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The following are retired scenarios that are no longer available for play within Living Greyhawk:
- Regional scenarios
(Campaign Year: One, Two, Three, Four, Five, Six)
- Meta-regional scenarios
(Campaign Year: Three, Four, Five, Six)
- Core scenarios
(Campaign Year: One, Two, Three, Four, Five)
- Adaptable scenarios
(Campaign Year: One, Two)
- Intro Scenarios
While these scenarios are no longer available for play, you can read about what happened in the Pale regionals.
While these scenarios are retired, there are many available for play.

Holy Word [PAL1-01]
Download Summary By Catie Martolin. Could it be that someone has found the long lost treasure of Talavir Markum? The Church would like to find out, and you are the people for the job. An adventure for Tiers 1, 2, and 3.
Absence of Law [PAL1-02]
Download Summary By Bart Scott. Since the death of the great dragon in the
Raker mountains east of the Pale, there have been rumors of strange goings-on
as the creatures of the area jockey to fill the new power vacuum. Who or what
has moved into the area? A two-round adventure for Tiers 1, 2, and 3.
(P)al(e)ientology [PAL1-03]
Download Summary By Michael Hughes. The Theocracy of the Pale has always had a reputation for being inhospitable to travelers and strangers, but this is getting out of hand. Now the Prelates and the Merchant Council need your help in solving the mystery of the disappearing merchants before the supplemental food trade is disrupted beyond hope. An adventure for Average Party Level 2, 4, and 6.
Download Summary By David W. Baker. A servant of a mysterious wizard wants you to capture a fantastic beast alive. Will you accept the challenge? An adventure for Average Party Level 2, 4, 6, 8, and 10. Corrected handouts are available for the DM to download and print. (The published scenario screwed up the fonts.) (Part of the Germinations series — PAL1-04 Prelude to the Past, PAL2-01 Drawing from Life, PAL2-02 Pale Harvest, PAL3-01 In the Shadow of Death's Door, PAL3-04 Full Circle, and PAL4-03 All Which Is Forgotten.)
Alliance Reborn [PAL1-05]
Download Summary By Jason B. Singleton. An elven envoy from the Phostwood secures a group of PC's to assist the elves in defending against bandit raids. An adventure for Average Party Level 4 and 6.
Festvalle Serendipite [PAL1-06]
Download Summary By Ron Levy. For the past twenty years, the Festvalle Serendipite has brought the simple pleasures of the traveling carnival to the humble folk of the Pale. But when a circus comes under new management, the changes aren't always for the better. An adventure for Average Party Level 2, 4, and 6.
Northern Brewings [PAL1-07]
Download Summary By Joe Cirillo. A blizzard has struck the Province of Rakersvale, but something far more insidious is prepared to strike. An adventure for Average Party Level 4 and 6.
Cold Comfort [PAL1-08]
Download Summary By Gareth Hughes. Disaster has struck a small town high in the mountains. Will your relief reach them in time? Part 1 of Song of Winter. An adventure for Average Party Level 2, 4, and 6.
Bewitched [PAL1-09]
Download Summary By Greg and Kim Ryker. The Village of Fensdale appears a model of prosperity and tranquility. But all is not as it seems. Evil is afoot. An adventure for Average Party Level 4, 6, and 8.
Siege at Castle Arndulant [PAL1-10]
Download Summary By Ron Levy. A line to break, a castle to hold, and a battle against impossible odds. Who could ask for more? An adventure for Average Party Level 4, 6, and 8.
The Trouble with Trollops [PAL1-11]
Download Summary By Bart Scott. What do you do when you are needed at two different places at the same time? An adventure for Average Party Level 4, 6, and 8.
By David W. Baker. You are sitting in the home of a wizard in the city of Ogburg, watching as she completes the portrait of the dwarf who invited you here. When the portrait is done, the dwarf, Koreth Orcsplitter, beseeches you to travel with him to an abandoned subterranean temple. Will you brave this dungeon crawl underneath the Raker Mountains to free Koreth's ancestor, trapped in time for a millennium? An adventure for Average Party Level 2-10. An enhancements document (for DMs) is available; the password to this file is found within the scenario. (Part of the Germinations series. The parts of the Germinations series, in order, are: PAL1-04 Prelude to the Past, PAL2-01 Drawing from Life, PAL2-02 Pale Harvest, PAL3-01 In the Shadow of Death's Door, PAL3-04 Full Circle, and PAL4-03 All Which Is Forgotten.)
By David W. Baker. Autumn has come and Pholtus's bounty is being picked, but all is not well in the Pale. In three separate incidents, squads of the Ogburg Pale Patrol have disappeared with no trace. Investigations have revealed almost nothing. The squads all had one thing in common - they were comprised of young, new recruits who were patrolling the countryside to the northeast of the city. The Church Militant wants you to pose as novice volunteers, hoping that you can get to the bottom of this where they have failed. An adventure for Average Party Level 2-10. An enhancements document (for DMs) is available; the password to this file is found within the scenario. (Part of the Germinations series. The parts of the Germinations series, in order, are: PAL1-04 Prelude to the Past, PAL2-01 Drawing from Life, PAL2-02 Pale Harvest, PAL3-01 In the Shadow of Death's Door, PAL3-04 Full Circle, and PAL4-03 All Which Is Forgotten.)
By Derek Schubert. Outside the cities of the Pale, ancient ways guard against ancient evils. But when the Blinding Light shines into a forgotten corner, it casts dark shadows. Can a group of heroes keep the fabric of the land from unraveling? An adventure for Average Party Level 2-6. (This scenario is part of the Heritage series. You need not have played the previous scenarios before this one. The parts of this series, in order, are: PAL2-03 Stitch in Time, PAL4-02 Stirring the Waters, PAL4-06 Strands of Gloom, and PAL5-03 Strata.)
Sleeping Lands [PAL2-04]
By Roy Zemlicka. It is Harvest time in the Pale and time for the Pale to count and assure itself of how much food stock it will have for the coming winter and year. But all is not straightforward, and the Pale's enemies can be seen at work in this simplest of tasks. An adventure for Average Party Level 2-10.
The Heretic [PAL2-05]
By Joe Streeper. The Pale is not the place to be spreading blasphemy. Now is your chance to help the church rid itself of heathens. A two-round adventure for faithful citizens, Average Party Level 2-10.
By Robert Wiese. In 588, the Theocrat was slain by a foul demon, and though he was returned to life he has never been the same. Ogon Tillit lies near death, and no magic that Pholtus provides can cure him. Sages believe that only the claws with which he was slain can produce the cure, and after nearly a year a small diviners group in the Arcanist Guild has discovered a clue. The church needs you to follow it up, and hopefully recover the demonic weapon. An adventure for Average Party Level 4-10. (This scenario is part of the Crisis of Leadership series — PAL2-06 Claws of Evil and PAL3-01 In the Shadow of Death's Door.)
Appetites [PAL2-07]
By Bart Scott. Everyone has an appetite. Some crave food and drink, others fame and fortune. It's time to whet your appetite and spend some time at the Pious Pilgrim. An adventure for Average Party Level 2-8.
By David W. Baker. The Theocrat, Supreme Prelate of the Pale, is on his deathbed. He asks you to travel to the door of death itself, to the lair of the slain green dragon Xianshee. At stake is nothing less than the future of the Theocracy of the Pale. An adventure for Average Party Levels 2 through 12. An enhancements document (for DMs) is available; the password to this file is found within the scenario. (This scenario is part of both the Germiniations and the Crisis of Leadership series. The parts of the Crisis of Leadership series, in order, are: PAL2-06 Claws of Evil and PAL3-01 In the Shadow of Death's Door. The parts of the Germinations series, in order, are: PAL1-04 Prelude to the Past, PAL2-01 Drawing from Life, PAL2-02 Pale Harvest, PAL3-01 In the Shadow of Death's Door, PAL3-04 Full Circle, and PAL4-03 All Which Is Forgotten.)
The Inquisition [PAL3-02]
By Glyn Dewey. An Iuzian spy has been discovered in Wintershiven and the Inquisition is on the way to interdict him. This could be a major political blow for the Progressive party... unless the PCs choose to intervene. But if they do, whose side will they be on? An adventure for Average Party Levels 2 through 8.
By Donovan Hicks. The Shield of Blinding Light has been found in the war torn nation of Tenh. Both the Church of the One True Path and the followers of Pelor treasure this ancient relic. Can you successfully obtain the Shield for the Church of the One True Path and return it to its rightful place in the hands of the Champion of Pholtus? An adventure for Average Party Levels 2 through 10. (This scenario is part of the Champion of the Pale series — PAL3-03 Shield of Faith, PAL3-05 Arms of Divine Might, and PAL3-07 The Champion of the Pale.)
By David W. Baker. Bahira, wizard of Ogburg, asks you to find some gems known as the Shards of the Uvalnoniz. She requires the Shards to complete a magic circle, a circle that is part of a powerful incantation. The incantation will strike a critical blow against a terrible evil that threatens the Pale. An adventure for Average Party Levels 2 through 12. (This scenario is part of the Germiniations series. Unlike most chapters, it's recommended that you play the previous chapters before playing this one. The parts of the Germinations series, in order, are: PAL1-04 Prelude to the Past, PAL2-01 Drawing from Life, PAL2-02 Pale Harvest, PAL3-01 In the Shadow of Death's Door, PAL3-04 Full Circle, and PAL4-03 All Which Is Forgotten.)
By Donovan Hicks. Recently in the Pale, the Shield of the Blinding Light was recovered. Now it is believed that the location of the rest of hte arms and armor of Corin Malthesun has been found. Will you be the heroes who recover the rest of these relics for the Pale, so that the Champion of the Pale can be named and properly armed and armored? An adventure for Average Party Levels 2 through 12. (This scenario is part of the Champion of the Pale series — PAL3-03 Shield of Faith, PAL3-05 Arms of Divine Might, and PAL3-07 The Champion of the Pale.)
Fog of War [PAL3-06]
By Nicholas K. Tulach and Brian Moseley. The pounding of hooves quakes the earth beneath your feet. The clash of swords rings in your ears. The stench of rotting flesh hangs over the broken pitch, like torn pennants draped over twisted bodies. Sweat stings your eyes for fear of the coming battle as you look out onto a field rent by carnage and howling bloodlust. If only there was a way out. An adventure for average party level 4-12.
