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LG Scenarios for Play in Our Region

 

Here is a list of scenarios that you can play within our region. These scenarios can be played at the conventions and game days held in our region throughout the year. Most scenarios are designed to be played in a four hour time period; scenarios that are listed as "two-round" are intended to be played in an eight hour period and cost double the Time Units. There are a few major classifications of Living Greyhawk scenarios:

  1. Regional scenarios
    (Campaign Year: Seven, Eight)
  2. Meta-regional scenarios
    (Campaign Year: Seven, Eight)
  3. Core scenarios
    (Campaign Year: Six, Seven, Eight)
  4. Adapted scenarios
    (Campaign Year: Six, Seven)
  5. Intro Scenarios
  6. High-Level Option

The RPGA also maintains a list of all scenarios available for play.

One year after a scenario's debut year, the scenario is retired. Here's some information on previous year's scenarios:

If you are an event organizer and need Adventure Records or scenario passwords, please use our Adventure Record Ordering System.

Regional Scenarios

Regional scenarios are written to be played specifically within our region, Northern California and Nevada. They cannot be played anywhere else, and are intended to focus on the unique flavor of the Theocracy of the Pale. Playing these events costs 1 Time Unit per round for PCs whose home region is the Pale, 2 Time Units for all other PCs.

Campaign Year Eight, 598 CY

Law and Disorder [PAL8-01]

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By Tom Maguire. Outside the city of Landrigard, several church militant officials have been attacked by powerful creatures of chaos. In addition, investigations into the mysterious villain trying to corrupt Palish laws have also begun to point to the Rakers. The time has come to take the fight to the forces of chaos. An adventure for characters of Average Party Levels 4 through 12. (This scenario is part of the Palish Law series — PAL7-04 Spirit of the Law, PAL7-07 Letter of the Law, and PAL8-01 Law and Disorder.)

As Knight Turns Into Day [PAL8-02]

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By Mark Quinto. In the days after the Second Battle for Bitterhollow, great blanket of clouds gathered above the city of Ogburg, blocking the sun and casting the city in a grey haze. A renegade knight has rallied a veritable army to his side hunting the final vestiges of Derro with wanton disregard for those caught in the crossfire. Finally divinations on either subject seem to show the same thing... a solid black line being traced on a map to the city of Ogburg followed by the disappearance of Ogburg itself. An adventure for characters of Average Party Levels 6 through 12. (This scenario is part of the Truth or Derro series — PAL7-02 Reed Carefully, PAL7-06 Undermining Authority, Basilica of the Holy Star (interactive at TbtB), and PAL8-02 As Knight Turns Into Day.)

Campaign Year Seven, 597 CY

Orderly Encounters [PAL7-01]

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By Ron Levy. A two-pathway adventure catering to those for and against the Pale. Recommended for those who enjoy the dangers of either the high road or the low road. An adventure for characters of Average Party Levels 4 through 12. (This scenario is part of a series — PAL6-02 Tiger, Tiger and PAL7-01 Orderly Encounters.)

Reed Carefully [PAL7-02]

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By Mark Quinto. Trolls? Of course. Hydras? Fairly common. Even the occasional giant crocodile is nothing to panic about in the Fens. However, when a pack of grimlocks, a pair of walking mushrooms and a blind lizard like beast are spotted this far away from their subterranean homes, it's time to find out what's going on. An adventure for characters of Average Party Levels 2 through 8. (This scenario is part of the Truth or Derro series — PAL7-02 Reed Carefully, PAL7-06 Undermining Authority, Basilica of the Holy Star (interactive at TbtB), and PAL8-02 As Knight Turns Into Day.)

Wyrm Sign [PAL7-03] (two rounds)

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By Matthew Thompson. Sassy, the great Green of the Gamboge, has been quiet for some time now. However, something has been stirring recently. Something big, something mean, and something hungry has started attacking small farms outside of Woodsedge, near the Gamboge Forest. An adventure for fearless hunters ready to look into the face of death and its many sharp, pointy teeth. This adventure also shares some elements from the Heritage Series. An adventure for characters of Average Party Levels 6 through 12.

The Spirit of the Law [PAL7-04]

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By Tom Maguire. A group of diplomatic emissaries from Veluna have gone missing while exiting the Pale. Fearing that the foreigners may have caused trouble (or be in trouble), the Pale Diplomatic Corp has decided to retain some adventurers to find them. A role-playing and investigative adventure for characters that know how to deal with Palish Law of Average Party Levels 2 through 12. (This scenario is part of the Palish Law series — PAL7-04 Spirit of the Law, PAL7-07 Letter of the Law, and PAL8-01 Law and Disorder.)

Frozen Frontier [PAL7-05]

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By Glyn Dewey. The beauty of the Rakers can be deceptive. Trappers and tribesmen eke out a simple existence on their snow-covered slopes while dwarves, orcs, and goblins mine and battle beneath their rocky roots. But, from time to time, events beneath the mountain spill out onto its surface. A band of orcs have been driven from their caverns; does the steady beat of their wardrums spell doom for your band of adventurers at the Stauber trading post? An adventure for battle-ready and wilderness savvy adventurers who know how to weigh their options of Average Party Levels 2 through 8.

Undermining Authority [PAL7-06]

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By Mark Quinto. With the Demonic invasion turned aside, the now empty structures of Bitterhollow seems to have attracted a few squatters. Several small squads have been tasked to investigate, and with armed forces still running thin . an old acquaintance request for your expertise in some underground matters. A subterranean epic for PCs who aren't afraid of the dark. An adventure for characters of Average Party Levels 2 through 10. (This scenario is part of the Truth or Derro series — PAL7-02 Reed Carefully, PAL7-06 Undermining Authority, Basilica of the Holy Star (interactive at TbtB), and PAL8-02 As Knight Turns Into Day.)

Letter of the Law [PAL7-07]

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By Tom Maguire. Several adventurers suspected of worshipping illegal deities are suspected to have gone into hiding. The Church of the One True Path needs your assistance in tracking down these miscreants before they can proselytize their heretical ways to the faithful. A role-playing and diplomatic adventure for characters of Average Party Levels 2 through 12. (This scenario is part of the Palish Law series — PAL7-04 Spirit of the Law, PAL7-07 Letter of the Law, and PAL8-01 Law and Disorder.)

Meta-Regional Scenarios

Meta-regional scenarios are similar to regional scenarios, except that they can be played in any region that is part of our "meta-region." Our meta-region is "Nyrond and Her Environs," and includes the Pale, the County of Urnst, the Duchy of Urnst, Nyrond, and Ratik. Meta-regional scenarios focus on plots that affect a much larger scale than regional events. Playing these events costs 1 Time Unit per round for PCs whose home region is part of "Nyrond and Her Environs," 2 Time Units for all other PCs.

Campaign Year Eight, 598 CY

Draconic Schemes [NMR8-01]

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By JP Chapleau. Special thanks for this adventure to Derek Schubert and Matt Thompson. Four years ago, a woodsman of the Gamboge told the tale of how he escaped a green dragon to anyone who would listen. Now, folks from a number of regions are interested in the fate of that dragon. Why are Urnstians so interested in the beast and Nyrondese interested in giving it to them? Schemes are afoot. An adventure for characters of Average Party Level 4 through 14. This adventure has a particular interest for members of House Duncombe, the Pale Diplomatic corps, and anyone with an interest in the Gamboge Forest.

