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Call of Cthulhu d20: A Bridge Too Far |
A Bridge Too Far by Wiggy: Sometimes even great empires can expand a bridge too far.
An adventure for four to six investigators set in Roman Britain.
Players:
6 Difficulty:
Beginner Age
Range: All Ages |
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Living Arcanis: A Sword of a Different Mettle
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A Sword of a Different Mettle by Charles Skidmore:
It is easy to render aid to the kind and just of the world, or the downtrodden and the weak. How should we feel about helping those who may not fit any of those molds? The truest test of a man is in his actions, because not all swords are forged from the same steel.
This LIVING ARCANIS adventure is designed for 1st to 11th level characters. Characters not within this level range may not be played in this scenario.
Players:
6 Difficulty:
Beginner Age
Range: All Ages
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Living Arcanis: Shattered Dreams
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Shattered Dreams by Jeffrey Witthauer and Jeffrey Meehan:
An ancient sword holds incredible power, but also deadly danger. To confront the source of Fleshripper’s curse, a journey must be taken into the mists of the past, along the pathways of the unreal, where a battle is being fought that could decide the fate of legions of souls, trapped in the shards of shattered dreams. It is strongly recommended that any players with Fleshripper play this module with that item in their possession. New players are advised to play the module Temptations of the Flesh before playing this adventure, if at all possible.
This LIVING ARCANIS adventure is designed for 1st to 13th level characters. Characters not within this level range may not be played in this scenario.
Players:
6 Difficulty:
Beginner Age
Range: All Ages
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Living Death: Death of a Librarian
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Death of a Librarian by Keith W. Hoffman:
A Society Librarian has died in San Francisco, California, and the heroes are investigating the cause in May 1897.
This is Inner Circle 4. Heroes of 4th to 13th level or those having 4 Favorable Notices of the Inner Circle may play this adventure.
Forbidden Loremasters, Scholars, Adepts, Detectives, Servants and other heroes with skill in Forbidden Lore and investigations are encouraged to play this adventure.
Players:
6 Difficulty:
Intermediate Age
Range: All Ages
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Living Death: The M
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The M by Victor Long:
The Professor thinks that he has the means to rid the world of the influence of those he calls Abstracts. In the city where they were born lies the end of their existence. But, with the eyes of the world on Athens, Greece, how can you achieve your mission without compromising the secrecy of The Society?
Set in 1896, this is a one round Living Death event suitable for heroes of 1st through 13th level.
The Living Death Campaign uses a d20 version of the Masque of the Red Death rules. The Campaign Sourcebook is available as a free download at
www.livingdeath.org.
Players:
6 Difficulty:
Beginner Age
Range: All Ages
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| Living Dragonstar: Last Bastion |
LDS-10 Last Bastion:
With the invaders’ plan finally revealed and the impending peril looming just around the corner, a last ditch effort is hastily cobbled together. Armed with experimental technology, you embark on a mission to defend the empire. Billions of innocent lives depend on your success, but time is of the essence and the invaders count fast.
Players:
6 Difficulty:
Beginner Age
Range: All Ages
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| Living Dragonstar: Vae Victis |
LDS-11 Vae Victis by Andrew Christianson:
Secrets have plagued you throughout the year. Conflict has bred valor. And now the Legions of the enemy are vast enough to block out the light of the sun. The black genesis begins.
This event is 2 rounds.
Players:
6 Difficulty:
Beginner Age
Range: All Ages
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| Living Force: Jedi Code Episode I: Padawannabes |
Jedi Code Episode I: Padawannabes by Ron Heintz:
When Jedi groupies reveal a dangerous secret can the heroes prevent a disaster and save Cularin's future?
An adventure for heroes level 1 to 12. Best played before The Way of the Force and The Dark Side Beckons, episodes II and III of Jedi Code trilogy. This adventure is suitable for all hero classes. It has some concepts that particularly pertain to the Jedi, but Jedi heroes are not absolutely required.
Players:
6 Difficulty:
Beginner Age
Range: All Ages
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| Living Force: Jedi Code Episode II: The Way of the Force |
Jedi Code Episode II: The Way of the Force by Ron Heintz:
Lanius Qel-Bertok sends the heroes on a mission to gather some materials important to one of the upcoming Jedi Trials. However, all is not what it seems; how you pursue a thing is sometimes just as important as finding it. This adventure does not require Jedi characters, but has special meaning for Jedi heroes, both Padawans and Knights.
An adventure for heroes of level 1 to 12. Best played after Padawannabes and before The Dark Side Beckons, episodes I and III of The Jedi Code trilogy.
Players:
6 Difficulty:
Beginner Age
Range: All Ages
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| Living Force: Jedi Code Episode III: The Dark Side Beckons |
Jedi Code Episode III: The Dark Side Beckons by Ron Heintz:
The Almas Academy has come to know that it can trust Cularin's heroes, even those who do not always agree with the Jedi traditions. Master Lanius again seeks your aid, this time to bring in the Black Queen. She was once an Almas student—is she now Cularin's latest crimelord?
An adventure for heroes level 1 to 12. This adventure should be played after Padawannabes and The Way of the Force (Episodes I and II of the Jedi Code trilogy). While this adventure may hold special meaning for Jedi heroes, Jedi are not required. This is a particularly appropriate adventure for heroes whose strengths lie in negotiation and diplomacy.
Players:
6 Difficulty:
Beginner Age
Range: All Ages
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| Living Greyhawk Interactive: Fog Of War |
The Keoland Royal Standards, an
elite military force nearly 5000 strong, has been recalled from the
war to liberate the Grand Duchy of Geoff from the invading giants.
Even now the Royal Standards column approaches Ravonnar, the fortress
that marks the northwestern corner of the Kingdom of Keoland.
The area around
Ravonnar is a hotbed of dissent, crime, and outright rebellion, as
thousands of Geoff refugees living in nigh-hopeless squalor swell the
local population. Every day there are more shortages and crises; every
night there are more disappearances. The Royal Standards may indeed be
a potent military force, but of what help can they be against the
whisper and rumor and hidden power of the Night Terrors?
A Living Greyhawk Interactive
for APLs 4-14
Players: 100
Difficulty: Intermediate
Age Range: All Ages
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| Living Greyhawk: Hool Goes There? |
KEOI4-02 - Hool Goes There?
An Introductory Adventure by by Jason Stypinski for 1st level characters only.
Players:
6 Difficulty:
Beginner Age
Range: All Ages
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| Living Greyhawk: Hunt for the Rogue |
COR3-14 Hunt for the Rogue by Nagel Rainer.
Once every 289 years, the Great Modron March passes through the Multiverse. It touches 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 being at stake…
A Core Adventure for APLs 4-10.
Players:
6 Difficulty:
Intermediate
Age Range: All Ages
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| Living Greyhawk: Red Tide |
COR4-04 - Redtide by James Zwiers.
Stuck on the blue waters of the Azure sea; stranded in the calms; a simple sail 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 levels 4-12. Written for Suel Human characters, but survivable by all.
Players:
6 Difficulty:
Intermediate
Age Range: All Ages
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| Living Greyhawk: The Traitor's Road |
COR3-13 The Traitor's Road by Paul Looby.
A lady in distress, but 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 one round Living Greyhawk Core Module for APL 2-10.
Players:
6 Difficulty: Intermediate
Age Range: All Ages
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