By Donovan Hicks. The Church of the Blinding Light has recovered relics of great power. These relics now need a worthy soul to carry them in defense of the Pale. Who will this new champion be? An adventure for Average Party Levels 2 through 12. (This scenario is part of the Champion of the Pale series — PAL3-03 Shield of Faith, PAL3-05 Arms of Divine Might, and PAL3-07 The Champion of the Pale.)
Random Encounters [PAL3-08]
By Lance White and Russ Stanley. You stop off in Hawkburgh for a well-earned rest and run into some settlers that need help. It seems they have been having problems with animal attacks, well you didn't have anything else to do today. An adventure for Average Party Levels 2 through 8.
Dawn Break [PAL03-01I]
By Nicholas Tulach. A new dawn has arisen in the Pale. It seems as though things are changing for the better, but near the Troll Fens, dawn only means another bitter day has begun. An introductory adventure for 1st-level PCs only.
Stolen Cloaks and Silent Daggers [PAL3-02I]
By Thomas Sleeper. Some church cloaks have been stolen from a local craftsman. Too busy with trouble from the Tenha, the Church Militant and the Watch are looking for a few fresh-faced adventurers to help out. Part one of The Disturbing Cycles. An introductory adventure for 1st-level PCs only.
Lost Soul [PAL4-01]
By Frank Bayer. A lost soul awaits rescue from the Land of the Dead. Will you be able to bring this helpless soul back to the Land of the Living or is she doomed to wander, lost forever? An adventure for Average Party Levels 2 through 12.
By Derek Schubert. The village of Fensdale has rested free from Iuz for two years, but some waters have lain undisturbed since long before the birth of Old Wicked. Now something stirs, showing that these waters may be deeper and darker than any Pholtan ever feared. An investigative and outdoor-based event for resolute PCs, Average Party Levels 4 to 10. (This scenario is part of the Heritage series. You need not have played the previous scenarios before this one. The parts of this series, in order, are: PAL2-03 Stitch in Time, PAL4-02 Stirring the Waters, PAL4-06 Strands of Gloom, and PAL5-03 Strata.)
By David W. Baker. An army gathers and a battle looms on the eastern border of the Pale. Yet rather than join in the battle, you are asked to recover treasure stolen from the Library of Antigua. It is commonly known that no thief has successfully absconded with a relic from that vault, where it is said that the Theocracy stores dangerous and perhaps even evil artifacts for study and safeguarding. The treasure is now in the hands of a wizard named Konrad Huber. Chapter Six and the conclusion of Germinations. An adventure for Average Party Levels 2 through 12. (This scenario is part Germinations series. Unlike most chapters, it's recommended that you play the previous chapters before playing this one. The parts of the Germinations series, in order, are: PAL1-04 Prelude to the Past, PAL2-01 Drawing from Life, PAL2-02 Pale Harvest, PAL3-01 In the Shadow of Death's Door, PAL3-04 Full Circle, and PAL4-03 All Which Is Forgotten.)
Leap of Faith [PAL4-04]
By Greg Dreher. Another evening in the Pious Pilgrim brings rumors and a promise of adventure. A great evil could be defeated with an artifact lost to history. Will you take the leap of faith and follow the divine inspiration of a young arcanist of the Arcanist Guild into the dangerous Rakers? An adventure for characters of Average Party Level 4 through 12.
Possessions in the Dust [PAL4-05]
By Neil Harkins. The Ether Threat is finally over, but the damage to Tenh remains. Hundreds of refugees huddle in the makeshift shanty-town surrounding Atherstone, separated from the lives they once led. Will they survive? An adventure for Average Party Levels 2 though 16.
By Derek K. Schubert. Autumn advances and the Pale prepares for another season of long nights. Armies move northward, but troubles grow in the south where terrors in the Gamboge Forest ensnare friend and foe in a tangled web. An adventure for PCs of Average Party Level 6 through 12 who know how to pick their battles. (This scenario is part of the Heritage series. You need not have played the previous scenarios before this one. The parts of this series, in order, are: PAL2-03 Stitch in Time, PAL4-02 Stirring the Waters, PAL4-06 Strands of Gloom, and PAL5-03 Strata.)
The Root of Chaos [PAL4-07]
By Joe Streeper. An ancient forest beckons with its eerie glow. Creatures lurk in the verdant canopy above, waiting for an unfortunate soul to pass by. Around each bend and from behind each fallen log, eyes peer through the mist. And below, the roots hold fast in their tangled tapestry. An adventure for characters of Average Party Level 4 through 12. This adventure has an optional encounter that can be played for 1 extra TU.
By Donovan Hicks. It seems the threat of Winterwind to the Theocracy is finally at an end, since the silver dragon Brennan has returned at last. In the Rakers, a cold wind has blown in from the North, bringing mysteries, villains, and the possibility of new allies. An adventure for bold but diplomatic adventurers who are not afraid of catching frostbite. An adventure for characters of Average Party Level 2 through 12. (This scenario is part of the Winter Stalks the Pale series — PAL4-08 Winters Past, PAL5-07 Troll Winter, PAL6S-03 The Troll Throne [Interactive at KublaCon, May '06], PAL6-05 Heart of Winter, PAL6-07 Snow Fall, and PAL6S-06 A Line in the Snow [Interactive at Winter Weekend in the Pale, Dec '06].)
Retribution [PAL4-09]
By Jef Parr. Idle days along the Yol River turn to alarm, when rangers report coming across the paths of ogre bands moving fast across through the Phostwood. The faithful of the Pale seek shelter in their homes, but malice travels on thundering drumbeats from across the river, deep within the ghostly forest. A Pale regional adventure for the noble and the savage, for Average Party Levels 4 through 12.
The Road Less Traveled [PAL5-01]
By David LaMacchia. Winter CY595. The war has ended as quickly as it began. The city of Calbut, now annexed into the Theocracy of the Pale, celebrates as operations in its four platinum mines resume. You are contacted by a scholar with knowledge of an ancient Flan treasure, the trail to which begins where the mines end: in the Underdark. An adventure for PCs who aren't afraid of the dark. An adventure for Average Party Levels 4 through 12.
Plight of the Emissary [PAL5-02]
By Gary Ingram. Returning from the County of Urnst, an emissary is abducted in the night while resting in the town of Longfield. The local leadership fears the embarrassment this is sure to cause and desires a rapid yet discreet resolution. Is a group of heroes the answer to their prayers? An outdoor adventure through the Nutherwood for characters of Average Party Levels 2 through 8.
By Derek Schubert. All citizens of the Pale know their place, but not all are content. In the foothill city of Landrigard, hearts can be as hard as stone, as dark as coal, or as brilliant as a diamond. And when a crisis squeezes these stones, the blood of Oeridians, Flan, and dwarves stains the streets. An investigative urban adventure for characters of Average Party Levels 6 through 12. (This scenario is part of the Heritage series. It is recommended that you play PAL4-02 Stirring the Waters and PAL4-06 Strands of Gloom before this one. The parts of this series, in order, are: PAL2-03 Stitch in Time, PAL4-02 Stirring the Waters, PAL4-06 Strands of Gloom, and PAL5-03 Strata.)
Seeds of Winter [PAL5-04]
By Neil Harkins. Growfest has arrived, but frost remains on the ground, delaying the planting and its celebration. Although the nearby Rakers are free of the mysterious Winterwind, plans from years ago are incubating—hardly a reason for the Pale to rejoice. An adventure for characters of Average Part Level 6 through 10 who remember the taproom tales of veteran Palish adventures.
Floracon [PAL5-05] (two rounds)
By Joe Streeper. Several years ago in a long forgotten temple, adventurers unearthed the Floracon. Since then it has passed through many hands, bringing only peril and misery wherever it went. Now the time has come to put an end to this fell object. A perilous descent to the Temple of Dumathoin and beyond for APL 4 to 14. This adventure has an optional encounter that can be played for 1 extra TU. This is a sequel to PAL 4-07 The Root of Chaos.
By Brian Moseley and Jason Clark. Gold has been discovered in the mountains of Landrigard Prelacy, and every able-bodied man is rushing to stake a claim. Never mind that the peaks are haunted and miners are disappearing - there are fortunes to be made! Recommended for adventurers of Average Party Level 2 through 8 who love the natural world in all its forms. (This scenario is part of the Biting the Hand that Feeds series — PAL5-06 My Brother's Keeper, PAL6-04 Tooth and Nail, and PAL6-06 Promises in the Dark.)
By Donovan Hicks. The Troll King sits on his throne in the Troll Fens. His machinations are slowly coming to light; with this knowledge comes the need to deal directly with the fiend in his own realm. To this end, the Pale Patrol has asked mercenary adventurers and loyal Pholtans alike to journey into the Fens and determine how large a threat is left. An adventure into the ice-covered Troll Fens in the dead of winter for characters of Average Party Level 2 through 12. (This scenario is part of the Winter Stalks the Pale series — PAL4-08 Winters Past, PAL5-07 Troll Winter, PAL6S-03 The Troll Throne [Interactive at KublaCon, May '06], PAL6-05 Heart of Winter, PAL6-07 Snow Fall, and PAL6S-06 A Line in the Snow [Interactive at Winter Weekend in the Pale, Dec '06].)
Shapers of Sun and Stone [PAL6-01]
By Lance White. In the Stonelands, the former Duchy of Tenh, the people and land are in desperate need of assistance. The people are slowly returning and their care is being provided by the Church of the One True Path. The land is another story, but there are those seeking to assist the land in its return as well, but what happens when two sides of the same coin oppose each other? What happens when those trying to help need their own help? An adventure for those who enjoy the outdoors of APLs 2 to 12, especially for PCs in the Shapers of Sun and Stone meta-organization.
By Ron Levy. Five years ago, a circus tiger escaped from the Pale's very first deadly festival. Today, we find out what happened to him. An adventure for Average Party Levels 4 through 12, suggested for players who enjoyed The Thirty-Six Chambers of Shaolin, Five Deadly Venoms, and Kill Bill. (This scenario is part of a series — PAL6-02 Tiger, Tiger and PAL7-01 Orderly Encounters.)