Campaign Year Seven, 597 CY

The Village [NMR7-01] (two rounds)

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By Bryan Bagnas. Villages in civilized lands are always quaint. Though often banal to the experienced adventurer, each village has characteristics that make it stand out from the rest. This village is no exception. Unrelenting fog, mysterious deaths and voices in the darkness terrify the local inhabitants. It also has a secret to die for. An adventure for characters of Average Party Level 4 through 14.

The Wake of the Tempest [NMR7-02]

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By James Dempsey. The good ship Kalandra lies wrecked, victim to the furious storm that cast it onto rocky cliffs, its cargo looted and its secrets revealed. But is that truly the case? What more is to be found in the shattered belly of the sunken ship? Visionary messages would have it that mysteries are yet to be found. (Not for those who hear "run away" in the sea's song.) An adventure for characters of Average Party Levels 2 through 10. (Part of the Terrors of the Deep series — NMR6-05 Gift of the Tempest, NMR7-02 The Wake of the Tempest, NMR7-06 Eye of the Tempest.)

Draconic Dreams [NMR7-03]

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By Jean-Philipe 'JP' Chapleau. A letter, a dream and a promise of a journey, this is how you got involved on a rather unique voyage on the Nyr Dyv. An old worshipper of the Sea Dragons dream of his youth may get you involved in more than a simple boat trip. An adventure for characters of Average Party Levels 6 through 14.

Signs and Portents [NMR7-04]

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By Glyn Dewey. An ominous letter from the high priestess of Lydia draws you to Seltaren. The movements of the stars align in the manner foretold in the prophecy. Murder, and perhaps something even more foul, are at hand. An adventure for characters of Average Party Levels 4 through 14.

Raking Leaves [NMR7-05]

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By Matt Thompson. With primeval darkness gaining power, a set of ancient heretical tomes, long since forgotten, may bring salvation. One set is believed to exist somewhere in the Rakers. It is up to the heroes of the area to find them, retrieve them, and make sure they are not used for evil ends. An adventure for characters of Average Party Levels 4 through 12.

Eye of the Tempest [NMR7-06] (two rounds)

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By Mark Somers and Renout van Rijn. For months rumors have said that an evil fleet sails the Solnor Ocean, preying on ships of all nations and leaving few survivors. The rumors have now been confirmed, and a storm gathers in the form of an armada of the undead. Can a band of brave adventurers sail to a mysterious location and recover a hidden treasure that might avert the coming tempest? An adventure for characters of Average Party Levels 4 through 16. [Not for those with a dislike for the ocean.] (Part of the Terrors of the Deep series — NMR6-05 Gift of the Tempest, NMR7-02 The Wake of the Tempest, NMR7-06 Eye of the Tempest.)

Core Scenarios

Core scenarios can be played throughout the world and serve as a central part of the Living Greyhawk worldwide campaign. These scenarios are set in a fixed location, usually the City of Greyhawk, which belongs to no region. Playing these events costs 2 Time Units per round for all PCs.

Campaign Year Eight, 598 CY

Machinations [COR8-01]

By Bradley Lester. The wealth and glamour of the Gem of the Flanaess mask a fierce power struggle among Greyhawk's ruthless elite. Factions plot against each other beneath a veneer of civility where even indirect details can trip up the most careful of schemers. Those who ask questions will learn too much, but in Greyhawk, innocence is not a defense and ignorance is never bliss. Parties skilled in stealth or guile will flourish. An adventure for characters of Average Party Level 2 through 12. (This scenario is part of the Honor Among Thieves series — COR8-01 Machinations, COR8-03 Aspirations, COR8-07 Celebrations, and COR8-12 Foundations.)

Raiders of the Chaos Fields [COR8-02]

By Creighton Broadhurst. Turrosh Mak, despot of the Orcish Empire of the Pomarj, wants peace. Is this some new stratagem on the wily half-orc’s part or is his offer genuine? A period of relative peace along Greyhawk’s buffer zone has many worried. Have the orcs really stopped raiding or are they preparing a new, devastating invasion? An adventure for characters of Average Party Level 2 through 8.

Aspirations [COR8-03]

By Gregory Hanigan and Ron Lundeen. Powerful residents in the Gem of the Flanaess suspect that someone on the Directing Oligarchy may be working with Greyhawk's greatest enemy. As their hands are tied and their moves are watched, it falls to a group of heroes to uncover this plot and follow wherever it leads. Parties skilled in stealth, guile, or force welcome. An adventure for characters of Average Party Level 2 through 12. (This scenario is part of the Honor Among Thieves series — COR8-01 Machinations, COR8-03 Aspirations, COR8-07 Celebrations, and COR8-12 Foundations.)

Bridge over Svartjet [COR8-04]

By Jeff A. Dobberpuhl. Deep below the western mountains ancient evils once defeated stir from the pyre of their defeat. An adventure for characters of Average Party Level 8 through 14.

Pyre of the Righteous [COR8-05]

By Theron Martin. Adventurers have thwarted Rary on most fronts in his quest to unmake the Scorpion Crown, but that has only irritated 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. An adventure for characters of Average Party Level 6 through 14, who know where their Rary/Karistyne loyalties lie. (This scenario is part of the Rise of the Ancients series and a sequel to Blight on Bright Sands — COR8-05 Pyre of the Righteous, COR8-09 Ruins of Slumber, COR8-11 Restoration & Empire.)

Crypts of the Forgotten [CGR8-01]

By Creighton Broadhurst, Christopher Lindsay, Stephen Radney-MacFarland, and Colleen Simpson. Deep below the ruins of the War Tower, strange and terrifying creatures lurk in the lightless tunnels of a forgotten temple. Meanwhile, cultists dedicated to the Old One stalk the streets of the Free City intent on their master’s diabolical schemes. An adventure for characters of Average Party Level 2 through 6. (This adventure is part of the Greyhawk Ruins series.)

Dedications [COR8-06] (two rounds) (Available in April)

By Britt Frey. Old Wicked has set in motion a plot years in the making and two of the most powerful wizards on Oerth, once allies, seem to stand on different sides. You must choose between them; pray that you are correct. Part two of Ascension, the final core plot arc for the Living Greyhawk campaign. Part four and the conclusion of Idylls of Tysiln, a Sheldomar Valley plot arc. A two-round core adventure of investigation, danger, and wheels within wheels. An adventure for characters of Average Party Levels 8 through 16. (Part of the Ascension series — CORS8-01 Whispers of the Obsidian Citadel, COR8-06 Dedications, COR8-08 Lost Souls Eternal, COR8-10 Chains of Darkness, and CORS8-02 Wheels Within Wheels.)

Celebrations [COR8-07] (Available in April)

By 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, exultation quickly turns to terror as the gala cloaks deadly intentions. (This scenario is part of the Honor Among Thieves series — COR8-01 Machinations, COR8-03 Aspirations, COR8-07 Celebrations, and COR8-12 Foundations.)

