhawk - D&D 3.5)
By . Eddy Roberts and James Shaw. 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 outdoors based adventure for heroic characters at APLs 2-8 (levels 1-10).

NYR6-03: A Heartland Homecoming (Living Greyhawk - D&D 3.5)
By John D Jenks. 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 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 character levels 1-10 (APLs 2-8). Part Three of the Hearltand Saga.

NYR6-04: Kelwyn's Keys (Living Greyhawk - D&D 3.5)
By Bryan Bagnas. 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).

NYR6-05: Death of a Sailor (Living Greyhawk - D&D 3.5)
By Tom Kee. A sailors 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.

NYR6-06: The Uninvited Guests (Living Greyhawk - D&D 3.5)
By Jason Clark and George Rowland IV. The city of Midmeadow has existing 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, that view stability and the presense of outsiders as a hindrance to progress and evolution, who 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 Transformation series and is recommend for prudent PCs of levels 1-15 (APL 2-16) who know when to speak and when to forever hold their peace.

NYR6-07: The Rent is Due (Living Greyhawk - D&D 3.5)
By Robert Altomare. 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 Anoden Hills the fate of all Oerth will be determined. A one-round Kingdom of Nyrond Regional adventure for characters level 1-14 (APLs 2-12).

NYR6-I06 Dancing with the Baatezu (Living Greyhawk - D&D 3.5)
By Gordon Smith. In the Valley of Glynn’s Dale, the week of Brewfest brings great celebration during the darkness, stark in contrast to the orderly day. As darkness falls, all in the valley don the emerald green masks so that they may gaze upon the world through the eyes of the Hidden Empress. Dedication to all the Oeridian gods is common, but The Ale Wife takes center stage as gifts of libations are given to the adults. This has brought about a custom for the valley children to earn their own kind of Brewfest treats. Won’t you stop by for a night? A one-round Nyrond regional adventure set in Glynn’s Dale for characters level 1-10 (APLs 2-8).

NYR6-S04 Deserters (Living Greyhawk - D&D 3.5)
By Shawn Scheuerman. The tremors of the Imperium are still being felt in some of the corners of Nyrond and adventurers are being tasked with the job of cleaning up. So it is that ears perk when rumor has it that there is a desert creature in Greenplane on the east of Nyrond, far from the desert. Other rumors talk of the townsfolk in Greenplane wandering off into the Gamboge never to return. Could these rumors be related? This is an investigative adventure for those friendly to the wilderness or happy to help common folk in need. A one-round Introductory adventure set in Nyrond for 1st level characters only (APL 2).


Warhorn
v 1.6.0

Become a Warhorn sponsor!