A Matter of Grey Importance [PAL6-03]
By Dale Thurber. In a place like the Pale, villainy often resides in grey areas, or areas only dimly illuminated, like the Phostwood. An act of charity is remembered but will a determined force unleash its wrath for overlooked slights, or will adventurers seek another solution? An adventure recommended for characters unafraid of voicing political opinion and bearing the consequences. Especially intriguing for bards, druids, Faithful Flan and members of the Church. An adventure for characters of Average Party Level 2 through 12.
Tooth and Nail [PAL6-04]
By Jason Clark. A mysterious Cult, an incurable curse and the unspoken threat of a troll invasion snake out from the Fens like malignant tentacles. What constitutes a credible menace to those in power, however, is too often ignored until the coils constrict. In the shadows of more eminent intrigues, darker evils have begun to coalesce. This outdoor-based, search-and-destroy mission is recommended for tenacious heroes of Average Party Level 4 through 10. (This scenario is part of the Biting the Hand that Feeds series — PAL5-06 My Brother's Keeper, PAL6-04 Tooth and Nail, and PAL6-06 Promises in the Dark.)
By Donovan Hicks and Neil Harkins. The Troll King has been exposed and the myths of a Lord of Ice are no more; Winterwind lives and claims both titles. The Troll Winter continues unabated and the planting season has come and gone. Starvation is proving a powerful weapon, but out of the past comes an old enemy, bringing hope back to the Pale from a fallen ally. An adventure for diplomatic characters of Average Party Level 4 through 12 who can remember that sometimes the enemy of my enemy is my friend. (This scenario is part of the Winter Stalks the Pale series — PAL4-08 Winters Past, PAL5-07 Troll Winter, PAL6S-03 The Troll Throne [Interactive at KublaCon, May '06], PAL6-05 Heart of Winter, PAL6-07 Snow Fall, and PAL6S-06 A Line in the Snow [Interactive at Winter Weekend in the Pale, Dec '06].)
By Jason Clark. Whispered rumors are circulating in Landrigard Prelacy that the lost dwarven city of Garsegzuul has been discovered deep beneath the Rakers. Can the zealous footfalls of experienced spelunkers, historians, lorekeepers and especially relic-hunters go unnoticed while long-forgotten treasures are unearthed, or will the intrusion of surface dwellers disturb a centuries-old, uneasy stillness? Recommended for patient PCs who know that revenge is a dish best served cold. An adventure for characters of Average Party Level 6 through 12. (This scenario is part of the Biting the Hand that Feeds series — PAL5-06 My Brother's Keeper, PAL6-04 Tooth and Nail, and PAL6-06 Promises in the Dark.)
By Donovan Hicks and Neil Harkins. The secrets of the treacherous Troll Winter have been exposed and its origins revealed. Many different factions want the winter ended and the threat of Winterwind put to rest. Do you and your allies have what it takes to stop the Troll Winter and allow the Spring Thaw to take place? As the deepest snows begin to fall, journey across the Pale and face the treacherous winter winds once more. An adventure for battle-hardened characters of Average Party Levels 6 through 12 who are fully prepared for cold weather. (This scenario is part of the Winter Stalks the Pale series — PAL4-08 Winters Past, PAL5-07 Troll Winter, PAL6S-03 The Troll Throne [Interactive at KublaCon, May '06], PAL6-05 Heart of Winter, PAL6-07 Snow Fall, and PAL6S-06 A Line in the Snow [Interactive at Winter Weekend in the Pale, Dec '06].)

By James Zwiers. Rumors abound of pirates on the Nyr Dyv. The authorities seem indifferent, but someone is watching. Can you unravel the mystery of what is really happening on the Nyr Dyv? An adventure for Average Party Level 4-12. (This scenario is part of the Secrets on the Wind series — NMR3-01 Xerbo's Fury, NMR3-05 Norebo's Luck & Bralm's Embrace, and NMR4-06 Syrul's Slander.)
By Craig Hier.Ratik law on some things is very clear. On others it is still a bit hazy. A merchant needs your help to secure a potential trade route. A journey into the heart of the Rakers should prove to be quite the adventure. Assuming you survive the experience. An adventure for Average Party Level 2-12. (This scenario is part of the Eagle Crag Pass series — NMR3-02 Business is Business, NMR3-07 Gruumsh's Retort, and NMR4-07 The Eye of Gruumsh.)
By Nick Tulach. The renewal of Nyrond has begun, but forgotten among all the obstacles that King Lynwerd has had to deal with is the issue of Midmeadow. The Valorous League of Blindness would like to keep it this way, as they draw closer and closer to completing their plan with their Palish brothers to the north. Tenh refugees from the recent invasion of that land bloat the tent camps that cripple the local economy. What role will the Urnst states play in all this? A once beautiful city -- a gift from the elves of the Gamboge Forest -- has become a foul place, but soon all will change. An adventure for Average Party Level 2-12. (This scenario is part of the Midmeadow metaregional series — NMR3-03 Blind Faith, Muted Voices.)
The Wealth of Nations [NMR3-04]
By Troy McNemar. The Temple of Zilchus in Radigast City is seeking honest adventurers to find valuable cargo that disappeared during an important pilgrimage to Rel Mord. An outdoor-based adventure for Average Party Levels 2-12.
By James Zwiers. Shadows creep across the landscape, and they are trying their best to ensnare you in their blackness. Can you discover the hand that guides them and put an end to it? A two-round contiuous play adventure for Average Party Levels 4-14. (This scenario is part of the Secrets on the Wind series — NMR3-01 Xerbo's Fury, NMR3-05 Norebo's Luck & Bralm's Embrace, and NMR4-06 Syrul's Slander.)
All is Well and Stabled [NMR3-06]
By Tim Keogh. In the mistakes of men lie more possibilities for evil than any demon could ever imagine - Tiberius Stormshadow. An adventure for Average Party Level 2-10.
By Craig Hier. Something evil is afoot in Eagle Crag Pass and it has taken hostages. That is what two strange fellows from Ratik claim. Is there something going on or are these guys a few coppers short of a silver piece? An adventure for Average Party Level 2-10. (This scenario is part of the Eagle Crag Pass series — NMR3-02 Business is Business, NMR3-07 Gruumsh's Retort, and NMR4-07 The Eye of Gruumsh.)
Up in Arms [NMR3-01S] (For play only at ConQuest 2003.)
The tragic invasion of Midmeadow by malevolent forces has left the city
in dire need of heroes to take up its cause. But with so many factions
pulling, which cause will lead to revival or will darkness envelop
Midmeadow for another century? A Nyrond Meta-regional special event for
characters of all levels.
Big Game Hunt [NMR4-01]
By Craig Hier. The streets of Rel Mord are home to many dangers. Some have sharp fangs, others nasty daggers. But there exists a far more hideous and foul evil than all the vermin and bandits combined . . . Nobility. A high level scenario for only the bravest and capable of adventurers. An adventure for Average Party Levels 8-14.
Balancing Acts [NMR4-02]
By Troy McNemar. "In Wintershiven, their 'Inquisition' priests ruthlessly pursue those they call heretics. In Rel Mord, their king enhances the power of his legions under the guise of defense. In Radigast City, their political manipulations may bring the nation to civil war. When will it all end?" An adventure for characters of Average Party Level 8-14.
Open Market [NMR4-03]
By Glyn Dewey. Trade in rare and powerful items-some of them magical-is a fact of life in Greyhawk. In the course of their violent-and often brief-lives, adventurers come into contact with a lot of them. Once they've found these items, there's another challenge: selling them. An adventure for characters of Average Party Level 2 through 14.
Turns of the Spiral [NMR4-04]
By John D. Jenks. The Temple of Olidamarra has a problem. Two of their "Archeological Recovery Experts" are way overdue to check in. Would you be willing to go and check on them? An exercise in ingenuity of questionable legality for characters of Average Party Level 2 through 8.
Baby Steps [NMR4-05]
By Dean Head and Denise Head. The circus has come to town bringing with it the usual merriment, excitement, and wonder. But this season the sideshow has brought something that crosses the boundary between right and wrong. A long journey must be undertaken to save an exploited soul. An adventure for characters of Average Party Level 2 through 12.
By James Zwiers, Brandon Gillespie and Daniel Thomson. Rumors spread like maggots on a corpse, bringing word of foul deeds, treacherous actions, and a far-flung plot to subsume the nations of the Nyrond area. Secrets are hidden on a silent wind, masked by the actions of a few, but the repercussions are felt by all. Now, adventurers have been summoned to aid and abet the governments of the area. Word has come that a final strike shall be made against the perpetrators, and you have been asked to assist. Are you willing to brave the last face-down; are you willing to fight for yourself, your neighbors, your nation, and other nations? An adventure for Average Party Level 8 through 16. This adventure has an optional encounter that can be played for 1 extra TU. This adventure is sponsored by the governments of the Nyrond and Environs Metaregion. Adventurers who are members of official government organizations are encouraged to participate. (This scenario is part of the Secrets on the Wind series — NMR3-01 Xerbo's Fury, NMR3-05 Norebo's Luck & Bralm's Embrace, and NMR4-06 Syrul's Slander.)
By Craid Hier. A pleasant evening's meal has been interrupted. Again. This time an old friend has gotten in a bit of trouble and before long the Fate of the Pale seems to be in your hands. do you dare rise to the challenge or does the prospect of facing the Eye of Gruumsh seem to much for you? An adventure for Average Party Levels 6 through 16. (This scenario is part of the Eagle Crag Pass series — NMR3-02 Business is Business, NMR3-07 Gruumsh's Retort, and NMR4-07 The Eye of Gruumsh.)
By Michael Ray Deal. Just what are the Sylvans up to in the Celadon forest and why are they so wary? An adventure for characters of Average Party Level 2 through 12. (This scenario is part of the Blight series — NMR5-01 Under the Boughs, NMR5-02 Natural Enemies, NMR5-04 Charity of Friends, NMR5-06 The Forsaken Valley, NMR5-07 Corruption of the Heart, and NMR6-01 The Blighted Star.)