Lost Souls Eternal [COR8-08] (Available in May)

By Colleen Simpson. You find yourselves in a race against time and the servants of an ancient foe with an island of ill-repute as your destination. Your mission is to discover, and return with, what your rivals wish to obtain... if you can. Fighters, clerics and diplomats are highly recommended. Not recommended for those with a fear of the sea or a dislike for water. An adventure for characters of Average Party Level 6 through 14. (Part of the Ascension series — CORS8-01 Whispers of the Obsidian Citadel, COR8-06 Dedications, COR8-08 Lost Souls Eternal, COR8-10 Chains of Darkness, and CORS8-02 Wheels Within Wheels.)

Ruins of Slumber (Available in May)

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? An adventure for characters of Average Party Level 6 through 14. (This scenario is part of the Rise of the Ancients series — COR8-05 Pyre of the Righteous, COR8-09 Ruins of Slumber, COR8-11 Restoration & Empire.)

Chains of Darkness [COR8-10] (two rounds) (Available in May)

By Pieter Sleijpen. Old Wicked One is on the verge of success and the forces of good are desperately looking for ways to stop him. When Tenser hears of knowledge hidden on the Abyss, he suspects a trap, but he cannot ignore any chance for a victory however slim it might be and Iuz is not without enemies in that place. So now he is looking for adventurers, hoping that they have an easier time to remain undetected in that dismal place than he would have. Are you willing to go in his stead? An adventure for characters of Average Party Levels 10 through 16. (Part of the Ascension series — CORS8-01 Whispers of the Obsidian Citadel, COR8-06 Dedications, COR8-08 Lost Souls Eternal, COR8-10 Chains of Darkness, and CORS8-02 Wheels Within Wheels.)

Shatterstone [CGR8-02] (four rounds) (Available in May)

By Colleen Simpson, JP Chapleau, Creighton Broadhurst. Rumors of cults once again stalking the underside of the free city and the discovery of a long-thought destroyed dungeon level under the War Tower call once again for brave (or foolhardy) adventurers to investigate. An adventure for characters of Average Party Levels 2 through 8. (This adventure is part of the Greyhawk Ruins series.)

Restoration and Empire [COR8-11] (Available in June)

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. An adventure for characters of Average Party Levels 10 through 14. A sequel to both Blight on Bright Sands and Sins of Ages Past (This scenario is part of the Rise of the Ancients series and a sequel to Blight on Bright Sands — COR8-05 Pyre of the Righteous, COR8-09 Ruins of Slumber, COR8-11 Restoration & Empire.)

Foundations [COR8-12] (Available in June)

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. An adventure for characters of Average Party Levels 2 through 12. (This scenario is part of the Honor Among Thieves series — COR8-01 Machinations, COR8-03 Aspirations, COR8-07 Celebrations, and COR8-12 Foundations.)

Whispers of the Obsidian Citadel [CORS8-01] [two rounds]

By Dave Christ and Tim Sech. People, objects, and even places seem to be shifting in and out of existence in the Yatil’s west of the great city of Mitrik. Chaos seems to be unravelling existence itself and it's spreading. Seers speak of the "Door to Perdition" but even the gods themselves seem to be silent on exactly what is happening. Great things are afoot and while nations focus their attention on each other it is up to heroes to find out what is going on before it’s too late and all of Oerth burns in the fires perdition forever. This adventure is EXTREMELY dangerous and should not be undertaken lightly. True heroes are forged in the glowing hot coals of struggle and true heroes it will take to win through this day. An adventure for characters of Average Party Levels 6 through 14. (Part of the To Serve the Greater Good series — COR2-07 Ashes of Innocence, COR3-03 Fury of a Cold Man's Heart, COR3-08 A Man with Nothing, COR4-07 Full Circle to Oblivion, and CORS8-01 Whispers of the Obsidian Citadel. Part of the Ascension series — CORS8-01 Whispers of the Obsidian Citadel, COR8-06 Dedications, COR8-08 Lost Souls Eternal, COR8-10 Chains of Darkness, and CORS8-02 Wheels Within Wheels.)

Wheels Within Wheels [CORS8-02] (two rounds) (Available in June)

By Britt Frey. uz's magnum opus of power and deception nears its climax. While the gods quake at the consequences of his possible success, the nations of Oerth fight amongst themselves, unaware of what is truly going on in the abode of evil on Oerth. Choose your allies carefully; the fate of Oerth lies in your hands. An adventure for Average Party Levels 10 through 16. This adventure includes untiered encounters. (Part of the Ascension series — CORS8-01 Whispers of the Obsidian Citadel, COR8-06 Dedications, COR8-08 Lost Souls Eternal, COR8-10 Chains of Darkness, and CORS8-02 Wheels Within Wheels.)

Campaign Year Seven, 597 CY

Wrath of the Tomb of Horrors [COR7-01]

By Pierre van Rooden. The Bleak Academy has long been quiet. But now the spawn of Acererak have lent their support to the Wastrian armies that threaten to overrun the south of the Kingdom of Sunndi. It is time to put a stop to this...but will you stoop to murder to achieve your goal? An adventure for characters of Average Party Levels 10 through 16. This adventure is a prequel to the Living Greyhawk DM's Challenges: High-Level Option.

Bitter Fruit [COR7-02]

By Theron Martin. "The Scarlet Brotherhood is one of the most powerful institutions in the Flanaess," your employer says, "with dark tendrils that stretch into many lands. But even such a mighty organization as they dares only cross some people at their peril. For the great loss they have dealt to me, I want you to forcefully remind them of that." A mission of vengeance peripherally related to COR5-03 Atonement for those with no love for the Scarlet Brotherhood. An adventure for characters of Average Party Levels 10 through 16.

Second Chances [COR7-03]

By Christian Alipounarian. The Free City of Greyhawk can be cruel, and in a place where one can find anything, the hardest thing to obtain might be a second chance. Can you solve a decades-old murder and free a needy soul? This adventure is investigative and roleplay intensive. It is a loose sequel to COR5-04 Desecrators of the Lord's Tomb; however, it is not necessary to have played that adventure. An adventure for characters of Average Party Levels 2 through 8.

Freak of Nature [COR7-04]

By Eric Menge. The Greyhawk soldier shows you the letter from home, which tells of a terror that grips the village of Mardin's Field. A horrific beast prowls in the night, gruesomely killing at random. The war against the Pomarj has called the militia from this hamlet on the edge of the Gnarley Forest, leaving it undefended. "Please help my family," the soldier begs. "I am not there to protect them." An adventure for characters of Average Party Levels 2 through 8.

City of Malice [COR7-05]

By Tim Sech. Slaves keep disappearing at an alarming rate and Highport begins to thrive once more. The Wild Coast has been engulfed by Mak's forces and the last bastion of freedom is Safeton, but for how long? An adventure for characters of Average Party Levels 2 through 12. (Part of the Slaver series — COR5-05 Marked Man, COR5-12 Return to the Undercity, COR6-12 Calm Before the Storm, COR7-05 City of Malice, and COR7-19 Wrath of the Slavelord.)

Drowning by Numbers [COR7-06]

By Luke Pitcher. In the Ahlissan town of Jalpa, a young noblewoman needs your help. Her betrothed is missing. His friends are... indisposed. And whatever is happening, someone (or something) seems intent on making a song and dance about it. An adventure for characters of Average Party Levels 10 through 16.