By Kathy Ice. Deep in the heart of the forest, evil festers. The Celadon needs your help. Will you answer the call? An adventure for characters of Average Party Level 4 through 16. (This scenario is part of the Blight series — NMR5-01 Under the Boughs, NMR5-02 Natural Enemies, NMR5-04 Charity of Friends, NMR5-06 The Forsaken Valley, NMR5-07 Corruption of the Heart, and NMR6-01 The Blighted Star.)
By Bill Benham and Peter Williams. All is not well in Nyrond. His August Supremacy, Emperor Sewarndt has disrupted more than the life of his own people. From the Pale to the Duchy of Urnst the aftershocks of Sewardnts treachery resonate, deep and discordant. A former King now lies deposed and disgraced; a people squirm under the thumb of a tyrant and the drums of war may well begin to beat again. Heroes of exceptional skill must step forth and risk the daggers of intrigue and treachery to learn the truth and right that which was wronged. An adventure for characters of Average Party Level 2 through 14. (This scenario is part of the Tradewinds series — NMR5-03 Borne Upon an Ill Wind, NMR5-05 Winds of Change, and NMR5-08 Fighting the Headwind.)
By Glyn Dewey. Adventurers hail from all over the Flanaess--the Duchy of Urnst, Nyrond, the Theocracy of the Pale, and even the Bandit Kingdoms. They die or disappear all over the Flanaess as well. Most of them don't have friends or family who care enough to look for them or even notice that they're gone. But some of them do and the Copperheads were just such an adventuring band. Can you find what happened to them and rescue them or avenge their deaths? An adventure for characters of Average Party Level 8 through 16 (or particularly daring APL 6 parties). (This scenario is part of the Blight series — NMR5-01 Under the Boughs, NMR5-02 Natural Enemies, NMR5-04 Charity of Friends, NMR5-06 The Forsaken Valley, NMR5-07 Corruption of the Heart, and NMR6-01 The Blighted Star.)
By Susan Ruff and Eric Brittain. Black Prince Sewarndt may be gone, but his legacy remains. One of his former lieutenants has set up a blockade near the mouth of the Nesser River, keeping critical supplies away from Nyrond's rebuilding efforts. Can your strike force destroy it? Merchants and war refugees from Nyrond, the Duchy, the County and the Pale are counting on you. An adventure for characters of Average Party Level 2 through 16. (This scenario is part of the Tradewinds series — NMR5-03 Borne Upon an Ill Wind, NMR5-05 Winds of Change, and NMR5-08 Fighting the Headwind.)
By Joe Streeper. Since ancient times, the Phostwood has suffered from the onslaught of a disease that has cursed the Phost trees. Now, like so many of the other nearby forests - the Celadon, the Gamboge, and the Nutherwood - the Phostwood is under a new form of attack. But this time, no blight is to blame. This time it is the trees themselves. An adventure for characters of Average Party Level 10 through 16. (This scenario is part of the Blight series — NMR5-01 Under the Boughs, NMR5-02 Natural Enemies, NMR5-04 Charity of Friends, NMR5-06 The Forsaken Valley, NMR5-07 Corruption of the Heart, and NMR6-01 The Blighted Star.)
By James Zwiers. Darkness stalks within the Gamboge forest, leading astray the faithful. Shadows move in the silence, changing the scenery. The strings are pulled, and the music has started; the dance macabre has begun. But will you dance to the tune of the puppeteer, or will you break free, and spin to your own tune? This is a one-round wilderness-based adventure set within the Gamboge forest; however, parties may find that more is needed than pure wilderness skills. An adventure for characters of Average Party Level 4 through 16. (This scenario is part of the Blight series — NMR5-01 Under the Boughs, NMR5-02 Natural Enemies, NMR5-04 Charity of Friends, NMR5-06 The Forsaken Valley, NMR5-07 Corruption of the Heart, and NMR6-01 The Blighted Star.)
By Rene Ayala. "There is now only one hope of salvation, Pholtus of the Blinding Light. Only those blinded to iniquity and its lures can hope to prevail in these terrible times...Hence, Nyrond must be changed, and we're the men to do it, just as we are the men to root out the evil within these lands which matches the evils of Iuz and Aerdi outside". As a lightning strike the Franz carries rumor of secession to the north. A contested landscape and a name feared. What will become of the spark set to ignite northern Nyrond? Can a wounded kingdom heal or will Woodverges countrymen burn under a blinding light? An adventure for characters of Average Party Level 2 through 16. (This scenario is part of the Tradewinds series — NMR5-03 Borne Upon an Ill Wind, NMR5-05 Winds of Change, and NMR5-08 Fighting the Headwind.)
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 the Blighted Star. 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. An adventure for characters of Average Party Level 6 through 16. (This scenario is part of the Blight series — NMR5-01 Under the Boughs, NMR5-02 Natural Enemies, NMR5-04 Charity of Friends, NMR5-06 The Forsaken Valley, NMR5-07 Corruption of the Heart, and NMR6-01 The Blighted Star.)
Mad Baron of Pikemaster [NMR6-02]
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. An adventure for characters of Average Party Level 2 through 16.
Privilege of the Dead [NMR6-03] (Available briefly and then permanently shelved.)
An adventure for characters of Average Party Levels 8 through 16.
By Pieter Sleijpen. Taking shelter from a storm in the village of Montesser, the adventurers awake to find that more than seaweed is being washed ashore by the tide... 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.) NMR6-05 is ill-suited for centaurs, definitely large-sized centaurs.
Fright at Tristor
By Keith Polster. Orcish barbarians harry the northern trade routes through the cold north of the Theocracy of the Pale, serving a mysterious lord known only as The Watcher. Plagued by a series of bizarre animal mutilations, the terrorized folk of the village of Tristor turn to adventurers to help them where hunters, vigilantes, and soldiers could not. Someone, or some thing, is sending a message to Tristor, and all fear the inevitable - when the gruesome murderer claims its first human victim. An adventure for character levels 1-3.
Dragonscales at Morningtide [COR1-01]
By Sean Reynolds. Strange black currents and droves of beached fish are being linked to a strange new cult in the city of Greyhawk. Are the cultists responsible, or just part of a larger danger? An adventure for character levels 1-4.
By John Richardson and Sean Flaherty. A local merchant asks you make a simple trip to retrieve an heirloom from his family farm just north of the city of Greyhawk, in the Cairn Hills. What awaits is more than you had bargained for. An adventure for characters level 1-6. (Part of the Brendingund's Saga series — COR1-02 The Reckoning, COR1-05 Brendingund's Bride, COR1-07 Brendigund's Blood, COR2-02 Brendingund's Brood, COR2-09 The Final Reckoning.)
By Erik Mona. The Millstream runs red with the blood of the abducted children of Greyhawk's lower class, triggering memories of a crisis thought averted long ago. An adventure for characters levels 1-3. (Part of the Absolute Power series — COR1-03 River of Blood, COR2-01 As He Lay Dying, and CORS3-03 Return to the Ghost Tower of Inverness.)
Fires of the Storm Tower [COR1-04]
By Sean Reynolds. While on a ship from the city of Greyhawk to Gryrax in the Principality of Ulek, you are blown off-course by a freak storm, and stranded on the shores of the Pomarj. While the sailors do emergency repairs, you search for an important passenger missing since the shipwreck. An adventure for characters level 1-6.
By John Richardson and Sean Flaherty. A servant of the merchant Auldon Brendigund tells you he needs a few adventurers to accompany Auldon on a trip to meet his new wife. It will be a short walk to Hardby, an entertaining feast, and easy money. What could possibly go wrong? A two-round adventure for Tier 1, 2, and 3. (Part of the Brendingund's Saga series — COR1-02 The Reckoning, COR1-05 Brendingund's Bride, COR1-07 Brendigund's Blood, COR2-02 Brendingund's Brood, COR2-09 The Final Reckoning.)
By Chris Tulach and Jason Bulmahn. Missing for hundreds of years, the shattered remains of this ancient elven chest are now yours, but the contents is missing. Why is this relic so important that Iuz and his minions would take interest in it? An adventure for Tier 1, 2, and 3. (Part of the Forbidden series — COR1-06 Forbidden Choice, COR2-10 Forgotten Echoes, and COR3-11 Forlorn Memories.)
By John Richardson and Sean Flaherty. Auldon Brendingund needs you to assist him again. This time his wife has given birth to an "unexpected" child and he seeks your help to find the father. An adventure for characters levels 1-6. (Part of the Brendingund's Saga series — COR1-02 The Reckoning, COR1-05 Brendingund's Bride, COR1-07 Brendigund's Blood, COR2-02 Brendingund's Brood, COR2-09 The Final Reckoning.)
By Creighton Broadhurst. Shipwrecked on the Bright Desert coast you locate the remains of another shipwreck that can be used to repair your own craft. Unfortunately the crews of this first vessel all seem to have died in some horrible fashion. An adventure for Average Party Level 2, 4, and 6. (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.)
Swamp Things [COR1-09]
By Bruce Paris. Dark slithering denizens of muck and despair threaten a once peaceful druid's now in the midst of its own political upheaval. An adventure for characters level 1-6.
By Erik Mona. The assistant to an ambassador from the Duchy of Urnst needs adventurers to transport her cousin's cursed corpse from the city of Greyhawk to their ancestral home in Leukish. She's hired a barge, complete with its superstitious crew, to carry the party from city to city, but the dangers of river travel and the specter of an ancient curse will stand in the way of success. Though not required, players should have played River of Blood prior to playing this adventure. A two-round Living Greyhawk Core scenario for Average Party Levels 4, 6, 8, and 10. (Part of the Absolute Power series — COR1-03 River of Blood, COR2-01 As He Lay Dying, and CORS3-03 Return to the Ghost Tower of Inverness.)
By John Richardson and Sean Flaherty. The merchant Brendingund needs your help again. It seems that his children have run away and needs someone to bring them home. An adventure for Average Party levels 2, 4, 6, and 8. (Part of the Brendingund's Saga series — COR1-02 The Reckoning, COR1-05 Brendingund's Bride, COR1-07 Brendigund's Blood, COR2-02 Brendingund's Brood, COR2-09 The Final Reckoning.)
Amidst the Mists and Coldest Frosts [COR2-03]
By Dale Friesen. You undertake an expedition in the lands of the Frost Barbarians to secure a trade agreement with the Fruztii. While you dream of coming home richer, the only thing the barren landscape promises is a quick death for the unprepared or the stupid. And that was before the locals began falling prey to the supernatural killer that raids form the mist. Can you save the locals, secure the lucrative trade agreement, and make it home alive? An adventure for Average Party Level 2, 4, 6, and 8.
By Kevin Freeman. Carnival time arrives in Istivin as the people celebrate a local landowner's birthday, and everyone is invited! What fun and games await those who show up for the festivities? An adventure for characters level 3-12. (Part of the Gloom and Disunion Cycle. The parts of this series, in order, are: COR2-04 Birthday Bash, COR2-05 Beneath the Veil, a special event played at Winter Fantasy 2003, and COR5-10 Bridge Over Svartjet.)
By Steve Larkin. In the crumbling ruin of Istivan's west end lives a young boy who, if the stars don't lie, will either grow to become the greatest prophet of the god Celestian that Oerth has ever know, or become the next foul tyrant of the age. Quested to retrieve the boy and bring him to the Plinth of the Conjunction in the Barrier Peaks, your adventure takes a dangerous turn at the very start. The boy has been kidnapped by a dangerous demon-worshipping cult. An adventure for characters level 3-12. (Part of the Gloom and Disunion Cycle. The parts of this series, in order, are: COR2-04 Birthday Bash, COR2-05 Beneath the Veil, a special event played at Winter Fantasy 2003, and COR5-10 Bridge Over Svartjet.)
By Chris Lindsay and Matt Lovell. One part earth, two parts flame, step into darkness and where we all scream the same. It's a recipe for evil, but who wins the prize? Just step inside the door, and don't close your eyes. An adventure for characters level 2-10. (Part of the When Chaos Reigns series — COR2-06 Finders Keepers.)
By David Christ. Towns near the southern border of the domain of Greyhawk City are being ravaged by fire. Rumors of people exploding into flames abound while talk of a creature of black flame becomes more common further east towards Safeton. The only link between the burnt towns so far is an old Raoan priest traveling towards the eastern horizon with a small boy. No one has caught up with them so far and even more strangely none have even dared to try to. An adventure for characters level 3-10. (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, and COR4-07 Full Circle to Oblivion.)
Echo [COR2-08]
By Stephen Radney-MacFarland. Concerned by stories of the resurfacing of the Isles of Woe, Warnes Starcoat is sponsoring an expedition into the Brass Hills to explore a site called the Zochal. According to the Nesser Opuscule, only surviving fragment of a greater work attributed to Tzunk, the Zochal is an echo point for the planar confluence that infuses the once lost sunken isles. What does that mean? That is exactly what the Circle of Eight wants you to find out. An adventure for characters level 3-12.
By Sean Flaherty and John Richardson. The church of Pelor in the Free City of Greyhawk needs help repairing the evil done by an ancient artifact and calls upon you. Will you help the church and, for a final time, the Brendigund family? An adventure for Average Party Levels 2-12. (Part of the Brendingund's Saga series — COR1-02 The Reckoning, COR1-05 Brendingund's Bride, COR1-07 Brendigund's Blood, COR2-02 Brendingund's Brood, COR2-09 The Final Reckoning.)
By Jason Bulmahn and Chris Tulach. A murdered scholar, an ancient map, and a sinister foe cloaked in death. A forgotten voice from the deepest recesses of the mind has returned. The vile whisper cackles "I am free" and with each passing moment, it grows louder and louder. An adventure for Average Party Levels 2-10. (Part of the Forbidden series — COR1-06 Forbidden Choice, COR2-10 Forgotten Echoes, and COR3-11 Forlorn Memories.)
By Jason Bulmahn, David Christ, and Stephen Radney-MacFarland. The rush is on when a cache of blackstone hearts are found in Tenh. But fortune hunting turns to fortunes foul when a rift in the fabric of Oerth unleashes a threat worse than imaginable. All you can do is attempt to escape from Tenh. An adventure for Average Party Levels 2-10. (Part of the Ether Threat series — CORS2-02 Isles of Woe, COR2-11 Escape from Tenh, COR2-13 Into the Dying Lands, COR3-02 Return to the Isles, COR3-10 Sepulcher of the Wizard King, and COR3-12 Endgame.)
By Nicholas Tulach. A friend has been captured. A madman is still on the loose. You have been deceived twice. But the third time's a charm. An adventure for Average Party Levels 6-10. (Part of the Your Worst Nightmare series — ADP1-08 Plea from Beyond the Grave, ADP2-02 Scent of a Demon, and COR2-12 The Plague of the Third Season.)
By Jason Bulmahn and David Christ A maimed slave and a pretentious scholar both beg for your assistance; one to retrieve a research subject while the other wishes you to rescue a family. Both roads lead to a place that none dare to go. Both roads lead to Tenh. Nothing is as it was, and nothing is as it seems. For characters levels 1-10. (Part of the Ether Threat series — CORS2-02 Isles of Woe, COR2-11 Escape from Tenh, COR2-13 Into the Dying Lands, COR3-02 Return to the Isles, COR3-10 Sepulcher of the Wizard King, and COR3-12 Endgame.)
By Chris Tulach, Jason Bulmahn, and David Christ. Lost for untold ages, the Isles of Woe have resurfaced deep within the waters of the Nyr Dyv. The legends say little about the mythical Isles, but one thing is certain. The Isles were a place of powerful magic and even more powerful enemies. What caused their mysterious disappearance in the pre history of Oerth and perhaps even more importantly, what has caused them to return? For Characters Levels 6-8, although adjustable for characters 4-12. This event has a playing time of approximately 16 hours. (Part of the Ether Threat series — CORS2-02 Isles of Woe, COR2-11 Escape from Tenh, COR2-13 Into the Dying Lands, COR3-02 Return to the Isles, COR3-10 Sepulcher of the Wizard King, and COR3-12 Endgame.)
By Creighton Broadhurst.A fragment of a doom-laden prophecy, a millennia old map and the sanity of a man long-rescued require you to return to the Bright Lands. An adventure for characters of Average Party Level 4-10. (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.)
By Chris Tulach.The eerie words of a decrepit seer lead you back to the mysterious Isles of Woe, now an ominous landmark of the mighty Nyr Dyv. Somewhere deep within this ancient dark tomb lies vital information concerning the destruction of Tenh and possibly the key to sparing other countries from a similar fate. An adventure for foolish mortal characters of Average Party Level 2-12. (Part of the Ether Threat series — CORS2-02 Isles of Woe, COR2-11 Escape from Tenh, COR2-13 Into the Dying Lands, COR3-02 Return to the Isles, COR3-10 Sepulcher of the Wizard King, and COR3-12 Endgame.)
By David Christ.Something has drawn the Old One's attention away from his war torn border dispute with Furyondy and an old Knight of Veluna seeks to gain advantage from it. An incursion into the heart of Iuz's domain has been assembled to seek an item to right an old wrong. The question lingers though, how many wrongs can be justified for the greater good? An adventure for characters of Average Party Level 2-12. (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.)
By Cunning and Forced Cause [COR3-04]
By David W. Baker. You are asked to deliver a book to a wizard living in Longfield, a hamlet just within the borders of Theocracy of the Pale. Longfield is a quiet hamlet plagued by the legendary Swampwood Beast. The Beast's next target asks you to help defeat the evil creature. Your investigation may reveal how to send the Beast to the afterlife, or you may become its next victim. An adventure for Average Party Levels 2-12.
Circle of Sin [COR3-05]
By Stuart Kerrigan. A dying cleric's words and a series of seemingly unrelated murders at every turn thrust you into a web of intrigue and conflict between two hostile religions in the Free City. You must solve them to confront an evil thought long defeated. An adventure for Average Party Level 2-12.
By Theron Martin. "Ware the Old Ways, my son, and suffer not the servants of the Old Ones to live. Raise stake and flame, that their evil may be cleansed from the land in the fires of purity." The old admonition has been passed down for generations in Dunmarsh, but now has become manifest. An adventure for Average Party Level 4-12. (Part of the Untitled series — COR3-06 Witch Hunt, COR4-17 Real Hero Blues, and COR6-01 A Story For Another Day.)
By David Christ. Deceit in the College of Bishops, buried temples, and priests of Iuz have turned what was once thought to be Rao's greatest triumph over the Old One into a sham. The Flight of Fiends, thought to have once banished thousands of devils and demons from the Flanaess, was just a ruse used by Iuz for some unknown purpose. Where is the 3rd bishop ? Where did the 303 devils go ? Why would Iuz betray his own ? These questions lead the adventurers into the darkest prison imaginable. Where the most horrid are held until the time of reckoning. There they meet a man with a small child who likes to play with string. A man the boy only calls 'Father'. An adventure for Average Party Levels 6-14. (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.)
By Craig Hier. It seems that every time you head to the City of Greyhawk some sort of misadventure befalls you. This time seems to be different. Well, at least some of your traveling companions are. A group of pacifist monks joined your small band a few days back. They seemed quite pleased to have adventurers to travel with. You wonder if they are prepared for the adventure that you know must surely follow. An adventure for characters of Average Party Level 2-12. (Part of the Tome of Clarity and Mists series — COR3-09 Face Value, COR4-08 The Letter, and COR5-13 The Price of Power.)
By Jason Bulmahn and David Christ. Deep in the lands of the Old One is a tomb long forgotten. Sealed deep inside a labyrinth, behind powerful wards and terrible guardians, waits a guide to defeating the hordes of ether creatures infesting Tenh. Deep within the dungeon is part of the most powerful mage ever to walk the face of Oerth. A two-round adventure for characters of Average Party Level 6-12. (Part of the Ether Threat series — CORS2-02 Isles of Woe, COR2-11 Escape from Tenh, COR2-13 Into the Dying Lands, COR3-02 Return to the Isles, COR3-10 Sepulcher of the Wizard King, and COR3-12 Endgame.)
By Chris Tulach and Jason Bulmahn. Choices of the past and echoes of the present, the future may make memories to resonate through all time. Deep beneath the waves, a terror sleeps no more. The dread voice returns, corrupting those who draw near it. Will it be released onto Oerth, or will it be put to a final rest? An adventure recommended for characters levels 3-14. (Part of the Forbidden series — COR1-06 Forbidden Choice, COR2-10 Forgotten Echoes, and COR3-11 Forlorn Memories.)