Storm Harvest [COR7-07] (two rounds)

By Maya Deva Kniese. Traps. Treasures. Unspeakable horrors. All of these and more are what springs to mind when a story involves the ancient ruins of a wizard's tower. The Kingdom of Sunndi calls on you to explore such a building out in the wilderness, to negotiate your way across the Vast Swamp and the World Spine Ridge, and hopefully find the answer to the bullywug invasion laying waste to their lands. An adventure for characters of Average Party Levels 6 through 14. The final part of the When the Wind Blows series (SND3-01 Harvest Time, ESA4-06 Wind Reaping, ESA 5-02 Seeds). It is not necessary to have played these adventures.

Sins of the Father [COR7-08]

By Jean-Philipe 'JP' Chapleau. Thirty years ago, the Churches of Pelor, Pholtus and St Cuthbert sentenced a man to execution for his crimes. Thirty years later, another trial is convened. Fate has determined the outcome is in your hands. An adventure for characters of Average Party Levels 2 through 8.

Past Debts [COR7-09]

By Dean Bailey. When a debt from the past is called in, the soul of an innocent is at stake and a plea for help is made. Warning - paladins may find this adventure difficult. Players may change PCs at the beginning of the adventure if they are unable to participate with the current PC. An adventure for characters of Average Party Levels 2 through 8.

Dark Gem [COR7-10]

By Dan Haas. Sometimes adventure finds you. Long ago something dark was trapped and hidden. Now it will be released unless heroes can be found to secure it. An adventure for characters of Average Party Levels 2 through 12.

Hidden Cache [COR7-11]

By Chris Lindsay. News that Turrosh Mak has a hidden stash of weapons and magic secreted away in an abandoned temple in the Mistmarsh leads you on a deadly journey into the realm of territorial lizardfolk. An adventure for characters of Average Party Levels 2 through 8.

Ruins of Discovery [CGR7-01] (two rounds)

Neophyte adventurers have long flocked to the City of Greyhawk to seek fame and fortune. This year, however, is different; intrigue and the reawakening of a site of legend, provide the brave and the lucky with plenty of opportunities for glory (or ignominy). It is a shame that murder is the catalyst for rivals to come together in a time of need. An adventure for characters of Average Party Level 2. (This adventure is part of the Greyhawk Ruins series.)

Heart's Desire [COR7-12]

The thief showed his heart's desire to his wife. Worth more than anything they had seen before, the stolen jewel promised a new life for them if only they could get far enough from Greyhawk and the criminals for whom he worked. Running would make many enemies, but he knew of a small village near the Gnarley Forest where he could lay low until the heat passed. "I'll send for you in a month," he told her. "It will all work out. Don't you worry about a thing." An adventure for characters of Average Party Levels 2 through 8.

Journey to the Hidden Shrine [COR7-13]

It's a quick trip to the Gnarley Forest. How hard can it be? An adventure for characters of Average Party Levels 2 through 8.

The Densac Queen [COR7-14]

Years ago a sailing ship mysteriously appeared inland on the busy trade route into the Wild Coast towns. It was quickly turned into a way-station. Not long after, the Pomarj pushed north and trade dropped to a trickle. Nowadays only a few desperate souls are willing to brave this rainy night in the name of the Greyhawk Guilds. An adventure for characters of Average Party Levels 2 through 12.

Taking Flight [COR7-15]

By Shawn Merwin. The primordial force known as The Serpent grows stronger, longing to regain the power it lost to the gods at the beginning of time. At the center of its plans are a young Flan girl, preternaturally gifted in the arcane arts; an honorable kobold following his destiny; and a group of adventurers willing to brave the infernal wastes to end the threat. A combat-intensive adventure for characters of Average Party Levels 10 through 14. (Part of the Windows to the Serpent's Soul series — COR4-01 Shedding Scales, COR5-08 Clipping Wings, COR6-08 Catching Breath, and COR7-15 Taking Flight..)

Divided We Stand [COR7-16]

By Donovan Hicks and Derek K. Schubert. The Tenh has been shattered by the might of armies, decimated by the voracity of Ether creatures, and subjugated to the power of the Pale. Duke Labahlah now seeks to lead his land into a new era of greatness, but a formidable foe arising in Stonehold could dash his hopes. Can you secure the realm long enough to grant it a chance to recover? An adventure for characters of Average Party Levels 10 through 14 who remember that the enemy of my enemy might be my friend. (Part of the Legacy of Life series — COR6-07 From the Dust, COR6-15 The Shrouded Shores of Abanfyl, and COR7-15 Divided We Stand.)

Rivalry and Treacher [COR7-17]

By Rene Ayala. In the City of Greyhawk, the Royal Opera House and the Grand Theatre are well-known rivals and, on occasion, scathing accusations are followed by open-street brawls. In continued disrepair, the opera house anticipates a new production will keep its doors open permanently. That is, until the Royal begins to experience a series of unfortunate events. The cause is none other than its rival bent on treachery. As the curtain rises and Act One set in motion - insults, street fights and a dagger in the back is just the beginning. An adventure for characters of Average Party Levels 2 through 8.

Through the Mist [COR7-18]

By Sampo Haarlaa. A call for help sends a group of strangers into a trackless swamp to look for a captured child with a familiar name. An adventure for characters of Average Party Levels 2 through 8.

Wrath of the Slavelord [COR7-19]

By Tim Sech. Thanks to the quick thinking of many adventurers, Greyhawk was warned of the impending doom of Safeton months ago. The Greyhawk Militia sent some 500 hundred men to the walled city in hopes of stopping this supposed new slavelord and it looks like it may have. Nothing unusual has happened since the troops arrived. Could it be the slavelord decided it best not to contend with the might of Greyhawk or was he simply biding his time? An adventure for characters of Average Party Levels 4 through 12. (Part of the Slaver series — COR5-05 Marked Man, COR5-12 Return to the Undercity, COR6-12 Calm Before the Storm, COR7-05 City of Malice, and COR7-19 Wrath of the Slavelord.)

Murder in the River Quarter [COR7-20]

By Mike McKeown and Steve Yee. Tragedy has struck again in the Free City. With Turrosh Mak on the march, half-orcs are distrusted. Unsolved murders abound in the River Quarter, where tensions are strong. Is there a reason to this madness? Is the Maimed God to blame? An investigative adventure for characters of Average Party Levels 2 through 8. Half-orc PCs may encounter some difficulty in this adventure.

The Silent Barracks [CGR7-02]

By Christian J. Alipounarian, Creighton Broadhurst, and Christopher Lindsay. The discovery of a hidden staircase and the ruins of past battles lure brave adventurers ever deeper into the bowels of Castle Greyhawk. What dangers (and treasures) lie hidden there in the wrack of past battles? An adventure for characters of Average Party Levels 2 through 8. (This adventure is part of the Greyhawk Ruins series.)

The City of Brass: The Burning Mansion [CORS7-01] (A Special Event available only at the D&D Experience and other Extended Premiere conventions.)

By Pierre van Rooden and Pieter Sleijpen. A hero of great renown and her loyal friends have been kidnapped from the Flanaess by a vile efreet Amir and taken to his home in the infamous City of Brass on the Elemental Plane of Fire. Heroes and mercenaries are called upon to liberate those kidnapped before they die a death more horrible than being burned to cinders as slaves of the cruel efreeti. Are you able to face the burning heat of the City of Brass and help a fellow hero? An adventure for characters of Average Party Levels 2 through 16.