By Jason Buhlman and David Christ. After a long, exhaustive search you believe you have finally found the key that will lead you to what you need to defeat the Ethers. Unfortunetly that path leads back to Tenh, to the hive of the enemy. Tools in hand, you go to put an end to the threat for once and for all. Yet, there are other forces at play in this deadly game, some long forgotten. two-round scenario for characters levels 6-14. (Part of the Ether Threat series — CORS2-02 Isles of Woe, COR2-11 Escape from Tenh, COR2-13 Into the Dying Lands, COR3-02 Return to the Isles, COR3-10 Sepulcher of the Wizard King, and COR3-12 Endgame.)
Traitor's Road [COR3-13]
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. An adventure for Average Party Level 2-10.
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. An adventure for Average Party Level 4-10.
Nine Lives [COR3-15]
By Jason O'Gorman. Magic is such a wonderful thing. Its complexity challenges its students, its beauty dazzles the blooded, and its mystery impresses all. But one day in Greyhawk, magic shows its unpredictable side and unleashes something never before seen. One plea, one in need, one to bear witness, and six to complete the task. Nine lives intertwined for one day. An adventure for Average Party Level 2-10.
Lerara [COR3-16]
By Ron Lundeen. The fabled Passage of Slerotin leads deep beneath the Hellfurnace Mountains, rumored to hold mysteries and treasure. Your group has prepared for a cautious and perhaps lengthy expedition deep under the Flanaess. The town of Dark Gate is your last stop in civilization before leaving on your sunless journey. As you approach Dark Gate, however, you see an ominous column of smoke reaching into the sky. And where there's smoke. An adventure for Average Party Level 2-16. (This Adventure is the lead-in to the Winter Fantasy 2004 Special set in the Sea of Dust.)
By Chris Chesher. Welcome to the city of Eastfair, capital of the North Kingdom. Within its great granite walls, the people are safe from all that might harm them amongst the countryside. But what of the threats from within? There are children in trouble and the forces of good are greatly in the minority. You are needed to go into the countryside and rescue an orphanage. Sounds simple, right? It would have been. But, with one too many drinks and a fist fight with a human officer, one of the local Orc regiments have gone on yet another drunken rampage. Now the population gets another first hand view of when orcs attack. An adventure for Average Party Level 2-6. (Part of the Running with the Baatezu series — COR3-17 When Orcs Attack, COR4-09 A Tiger? In Ahlissa?, Sympathy for the Baatezu [COR4-14], COR4-18 It Never Rains in Nyrond, and COR5-14 All Roads Lead to Rauxes.)
By Mike Hinds. Recent discoveries in the Grand Duchy of Geoff point to a plot whose endpoint is so hideous, the entire world of Oerth would be at stake. The Old Faith of Gyruff desperately require your intervention. An adventure for characters of Average Party Level 10-16. (Part of the Nature series — COR3-18 Through Nature to Eternity, COR4-13 A Wretched Soul, and COR5-15 Immortal Longings.)
Folly [COR3-19]
By the Head Brothers. The mad priest Entropimus recently made a pilgrimage to the far northern wastes. He hasn't yet returned. His former adventuring companion Lebarat is now concerned he is up to no good. Lebarat invites you to help him investigate what has waylaid Entropimus in Folly, a town rumored to have been built by Entropimus' deity - Zagyg. Be sure your character sheet is organized and up-to-date. this is going to be a wild ride. Recommended especially for adventuring parties who have played together before. An adventure for Average Party Level 4-12.
Dust of the Dead World [CORS3-02] (A special event at Origins, to be released for home play sometime afterwards.)
By the Circle. Oerth is not the only place that the ethers have inhabited. The mage Alcanix knew this and knew the fate of Oerth should he fail. Your journey takes you there to unravel the mystery behind the ether creatures. Your journey takes you to a world long dead where voices whisper on the winds and memories lie buried in the eternal dust. A 1 round special event. Characters wishing to participate in this event must possess 4 ranks in Knowledge (the planes), The Golden Tome of Alcanix, or The Keystone of Kilypsis. An adventure for characters of Average Party Level 4-12.
By Creighton Broadhurst and Steve Pearce with additional material by Erik Mona. Legends have ever clustered thickly around the ghostly keep of Inverness. Many have entered the ruins in search of riches and eternal fame. Some few have managed to win free from the terrors lurking within but all have failed to retrieve the Soul Gem - a glowing white bauble as thick as a man's head! Dare you brave the dangers of Inverness in search of its legendary treasure? A Living Greyhawk Special Event for APLs 2-16. (Part of the Absolute Power series — COR1-03 River of Blood, COR2-01 As He Lay Dying, and CORS3-03 Return to the Ghost Tower of Inverness.)
By Shawn Merwin. A knightly order dedicated to stopping a nameless evil, a mysterious sect of an ancient Suel goddess, and a diviner charged with undoing a diabolical ritual: these diverse forces struggle to end a threat in the cradle of the former Occluded Empire of the Whispered One. Is the danger confined to a backwater barony on the edge of the Rushmoors, or is something more at stake? An adventure for characters of Average Party Level 2-12. (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..)
By Ron Lundeen. The town of Hardby was in complete disarray when you arrived. The courthouse was broken into and the accused whisked away by a giant man of stone. The tracks should be easy enough to follow-but who would want to spirit away a mere bookkeeper? An adventure for characters of Average Party Level 6-10. (A loose prequel to COR5-01 Stone Man's Missive.)
Tropical Intrigue [COR4-03]
By Michael McKeown. In the taverns of the Free City stories have passed down over the years of a shipwrecked adventuring party that explored the Amedio Hook eighteen years ago. However, now the area is controlled by the Scarlet Sign. The Ahilissan Ambassador for Greyhawk wants to know more. She asks for volunteers for a journey across the Azure Sea. Not another sea voyage! An adventure for characters of Average Party Level 2-12.
By James Zweirs. 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 of Average Party Level 4-12. Written for Suel Human characters, but survivable by all. (It is recommended that you play this scenario before playing COR4-11 Crimson Thorns.)
Crystal Caverns of the Cairn Hills [COR4-05]
By Nicholas Tulach. Outside of the Free City of Greyhawk lie the burial grounds containing the relics of a era long past. Near one of these cairns is the town Crystalhollow — a settlement of gnomes who mine for precious metals and gems of incredible value. Greed drives them deep beneath Oerth where they've uncovered something... A two-round adventure for characters of Average Party Level 2-8.
By Paul Looby. The fertile fields of Tenh are no more. The fate of the Tenha people hangs in the balance. Can they survive to reclaim their birthright or will they be scattered forever like wind-blown dust? An adventure for characters of Average Party Level 2-10. (Part of the Children of the Dust Trilogy. The parts of this series, in order, are: COR4-06 Duke of the Dust, COR4-10 Riddle of the Dust, and COR4-15 War Of The Dust.)
By Dave Christ. Pride, cowardice, fear, and lack of faith have stripped bare the hearts of many a man of the cloth. Now all that is left is a boy, his broken father, and a village of the once damned on the edge of the Vale of Luna. The journey that started at the Flight of Fiends has come full circle and now all the chess pieces are in place. Powerful forces move in the shadows each with their own agenda on this night of the forsaken. Which has the best interest of the Flanaess in mind and can the heroes find the right path before the shadows step into the light once again? An adventure for characters of Average Party Level 8 through 16. (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.)
By Craig Hier. Today seemed like it was going to be a quiet, peaceful day but a mysterious missive has embroiled you in a mysterious plot. Do you dare take on the challenge or just get out of the way as fast as possible. Either way, the City of Greyhawk may never be the same. An adventure for characters of Average Party Level 2-12. (Part of the Tome of Clarity and Mists series — COR3-09 Face Value, COR4-08 The Letter, and COR5-13 The Price of Power.)
By Chris Chesher. Welcome back brave adventurer to Eastfair, the Granite City and capital of the North Kingdom. Your room at The Whirling Dervish is all ready for you as Clinorus has something important to tell you. Are you prepared to dig deeper into the cause and effect of the ritual-like murder from your last stay in Eastfair? The Hextorian government has been of little help, but perhaps you can expedite the situation through other channels. In a city where evil and tyranny rules, the forces of good are the cults, which makes justice and mercy all the more valuable as imports. An adventure for characters of Average Party Level 2-6. (Part of the Running with the Baatezu series — COR3-17 When Orcs Attack, COR4-09 A Tiger? In Ahlissa?, Sympathy for the Baatezu [COR4-14], COR4-18 It Never Rains in Nyrond, and COR5-14 All Roads Lead to Rauxes.)
By Paul Looby.The Stonelands - all that remains of the proud Duchy of Tenh. A mystery haunts these barrens, one that promises rebirth for a fallen people. An adventure for characters of Average Party Level 2-10. (Part of the Children of the Dust Trilogy. The parts of this series, in order, are: COR4-06 Duke of the Dust, COR4-10 Riddle of the Dust, and COR4-15 War Of The Dust.)
By James Zweirs. Embassies are common in this time of tenacious and fragile peace. However, despite this peace and the relative security it brings such embassies are almost always heavily guarded. Now, you have been asked to accompany one such embassy from the Free City of Dekspoint to the North Kingdom. An adventure for characters of Average Party Level 2 through 16. (Part of the Frozen Blood Saga series — COR4-11 Crimson Thorns. It is recommended that heroes have played COR4-04 Red Tide before undertaking this adventure.)
Key to the Grave [COR4-12]
By Jason Bulmahn. A poor innkeep has a ghastly problem on his hands. A strange man staying at the inn was found dead in his room, but when the guard arrived to claim the body, it was missing. More troubling though is his possessions and the holy Symbol of an evil god found under his bed. Part Two of the "Key to Greyhawk" series, the first part of which is the "Mad God's Key" found in Dungeon Magazine #114. Playing part one is recommended but not required. An adventure for characters of Average Party Level 2-6.
By Mike Hinds. Fresh from a peaceful sea voyage to Hardby, City of the Scorned, your prowess at daring-do is called upon. The far off jungles of Hepmonaland are your destination with their ferocious beasts and wild Olman who sacrifice outlanders to their alien gods. What motivates the jaded adventurer to take on such a mission? The promise of coin? Assisting those with good cause? Or a chance to redeem the unredeemable? An adventure for characters of Average Party Level 10-16. (Part of the Nature series — COR3-18 Through Nature to Eternity, COR4-13 A Wretched Soul, and COR5-15 Immortal Longings.)