Rise of the Spider Queen [CORS7-02] (A Special Event available at Origins)

By Creighton Broadhurst and Colleen Simpson. Sterich is once more in need of heroes to stand between it and the rising tide of darkness. Humanoid and giant raids boiling out of the Crystalmist Mountains are again increasing in frequency and boldness. Rumors swirling thickly through Istivin.s shadowed streets speak of the malevolent Spider Queen and her resurgent interest in the sunlit lands of the Flanaess. This adventure is divided into low (APLs 2-8) and high (APLs 10-14) levels of play; a player may only play one of them. An adventure for characters of Average Party Levels 2 through 16.

Into White Plume [CORS7-03] (A Special Event available only at GenCon)

Long a place of legend, tales of White Plume Mountain are well known. Once the lair of the infamous wizard, Keraptis, the threat from this mountain was thought laid low decades ago. Now, though, tremors shake the ground and thick black smoke rising from the mountain's summit casts a sinister shadow over the surrounding lands. An adventure for characters of Average Party Levels 2 through 16.

Undermountain: Crypt of Yeldoon (A Special Event available only at Origins)

Return to the Forgotten Realms as you brave the dangers of Undermountain! The Crypt of Yeldoon begins the new Undermountain Adventures minicampaign. Create a 3rd-level character or use a pregenerated one. Rules for character creation will be listed on the RPGA website. As you adventure, some treasure you find may be applied to an existing Living Greyhawk or Xen'drik Expeditions character - a benefit exclusive to Origins!

Undermountain: The River Sargauth (A Special Event available only at GenCon)

Return to the Forgotten Realms as you brave Undermountain! Float down the River Sargauth to Belkram's Fall, encountering subterranean dangers along the way. Create a 4th-level character, or use a pregenerated one. As you adventure, some treasure you find may be applied to an existing Living Greyhawk or Xen'drik Expeditions character - a benefit exclusive to Gen Con Indy!

Undermountain: The Citadel (A Special Event available only at GenCon)

Return to the Forgotten Realms as you brave Undermountain! Explore the ancient ruins of a dwarven citadel and find out what creatures now lurk in its debris. Create a 4th-level character, or use a pregenerated one. As you adventure, some treasure you find may be applied to an existing Living Greyhawk or Xen'drik Expeditions character - a benefit exclusive to Gen Con Indy!

Undermountain: Belkram's Tomb (A Special Event available only at GenCon)

Return to the Forgotten Realms as you brave Undermountain! Decend deep into Belkram's Fall and unlock the secrets of Belkram's Tomb. Create a 4th-level character, or use a pregenerated one. As you adventure, some treasure you find may be applied to an existing Living Greyhawk or Xen'drik Expeditions character - a benefit exclusive to Gen Con Indy!

Campaign Year Six, 596 CY

A Story For Another Day [COR6-01]

By Theron Martin. 32 years ago in Dunmarsh, deliberately false accusations resulted in the death of two innocent women, 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 that this tragic story be put to rest, lest a greater evil grows from it. A roleplay intensive adventure for characters of Average Party Levels 10 through 16. (Part of the Untitled series — COR3-06 Witch Hunt, COR4-17 Real Hero Blues, and COR6-01 A Story For Another Day.)

Rallying Point for the Bright Sands [COR6-02] (two rounds)

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, COR6-02 Rallying Point for the Bright Sands, COR6-09 Beneath the Bright Sands, CORS6-02 Pits of Azak-Zil, COR6-13 Tears for the Bright Sands, and COR6-16 Dominion Over Bright Sands. This series heavily utilizes the Sandstorm supplement. Please download and read the Blight on Bright Sands Sourcebook.)

Riders of the Grave [COR6-03]

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.

A Long Way for a Little Knowledge [COR6-04]

By Jean-Philipe 'JP' 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.

The Barbarous Coast [COR6-05]

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.

Elegy for a Broken King [COR6-06]

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 Strychanis town; something very new, and surpassingly old, is in the offing. An adventure for characters of Average Party Level 10 through 16.

From the Dust [COR6-07]

By Derek Schubert and 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? An adventure for characters of Average Party Levels 6 through 14. (Part of the Legacy of Life series — COR6-07 From the Dust, COR6-15 The Shrouded Shores of Abanfyl, and COR7-15 Divided We Stand.)

Catching Breath [COR6-08]

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 experienced of adventurers are not equipped to handle. A roleplaying-intensive adventure for characters of Average Party Levels 2 through 16. (Part of the Windows to the Serpent's Soul series — COR4-01 Shedding Scales, COR5-08 Clipping Wings, COR6-08 Catching Breath, and COR7-15 Taking Flight..)

Beneath the Bright Sands [COR6-09]

By Mike Hinds. Time has buried an ancient evil. Such things are typically left alone to be lost to history. For a millennia this was so. Now a visitor, snatched from the distant past, wants this evil returned to help right a terrible wrong. An adventure for characters of Average Party Levels 2 through 12. (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, COR6-02 Rallying Point for the Bright Sands, COR6-09 Beneath the Bright Sands, CORS6-02 Pits of Azak-Zil, COR6-13 Tears for the Bright Sands, and COR6-16 Dominion Over Bright Sands. This series heavily utilizes the Sandstorm supplement. Please download and read the Blight on Bright Sands Sourcebook.)

Murder in Elmshire [COR6-10]

By Steve Yee and Michael McKeown. An embattled plea from a halfling village leads to dark secrets. What has happened to the poor citizens of this quiet community along the Lake of Unknown Depths? An adventure for characters of Average Party Levels 2 through 8.

Return to the Storm Tower [COR6-11]

By Ronald Lundeen. Five years ago, a dwarven artisan and a cleric of Fharlanghn were stranded on the shores of the Pomarj. These two unfortunates have been presumed dead for years. New information has revealed they are alive in a mysterious keep called the Storm Tower and may be in great danger. Brave heroes are needed to venture into the Pomarj and bring them home. An adventure for characters of Average Party Levels 2 through 12.

Calm Before the Storm [COR6-12]

By Tim Sech. Tension is high in and around Safeton since the brutal attack on Narwell. The Pomarj is a flurry of activity and the high seas have once again become rife with danger. Whisperings of the Mak making his move, numerous disappearances in the middle of the night, and most disturbing of all, the sighting of ships sailing the yellow flags has the entire region on edge. An adventure for characters of Average Party Levels 2 through 12. (Part of the Slaver series — COR5-05 Marked Man, COR5-12 Return to the Undercity, COR6-12 Calm Before the Storm, COR7-05 City of Malice, and COR7-19 Wrath of the Slavelord.)

Tears for the Bright Sands [COR6-13]

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. An adventure for characters of Average Party Levels 4 through 14. (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, COR6-02 Rallying Point for the Bright Sands, COR6-09 Beneath the Bright Sands, CORS6-02 Pits of Azak-Zil, COR6-13 Tears for the Bright Sands, and COR6-16 Dominion Over Bright Sands. This series heavily utilizes the Sandstorm supplement. Please download and read the Blight on Bright Sands Sourcebook.)

Cloud of Darkness [COR6-14] (two rounds)

By Creighton Broadhurst. A dark cloud hangs motionless above an ancient sacred site buried deep in the Bright Lands. An ancient power is awaking in the Bright Lands but its true purpose remains occluded. An adventure for characters of Average Party Levels 10 through 16. (Part of the Sins of Ages Past series — COR1-08 Future's Bright, COR3-01 The Hidden Fortress, COR4-16 The Frozen Spire, and COR6-14 Cloud of Darkness.)

The Shrouded Shores of Abanfyl [COR6-15] (two rounds)

By Derek K. Schubert and Donovan Hicks. His capital city retaken, Duke Labahlah extends his healing embrace over more of western Tenh, but peril awaits at every border. The young ruler needs staunch friends to fight old enemies and win new allies. Turn your face toward the chill winds blowing from the Griff Mountains and pierce the mysteries of the lost lake. An adventure for characters of Average Party Levels 8 through 16. (Part of the Legacy of Life series — COR6-07 From the Dust, COR6-15 The Shrouded Shores of Abanfyl, and COR7-15 Divided We Stand.)

Dominion Over Bright Sands [COR6-16] (two rounds)

By Creighton Broadhurst and Greg Marks. For two years, the paladin Karistyne has sought to stymie the Archmage Rary's seemingly insatiable lust for power. Now, at the threshold of a darkness beyond even the reason of light, the fate of the Bright Lands must be decided. You must make the choice. An adventure for characters of Average Party Levels 6 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, COR6-02 Rallying Point for the Bright Sands, COR6-09 Beneath the Bright Sands, CORS6-02 Pits of Azak-Zil, COR6-13 Tears for the Bright Sands, and COR6-16 Dominion Over Bright Sands. This series heavily utilizes the Sandstorm supplement. Please download and read the Blight on Bright Sands Sourcebook.)

Something of Value [COR6-17]

By Sam Weiss. All adventurers dream of finding that one thing that will make them wealthy beyond their wildest dreams. Unfortunately, you seem to have found it. Now what are you going to do? An adventure for characters of Average Party Levels 10 through 16.

Storm Ebb [COR6-18]

By David LoTempoio. A natural disaster has struck the small fishing villages sprinkled along the Woolly Bay. Refugees need heroes adept at building as well as battling or else something sinister chooses to nest in their submerged homes. An adventure for characters of Average Party Levels 2 through 8.

Heir Aberrant [COR6-19]

By Andrew Lloyd and Andrew Nuxoll. "Do not dabble with denizens of forbidden places, lest ye would become one." - Zashnichar. A bizarre creature needs help rescuing his master. Not all damsels in distress are as beautiful as the ones in the storybooks but this one may very well give you nightmares! The players of this adventure should be prepared for several unique challenges and puzzles in addition to more typical dangers. An adventure for characters of Average Party Levels 2 through 8.

Shades of Grey [COR6-20]

By Gary Milakovic. A chance encounter leads to a chance for adventure in a land held in the tight grip of a tyrant. Keep your eyes open; but no matter which way you're looking... it's the wrong way. An adventure for characters of Average Party Levels 2 through 12.

The Hanging Glacier [CORS6-01] (A Special Event available only at Winter Fantasy, Theocracy by the Bay, and other Expanded Premiere Conventions.)

By Creighton Broadhurst and Greg Marks. Every twenty years the lands of the Snow Barbarians are inundated by a strange plague of monsters boiling out of the Corusk Mountains. Their Jarls believe these incursions originate from the famed Hanging Glacier of Alisedran but to them the glacier and its surrounds are considered holy and they may not send their warriors there to eradicate this threat. The call has gone out for adventurers brave enough to dare the frozen hell of the mountains to destroy this threat once and for all. An adventure for characters of Average Party Levels 2 through 16.

Pits of Azak-Zil [CORS6-02] (Origins special; also be available for home-play.)

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? 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, COR6-02 Rallying Point for the Bright Sands, COR6-09 Beneath the Bright Sands, CORS6-02 Pits of Azak-Zil, COR6-13 Tears for the Bright Sands, and COR6-16 Dominion Over Bright Sands. This series heavily utilizes the Sandstorm supplement. Please download and read the Blight on Bright Sands Sourcebook.)

Shadows of the Dread Spiral [CORS6-03] (A Special Event available only at GenCon and other Expanded Premiere Conventions.)

By Chris Tulach and Tim Sech. A tainted soul seeking redemption draws your attentions to the foreboding Yatil Mountains. Within its hidden recesses lies the Forgotten Temple of Tharizdun, and there, a terrible labor lost in time begins anew, as the veil between worlds grows thin, and a threat more perilous than all others reaches out to touch the other side. An adventure for characters of Average Party Level 2 through 16.

Adapted Scenarios

Adapted scenarios can be played throughout the world and are normal WotC print modules that have a separately published adaptation for play within the Living Greyhawk campaign. Each module is broken into several parts, each part with its own Adventure Record and Time Unit cost.

Campaign Year Eight, 598 CY

The Sinister Spire [ADP8-01]

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By Bruce R. Cordell and Ari Marmell. In The Sinister Spire, the heroes chase the tomb-robbers into the Underdark and stumble upon a desolated subterranean city with a dark secret. An advnture for characters of Average Party Level 6. This scenario costs 14 TUs to play. (Part of a series — ADP7-05 Barrow of the Forgotten Kind, ADP8-01 The Sinister Spire, and ADP8-02 Fortress of the Yuan-ti.)

Fortress of the Yuan-ti [ADP8-01]

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By Ari Marmell. Castle Serastis, headquarters of the Vanguard of Sertrous, is all that stands between victory and defeat. The denizens have raced to gather the needed components to raise the Risen King for their own dastardly designs. Will there be any brave adventurers that can stop them? An adventure for characters of Average Party Level 9. This adventure costs 11 TUs. (Part of a series — ADP7-05 Barrow of the Forgotten Kind, ADP8-01 The Sinister Spire, and ADP8-02 Fortress of the Yuan-ti.)

Expedition to the Ruins of Castle Greyhawk [ADP8-03]

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By Jason Bulmahn, James Jacobs, Erik Mona. Expedition to the Ruins of Greyhawk is a 224-page D&D super-adventure that revisits Castle Greyhawk and the classic dungeon beneath. This adventure is usable as a mini-campaign on its own, a story arc in a Dungeon Master's regular campaign, or as a series of small side adventures with a big payoff.

Campaign Year Seven, 597 CY

Dragondown Grotto [ADP7-01]

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By Ed Stark. An exciting poster map product!

The Fantastic Locations series of map accessories feature the winning combination of a short adventure and two large, double-sided, full-color maps scaled for D&D miniatures, all at a reasonable price point. This product is tied to 2006's Year of Dragons theme, which is a key marketing platform across the D&D RPG, novels, and miniatures brands.

Fantastic Locations: Dragondown Grotto features two double-sided poster maps. Three maps are suitable for RPG and skirmish use, while one is an RPG exclusive. An accompanying 16-page adventure is suitable for any mid-level campaign. Enemies include creatures from the War of the Dragon Queen miniatures expansion releasing in the same month. The two poster maps can be put together to form a dragon's lair, while the reverse sides feature more fantastic locations that players can explore.

An adventure for characters of Average Party Level 10. This scenario costs 7 TUs to play.