By Chris Chesher. Digging deeper into the dark alleys of Eastfair has cleared up some puzzles, but the sickly dust quickly settles to create new obfuscation. Perhaps it is time to step out for some fresh air. A favor for a favor, new friends may be able to help you help yourself and get to the bottom of this mystery. With the who and hows covered, its time to gather up a motive. The pillows and linen are freshly changed, so a head on over to The Whirling Dervish and get a good rest, you'll need it. An adventure for characters of Average Party Level 2-8. (Part of the Running with the Baatezu series — COR3-17 When Orcs Attack, COR4-09 A Tiger? In Ahlissa?, Sympathy for the Baatezu [COR4-14], COR4-18 It Never Rains in Nyrond, and COR5-14 All Roads Lead to Rauxes.)
By Paul Looby. What greater tragedy than a realm at war with itself over the ruins of past glories? What greater sorrow than blood spilled for a legacy of dust? What greater need than hope for a despairing people, than life for a dying land? An adventure for characters of Average Party Level 4-14. (Part of the Children of the Dust Trilogy. The parts of this series, in order, are: COR4-06 Duke of the Dust, COR4-10 Riddle of the Dust, and COR4-15 War Of The Dust.)
By Creighton Broadhurst. For almost 40 years, Ice Spire has dominated the eastern approaches to Dunhead Bay. Recent political events however demand the mystery behind the tower's doom be solved and a surprise discovery links the frigid lands of Ice Spire to the nameless threat lurking in the dark recesses of the Bright Desert. An adventure for characters of Average Party Level 6-14. (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.)
By Theron Martin. Defeating the forces of evil, assisting those in need, protecting the common folk from dire threats, or undertaking special missions: all these are the purview of heroic adventurers. But what happens when such heroes are themselves in need of help? And what is so important that these heroes are willing to die for it? That is where you come in. An adventure for characters of Average Party Level 8-16. (Part of the Untitled series — COR3-06 Witch Hunt, COR4-17 Real Hero Blues, and COR6-01 A Story For Another Day.)
By Chris Chesher. With the constant pressure and sorrow that Eastfair extrudes, even the most stout hearted can get the blues from time to time. But missions must be completed and duties upheld with little time left over for lamenting on greener grass. Now an old friend needs you to carry on where others have failed. A package needs to go from point A to point B, and even with a severe storm brewing, this side trip should not take you far out of the way of your own destination. That said destination being that of the instigator of all this. An adventure for characters of Average Party Level 2-8. (Part of the Running with the Baatezu series — COR3-17 When Orcs Attack, COR4-09 A Tiger? In Ahlissa?, Sympathy for the Baatezu [COR4-14], COR4-18 It Never Rains in Nyrond, and COR5-14 All Roads Lead to Rauxes.)
That Which Was Not Meant To Be Known [COR4-19]
By Greg Marks. A favor takes you from the town of Diamond Lake to the tiny village of Rowanfen on the edge of the Mistmarsh where nothing is quite as it seems. An adventure for characters of Average Party Level 2 through 6.
And All Things Come to Dust [CORS4-01] (A special event available only at Winter Fantasy.)
By the Circle. 'Time is the fire in which we burn' - Those words echo in your head as your stare across the endless sea of dust before you. The mighty Suel empire, once admired and feared by all, once stood here. Now the fire that burns has washed it clean and time has buried and forgotten it. Sometimes things best left forgotten do not remain so and things thought long dead and swept away in the fires of time return. The shifting winds and dust has revealed a ruined city deep in the Sea of Dust. Time to grab the shovels and see what lurks beneath the dust. An adventure for characters of Average Party Level 2-16.
By Kevin Lawson, Dave LoTempio, Rich Marflak, Shawn Merwin, Bill Muench, and Charles Peacock. A timeless dragon-lore prophecy speaks of an empire of serpents and their worshippers who will threaten even the greatest nations of Oerth. In the frozen world of the obsidian North, the desperate, the ambitious, and the foolhardy eke out a meager existence, all pursuing their own mysterious goals. What impact can a few adventurers have on a cruel and barren land? An adventure for characters of Average Party Level 2 through 18. This adventure will run in its original form at Origins 2004 only. It will be released in a modified form for home play at a later date. (CORSP4-02 Dragon Lore Prophecies is a special lead-in scenario for the Origins event, but is included in the Home Play Version.)
By Kevin Lawson, Dave LoTempio, Rich Marflak, Shawn Merwin, William Muench, and Charles Peacock. This mini-scenario, which supports APLs 2-18, is a lead-in to the Living Greyhawk Special Event CORS4-02 Here There Be Dragons, premiering at Origins 2004 in June. This mini-scenario should be played with Living Greyhawk characters based on the campaign's normal guidelines. However, the characters playing this mini-scenario receive no wealth or experience points (no AR) for playing, nor do any of the consequences of the mini-scenario count toward that character. It should be played for fun, offering some background information, clues, and a hook into the Origins LG special. This mini-scenario and Here There Be Dragons refer to places and events in the LG series "Windows to the Serpent's Soul." It is not required that the players be familiar or play that series, but doing so may add some enjoyment and continuity to the Special and this lead-in.
By Jason Bulmahn and David Christ. For years, the dungeons beneath Castle Greyhawk have been sealed but no longer. Crazed followers of the mad god have disappeared inside, inviting the brave, the greedy, the pure, and the wicked to join them. Your invitation arrived this morning. Do you dare to follow them into the most infamous dungeon in all the Flanaess. This is a special event for characters of any level. The event is divided into two parts, the low is for characters 8th level and lower, while the high is for 9th level and up (when registering make sure to pick the right one). This adventure will run at Gen Con Indy 2004, Gen Con So Cal 2004, and selected overseas shows only.
By Ron Lundeen. Drell, the peaceful and reclusive stone giant, has
gone visiting some local miners in the Abbor-Alz Hills. All he finds are empty homes, discarded tools and signs that his friends disappeared in the middle of their daily tasks. Drell asks the help of trusted adventurers to solve this mystery: who would want to spirit away a clan of miners? An adventure for characters of Average Party Level 6 through 12. (A loose sequel to COR4-02 The Stone Man's Puzzle.)
Voice of Reason [COR5-02]
By Pierre van Rooden. Something stalks the people in Moorwych. Something steals their cattle and invades their houses. The people know who these are..and they seek justice but are the usual suspects the enemy this time around? Countess Tasali Bregohan hopes the truth will prevent blood being shed, but the pitchfolks are readied and the torches are set aflame. If the truth can be found, you had better be quick. A two-round adventure for characters of Average Party Level 2 through 14. (This scenario utilizes NPCs first presented in SND4-01 Arrows of the Sun. It is not necessary to have played this module first.)
By Theron Martin. "I have led a wicked life," the man says, "and paid a dear price for it. I have changed my ways and tried to start anew, but the sins of my past now threaten my family. I need your help." A role-playing intensive adventure for characters of Average Party Level 2 through 8. COR7-02 Bitter Fruit is peripherally related to this scenario.
By Bruce Paris. Christa, wily Greyhawk City thief and darling of the Green Dragon Inn, was about to retire at the glorious age of 29. However, she had to do one last job for an old friend, so she found a way to break into the legendary Lords' Tomb and steal some priceless jewels which once belonged to the dearly departed of that dread complex. For a while it all looked pretty easy... far too easy. An adventure for characters of Average Party Level 2 though 12. This scenario is a loose prequel to COR7-03 Second Chances.
By Matt Maddy. Sometimes you make the wrong enemy, and you don't know where to turn. The man in front of you seems to have that look in his eye. Are you willing to stick your nose into something dangerous? An adventure for characters of Average Party Level 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.)
By Creighton Broadhurst. War rages across the Bright Sands. Scouting the wastes at the behest of the paladin Karistyne the PCs are caught up in a battle between forces loyal to Rary and nomads yet free from his insidious influence. They must win free to reach their goal, the mysterious and dragon-infested pinnacle of Dagger Rock. Only newly created 1st-level PCs may play in this scenario. (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.)
Rings within Rings [COR5-07]
By Rainer Nagel. You are en route in the North Kingdom, near the city of Nonsburgh in the Blemu Hills. While investigating some unusual phenomena of nature, the PCs stumble upon. a giant-sized dead frog with some weird skin colouring? But that's not all. There is also a human corpse, literally torn apart, and a very weird trail leading to Nonsburgh. reminding some of you of an incident a year and a half ago. An adventure for characters of Average Party Level 6 through 12. (A loose sequel to COR3-14 Hunt for the Rogue.)
By Shawn Merwin. Many secrets lie hidden in the obsidian darkness of the Land of Black Ice. The fate of the afflicted children of a Keoish barony may rest in the hands of a few adventurers willing to brave the unknown. But are forces in the North hiding a bigger threat? An adventure for characters of Average Party Level 2 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..)
By Theron Martin. Hardby, City of the Scorned, was for centuries a bastion of independence and female rule, but that changed when it fell under Greyhawk.s control in 582 CY. Now the word is out that Despotrix Ilena, the city.s nominal leader, is dying. Many factions — both within and without — have begun to vie for the right to fill her influential position. Surely a city so fraught with intrigue is a fertile ground for adventure. . . An adventure for characters of Average Party Level 2 through 8. (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.)
By Creighton Broadhurst, Stephen Radney-MacFarland, and Tim Sech. (Part of the Gloom and Disunion Cycle. The parts of this series, in order, are: COR2-04 Birthday Bash, COR2-05 Beneath the Veil, a special event played at Winter Fantasy 2003, and COR5-10 Bridge Over Svartjet.)
By Chris Chesher. At the behest of Lady Karistyne, you are needed to travel into the Bright Desert. There are rumors of dragons afoot and some things just don't add up. Some claim to have slain, others claim to have allied, whiles others still just scratch their heads. The only fact that is for certain is that the sinister sands have something to hide. An adventure for characters of Average Party Level 2 through 8. (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.)