Scourge of the Howling Horde [ADP7-02]

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By Gwendolyn F. M. Kestrel. Take Your First Steps On the Road to Adventure. Goblins set upon the quiet town of Barrow's Edge, and the community cries out for heroes to save them. What has turned the secretive and reclusive goblins into bloodthirsty raiders? Who is the mysterious new leader of the tribe? The truth lies deep within the Howling Caves.... Scourge of the Howling Horde is a stand-alone adventure designed for a group of 1st-level characters. It costs 5 Time Units to play.

The Frostfell Rift, Part One [ADP7-03]

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By Wizards Team. The depths of the Corusk Mountains can be an unforgiving land where cold and terrain can kill as swiftly as the predators that stalk in the desolation. Few sane people would ever dare enter the place. But hidden within the ice and snow are mysteries and challenges that draw the adventurous nonetheless. A two-part adapted adventure for APL 6 (Part 1) and APL 14 (Part 2), based on Fantastic Locations: The Frostfell Rift by Ari Marmell. Each part is played separately, in any order, and you do not have to play Part 1 to play Part 2. This scenario costs 4 TUs to play.

The Frostfell Rift, Part Two [ADP7-04]

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By Wizards Team. The depths of the Corusk Mountains can be an unforgiving land where cold and terrain can kill as swiftly as the predators that stalk in the desolation. Few sane people would ever dare enter the place. But hidden within the ice and snow are mysteries and challenges that draw the adventurous nonetheless. A two-part adapted adventure for APL 6 (Part 1) and APL 14 (Part 2), based on Fantastic Locations: The Frostfell Rift by Ari Marmell. Each part is played separately, in any order, and you do not have to play Part 1 to play Part 2. This scenario costs 4 TUs to play.

Barrow of the Forgotten King [ADP7-05]

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By Ed Stark. In a rich and sleepy town set against the Good Hills lays Kingsholm. This little town is just like every other except for one thing — its graveyard. Relatives have gone missing since beginning to make preparations for a funeral and the two local guardsmen that were sent to investigate have not returned. What could have befallen them? Kingsholm no longer seems to be so sleepy. An adventure for characters of Average Party Levels 4 or 5. This adventure costs 11 TUs to play. (Part of a series — ADP7-05 Barrow of the Forgotten Kind, ADP8-01 The Sinister Spire, and ADP8-02 Fortress of the Yuan-ti.)

Expedition to the Demonweb Pits [APP7-06]

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By Wolfgang Baur and Gwendolyn F.M. Kestrel. Heroes who become entangled in the adventure?s plot soon find themselves squaring off against the agents of Lolth and Graz?zt across several planes, including the Abyss. An adventure for characters of Average Party Level 10. This scenario costs 32 TUs to play.

Campaign Year Six, 596 CY

Fane of the Drow [ADP6-01]

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By Gwendolyn F. M. Kestrel with Rob Heinsoo. Fantastic Locations: Fane of the Drow features two double-sided poster maps designed for roleplaying and miniatures skirmish play. An accompanying 16-page adventure can be dropped into any campaign. Enemies consist of creatures from various D&D miniatures. Miniatures skirmish scenarios are included for additional play options, written to allow Dungeon Masters to seamlessly integrate D&D Miniatures into the adventure. The two poster maps, which are scaled for tabletop play, can be put together to form the temple of the drow, while the reverse sides feature other fantastic dungeon locations players can explore. This is an adventure for characters of Average Party Level 4. It costs 7 TUs to play.

Hellspike Prison [ADP6-02]

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By Matthew Sernett with Rob Heinsoo. Fantastic Locations: Hellspike Prison features two double-sided poster maps designed for roleplaying and miniatures skirmish play, plus an accompanying 16-page adventure that can be dropped into any campaign. Enemies include creatures from the recent Underdark miniatures expansion. Miniatures skirmish scenarios are included for additional play options. The two poster maps can be put together to form the fiery underdark cavern known as Hellspike Prison, while the reverse sides feature other fantastic underdark locations players can explore. This is an adventure for characters of Average Party Levels 9 or 12. It costs 8 TUs to play. More information is available on the RPGA Web Site.

The Red Hand of Doom [ADP6-03]

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By James Jacobs, Richard Baker. An exciting super-adventure that pits heroes against an army bent on domination. Rampaging hobgoblins and their allies threaten to destroy the realm and all who stand before them. Characters who dare confront the horde soon discover that these particular hobgoblins worship Tiamat, the evil queen of dragons, and eventually come face-to-face with her draconic minions. This 128-page adventure features a new format easily used by Dungeon Masters. The Red Hand of Doom includes encounters designed for use with the D&D miniatures game. This scenario costs 51 TUs and is broken down into five parts (TU costs 8, 12, 9, 6, 16). The scenario begins as appropriate for Average Party Level 6. To play the final part, you can borrow TUs from 2008 provided that you do not play any other scenarios between parts of this one. More information is available on the RPGA Web site. There is also a FAQ.

Fields of Ruin [ADP6-04]

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By Richard Pett. Fantastic Locations: Fields of Ruin features two double-sided poster maps designed for roleplaying and miniatures skirmish play. An accompanying 16-page adventure can be dropped into any campaign. Enemies include creatures from the recent D&D War Drums miniatures expansion. The two poster maps can be put together to form a ruined stronghold, while the reverse sides feature more ruins and battlefields players can explore. This is an adventure for characters of Average Party Level 8. It costs 7 TUs to play (unconfirmed).

Intro Scenarios

Pale Intro Scenarios

Pale intro scenarios are also written specifically for play within our region. In addition, they are for PCs that are 1st-level. Once your PC reaches 2nd-level, you can no longer play her in intro scenarios. These scenarios are intended to introduce players to the regional themes within the Theocracy of the Pale. Playing these events costs 1 Time Unit per round for PCs whose home region is the Pale, 2 Time Units for all other PCs.

Great Hippogriff Hunt [PAL4-01I]

By Glyn Dewey. The Prelate of Ogburg has offered a bounty for the destruction of the hippogriffs that have begun to kill livestock and threaten travelers in the southeast Region of the Pale. An introductory adventure for 1st-level PCs only. This scenario is still available, unlikely most other Year Four scenarios. To obtain this scenario for play, first go to the RPGA site and order the "Living Greyhawk Intro Adventure." Then, contact the Pale Triad and provide: your name, your RPGA number, the event code from the RPGA site, the address (with ZIP code) where the scenario will be played, and the name of the module you need.

Dawn of Power's Insight [PAL4-04I]

By Dale Thurber. "Fate spins a twist, and you find yourselves in possession of a valuable item, undoubtedly coveted by a myriad of groups. A friend can provide guidance, but the decision of what to do weighs on your shoulders. Whose or *what* eyes are watching?" An introductory adventure for 1st-level PCs only. This scenario is still available, unlikely most other Year Four scenarios. To obtain this scenario for play, first go to the RPGA site and order the "Living Greyhawk Intro Adventure." Then, contact the Pale Triad and provide: your name, your RPGA number, the event code from the RPGA site, the address (with ZIP code) where the scenario will be played, and the name of the module you need.

The Long, Cold Watches of the Night [PALI5-01]

By Glyn Dewey. Guarding the caravan was supposed to be easy. Until now, it was. When you are lost in the Rakers and freezing to death, a lighted window in a strange mountain fortress may be your only hope. An introductory adventure for 1st-level PCs only. This scenario is still available, unlikely most other Year Four scenarios. To obtain this scenario for play, first go to the RPGA site and order the "Living Greyhawk Intro Adventure." Then, contact the Pale Triad and provide: your name, your RPGA number, the event code from the RPGA site, the address (with ZIP code) where the scenario will be played, and the name of the module you need.

Cry Havoc! [PALI5-03]

By Matt Thompson. While the Pale diverted much of her attention to the Liberation of Tenh, its enemies were taking advantage of its distraction to further their own agenda. A mission recommended for animal lovers, investigators, Pholtans, and other generally helpful souls. An introductory adventure for 1st-level PCs only. This scenario is still available, unlikely most other Year Four scenarios. To obtain this scenario for play, first go to the RPGA site and order the "Living Greyhawk Intro Adventure." Then, contact the Pale Triad and provide: your name, your RPGA number, the event code from the RPGA site, the address (with ZIP code) where the scenario will be played, and the name of the module you need.

Open Cages [PAL6I-01]

By Matthew Thompson. A traveling bestiary has been allowed to tour the Pale. All over the city, flyers are being passed out promising free admission, snacks, and a keepsake. It sounds like it would make a great, entertaining, laid-back day, but captivity isn't for everyone. An introductory adventure for 1st-level PCs only. To obtain this scenario for play, first go to the RPGA site and order the "Living Greyhawk Intro Adventure." Then, contact the Pale Triad and provide: your name, your RPGA number, the event code from the RPGA site, the address (with ZIP code) where the scenario will be played, and the name of the module you need.

Too Many Nomicons [PAL7I-01]

By Robert Kwon. Once upon a time there was a Troll King whose armies threatened the entire Pale with destruction. Heroes were gathered from far and wide and readied themselves to face this overwhelming evil. It was to be an epic clash that would live on in the story books. Sadly, this is not that story, but it is a story about books.... To obtain this scenario for play, first go to the RPGA site and order the "Living Greyhawk Intro Adventure." Then, contact the Pale Triad and provide: your name, your RPGA number, the event code from the RPGA site, the address (with ZIP code) where the scenario will be played, and the name of the module you need.

Fair Trade [PAL7I-02]

By Shelton Yee. By land or by water, trade must be conducted, but cargo is disappearing throughout the western portion of the Pale. Who or What is behind it? A One-round Theocracy of the Pale Regional Introductory Adventure for inquisitive 1st-level PCs only. To obtain this scenario for play, first go to the RPGA site and order the "Living Greyhawk Intro Adventure." Then, contact the Pale Triad and provide: your name, your RPGA number, the event code from the RPGA site, the address (with ZIP code) where the scenario will be played, and the name of the module you need.

Neither Wind nor Snow [PAL7I-03]

By Jeff Lloyd. After the victory against Winterwind, the Pale Patrol seeks those willing to bear the news to the rest of the Theocracy. A one-round Theocracy of the Pale Regional introductory adventure for first level characters only. To obtain this scenario for play, first go to the RPGA site and order the "Living Greyhawk Intro Adventure." Then, contact the Pale Triad and provide: your name, your RPGA number, the event code from the RPGA site, the address (with ZIP code) where the scenario will be played, and the name of the module you need.

Core Intro Scenarios

Ambition's Folly [INT7-01]

By Tim Sech. A new dawn has arrived in the early morning on Oerth. What adventures await the unsuspecting? New adventurers arrive every day to the Gem of the Flanaess seeking riches or to just take in the wonder that is Greyhawk City. Will this day be no different or will adventure find you? An adventure for characters of Average Party Level 2.

Trial by Fire [INT7-02]

By Tich Sech. While some of the landscape of the Domain of Greyhawk has changed, the squabbling and power struggle of nobles have not. Ancient papers have been found and translated, papers that many would kill to have in their possession. With the knowledge now within their grasp two men rise above others to retrieve what they believe is rightfully theirs. Today is the day where a choice must be made that will change the fate of many. An adventure for characters of Average Party Level 2.

A Dead Man's Job [INT7-03]

By Tim Sech. Recovering the red pearl has stirred many factions into action. Unfortunately, with the instability of the region as it is, the Greyhawk Militia do not have time to hear such fanciful tales as 'lost rituals' and the like. Aramis has been betrayed by his own men and they now have the rest of the ritual items. Will you stick your neck on the line again and be able to break through their defenses? Only one way to find out. An adventure for characters of Average Party Level 2.

Ritual of the Damned [INT7-04]

By Tim Sech. The pieces are back in Aramis? hands and the only thing left to do is set them in play. Aramis is ready for his dreams to come true and relies on friends to help him see it through. The ritual is about to happen, will it be for the good of Greyhawk or be yet another disaster in the Domain of Greyhawk?s long storied history? An adventure for characters of Average Party Level 2.

High-Level Option

High-Level Option scenarios are for characters 16th-level and higher who have retired from the main Living Greyhawk campaign. Rules on the High-Level Option describe the rules unique to these adventures.

Horrors Never Die, Part 1 [DMC1-01] (Available until June 30th, 2007)

(Part of the Horrors Never Die series — Horrors Never Die, Part 1, Horrors Never Die, Part 2, Return to the Tomb (Horrors Never Die, Part 3), and Horrors Never Die, Part 4.)

Horrors Never Die, Part 2 [DMC1-02] (Available until June 30th, 2007)

(Part of the Horrors Never Die series — Horrors Never Die, Part 1, Horrors Never Die, Part 2, and Horrors Never Die, Part 3.)

Return to the Tomb (Horrors Never Die, Part 3) [DMC1-03] (Available until December 31st, 2007)

For centuries the Tomb of Horrors, the supposed final resting place of the lich Acererak, has drawn adventurers from far and wide ... those clever enough to locate it deep in the Vast Swamp and foolish enough to believe they could handle the challenges within. In recent years, a brave group of heroes finally navigated the depths of the Tomb and beyond, averting a near disaster of epic proportions from befalling Oerth and other worlds. Yet their actions have not brought an end to the danger. Something still stirs within the Tomb of Horrors ... do you dare to face it yourselves?" (Part of the Horrors Never Die series — Horrors Never Die, Part 1, Horrors Never Die, Part 2, Return to the Tomb (Horrors Never Die, Part 3), and Horrors Never Die, Part 4.)

Horrors Never Die, Part 4 [DMC1-04] (Available until September 30th, 2007)

(Part of the Horrors Never Die series — Horrors Never Die, Part 1, Horrors Never Die, Part 2, Return to the Tomb (Horrors Never Die, Part 3), and Horrors Never Die, Part 4.)

Wail of the Banshee Queen 1 [DMC2-01] (Available until December 31st, 2007)
Wail of the Banshee Queen 2 [DMC2-02] (Available until March 31st, 2008)
Wail of the Banshee Queen 1 [DMC2-03] (Available until March 31st, 2008)
Assault on the Forbidden Citadel [DMC2-04] [two rounds]

By Steven Conforti. A demon lord needs your assistance. What could he tell you that would make you want to offer your help? The balance of power on the Outer Planes may be in your hands. Time to explore the depths of the drow goddess Kiaransalee's abandoned Forbidden Citadel in Lachrymosa, at the heart of the Abyss. DM’s Challenge 4 is the conclusion of the four-part Wail of the Banshee Queen story arc (2007-2008).