By Christian Alipounarian. Homes are burned to the ground and whole families vanished. There have been humanoid raids on lands within the elven nation of Celene itself. Along the Wild Coast, dark rumors are spoken about slaver vessels flying yellow sails along the Wild Coast. And now an agent sent to investigate the rumors of the return of the Slave Lords has disappeared. Can you ascertain if this sinister force has returned? An adventure for characters of Average Party Level 2 through 8. (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.)
By Craig Hier. Ages ago a lone group of monks sought the secrets of the mind. Time has almost removed them from the knowledge of Oerth. Scattered tales and misremembered legends still encourage some to seek the lost treasures and knowledge of these monks. Will you tempt fate and search for the monastery? An adventure for characters of Average Party Level 2 through 14. (Part of the Tome of Clarity and Mists series — COR3-09 Face Value, COR4-08 The Letter, and COR5-13 The Price of Power.)
By Chris Chesher. "When there is no more room in Acheron, the dead shall dwell upon the Oerth." - 'Battle Hymns of the Herald', Scriptures of Hextor. From the border barony of Stel, pursuit of the Footmen leads towards the magical wasteland that was once Rauxes, Capital of the Great Kingdom. To even penetrate the magical veil that surrounds the wasteland is a feat, thus it is not something you or your enemies would do lightly. What ever waits on the other side will be extremely powerful and deadly, but answers and results never come free for a true (anti) hero. (Part of the Running with the Baatezu series — COR3-17 When Orcs Attack, COR4-09 A Tiger? In Ahlissa?, Sympathy for the Baatezu [COR4-14], COR4-18 It Never Rains in Nyrond, and COR5-14 All Roads Lead to Rauxes.)
By Mike Hinds. The agents of the Whispered One are everywhere! Too much is happening around the Flanaess for all things to be merely coincidental. A grand plot has spawned, clawed its way past infancy, and seems ready for a horrific emergence. The Voice of Vecna has gained in power - what is next? An adventure for characters of Average Party Level 10 through 16. (Part of the Nature series — COR3-18 Through Nature to Eternity, COR4-13 A Wretched Soul, and COR5-15 Immortal Longings.)
Here Comes the Sun! [COR5-16]
By Pierre van Rooden. Blistering heat has plagued the town of Hardby for weeks, and it has not been without incidents people get irate, all work has slowed to a crawl and now the tinder-dry homes fall victim to frequent fires. Mere incidents? Or is there a history to it all? An adventure for characters of Average Party Level 2 through 8.
By Bruce Paris and James Michael Dempsey. Time is running out, and gathering what you need to change the future ... may only be found by looking to the past. (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.)
By Stuart Kerrigan. The Lady of Fate is a cruel and terrible mistress, but some scholars believe that she also has a sense of irony. Kusnir is one such example - where the slavers are now the slaves. An adventure for characters of Average Party Level 2 through 8. (Part of the Under an Iron Fist series — COR5-18 Kusnir.)
Retribution [COR5-19]
By Christopher Wills. An old map purporting to show the location of a hitherto unknown tomb and an eccentric cartographer have sent you tramping around the Cairn Hills for a week of fruitless searching. Your expedition ending in failure you have returned to the Free City; perhaps there adventure can be found! An adventure for characters of Average Party Level 2 through 8.
By Tom Kee. The legacy of Clan Highforge is once again sought. Dark forces move in the desert, searching for the knowledge to reclaim the lost star metal. The lady Karistyne, fears that the metal is vital to Rary's dark schemes and so needs brave adventurers to thwart the Traitor's plans. An expedition for the brave of heart. 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.)
The Jungle of Lost Ships [CORS5-01] (A Special Event available at Winter Fantasy and other Expanded Premiere Conventions.)
By Creighton Broadhurst and Pieter Sleijpen. On the edge of the charted sea there is rumored to be a jungle of lost ships. It's more than just a rumor! An adventure for characters of Average Party Level 2 through 16.
By Creighton Broadhurst and Paul Looby. Deep below the Abbor-Alz the duergar are stirring. Rumours of a fell compact between the duergar's mysterious leader, a being known only as "Father Eye" and the perfidious Rary, monarch of the Bright Lands are rife. What evil purpose is served by this alliance is unknown, but assuredly it serves some goal in Rary's greater design. The paladin Karistyne has determined that Rary's scheme must be stymied and so the call has gone out for doughty adventurers to eradicate this growing threat. An adventure for characters of Average Party Levels 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.)
Secrets of Tsojcanth [CORS5-03] (A special adventure only available at GenCon Indy and GenCon Midwest.)
By Steve Baker, Bruce Paris, Tim Sech, Chris Tulach. Stirrings of a dark malevolence in the Yatil Mountains draws the followers of terrible forces to a once-used demense of Iggwilv, the Witch Queen. At the behest of others, you journey to the Lost Caverns of Tsojcanth to confront the evil that lurks there and unveil its deadly secrets. This adventure is divided up into three levels of play (low level, middle level, high level); each player may only participate in one of them. A challenging adventure for characters of Average Party Level 2 through 16.

Adaptable scenarios can also be played throughout the world, but are different from core scenarios in that they are designed to be tailored to each specific region. The Pale Triad takes these scenarios and makes modifications to integrate the story and setting into the Theocracy of the Pale, creating a document known as an "adaptation." If the Triad has not yet had time to create an adaptation, these scenarios run as "default core" and cost 2 Time Units per round. If played with an adaptation, these scenarios cost 1 Time Unit per round for PCs whose home region is the Pale, 2 Time Units for all other PCs.
Contact the Pale Point of Contact for an adaptation of these events. Without the adaptation, the scenario runs as a default core scenario, which costs 2 Time Units per round. For newly released scenarios, you may need to wait a couple of months before an adaptation is available.
The Living Greyhawk campaign will be creating no more adaptable scenarios. The below list of adaptable scenarios is all that will ever be available.
By Neil Ikerd The characters arrive in a small town to find an elaborate funeral where the guest of honor is staked and beheaded by villagers reeking of garlic. The graveyard is over run by who knows what kind of evil, and the last troupe to try cleansing the graveyard all mysteriously disappeared. An adventure for Tier 1, 2, 3, and 4. (Part of the Dark Stranger series — ADP1-04 What Lies Beneath and ADP2-01 Descent Into Darkness.)
Festival Knight [ADP1-05]
By Brian Hudson It's the Festival of the Fallen Knights! There'll be games, food, drink, and a morbid parade as the Flanaess remembers those who died to save it. Keep an eye out, though you never know which monsters are simply wearing masks, and which are all too real. An adventure for characters levels 1-6.
Snake in the Grass [ADP1-06]
By Kim Winz. Bandit activity is on the rise, and a traitor may be hiding somewhere in the city. You are asked to find him discreetly before he can disappear again. An adventure for levels 1-6.
Afternoon Outing [ADP1-07]
By Eric Price. It seemed like just another way-stop at the tail end of the caravan trail, but when the locals began to tell tales of disappearances and phantoms haunting the hills, you changed your mind — this sleepy hamlet is more than just a wagon stop. Are the hills haunted? Are demons stealing away the farmer folk who make their living on the fringes of the settlement? It may just take an afternoon outing to get to the bottom of the strange happendings. An Adaptable adventure for Tier 1, 2, and 3.
By Nicholas Tulach. A poor, lost soul is locked away from his final peace. His efforts to avenge his family's deaths have cost him his life, and now must haunt his tower until he can achieve a symbolic victory over his murderers. Can you free him from his torment? An adventure for Tier 1, 2, and 3. (Part of the Your Worst Nightmare series — ADP1-08 Plea from Beyond the Grave, ADP2-02 Scent of a Demon, and COR2-12 The Plague of the Third Season.)
Sinkhole [ADP1-09]
By Christopher Jensen. Rumors have spread across the land of buried treasures found on an old widow's . They say that there are gems just lying in a sinkhole for the taking. It can't be that easy, can it? An adventure for Average Party Level 2, 4, 6, and 8.
An Evil Morning [ADP1-10]
By Michael Adamson. Merchants have gone missing at an alarming rate. Rumors abound of vampires and devils; others say that a murderous minion of Ivid V or Iuz is trying to make a name for itself by squeezing the life-blood from the city. Will adventurers succeed where city authorities seem only to bumble? An Adaptable adventure for characters level 3-8.
By Neil Ikerd. Undead are attacking farmsteads. The farmers speak of a mysterious Man In Black. A crippled wizard seeks the party's help in recovering a family heirloom from the bottom of a wartime resistance base. What evil lies within the old base, and can you survive it? An adventure for Average Party Level 4, 6, and 8. (Part of the Dark Stranger series — ADP1-04 What Lies Beneath and ADP2-01 Descent Into Darkness.)
By Nick Tulach. Hot on the trail of Nzevorikin, you are called upon to investigate some hideous crimes. Can you follow the trail of carnage and root out the unspeakable presence in town before it is too late? An adventure for investigative heroes levels 2-10. (Part of the Your Worst Nightmare series — ADP1-08 Plea from Beyond the Grave, ADP2-02 Scent of a Demon, and COR2-12 The Plague of the Third Season.)
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.
Dead or Alive [PAL4-02I]
By Glyn Dewey. Ohevel, the former Gorman of Stonetower is wanted for murder, treason, assault, heresy, inciting a riot, conspiracy to commit the above, and dereliction of duty. The church has put a sizable bounty on his head and you stumbled across some information that could lead you to where he's hiding. An introductory adventure for 1st-level PCs only. To obtain this scenario for play, contact the Pale Triad.
Arcane Shadows [PAL4-03I]
By Donovan Hicks. With power comes responsibility: the responsibility to register yourself! In the Theocracy of the Pale, the Church of the One True Path keeps an unwavering eye on arcane spellcasters. But what happens when a foreign arcanist does not know the law? A Theocracy of the Pale Introductory Adventure (1st-level PCs only) for adventurers who feel strongly about whether arcanists in the Pale should be registered. 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.
Force of Habit [PALI5-02] (two rounds)
By Jason Clark. A new inn has opened in Eltison but public reception seems less than enthusiastic. Dare you penetrate the windowless interior of this peculiar, unnamed establishment? That depends on how far you trust the opinion of the majority. A two-round, roleplay-intensive introductory scenario for first-level characters (only) who know how to use their resources and can appreciate the value of a good reputation.
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