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ADAP 1-5 (H1) Menace of the Icy Spire (Living Forgotten Realms - D&D 4e)
By Sean Molley. Winter has come far too early to the Gray Vale, and the harvest is threatened. Some thirty years ago, the warlock who lived in Draigdurroch Tower disappeared under mysterious circumstances, and the tower was sealed inside a magical cocoon of ice by forces unknown. Can these events be related? A Living Forgotten Realms adapted adventure set in Loudwater for characters levels 1-4.
AGLA1-6 (P1) Twisted Roots Run Deep (Living Forgotten Realms - D&D 4e)
By Jared Fegan. In Old Velprintalar, where those neglected and forgotten by society live and die in squalor, power can be had by a strong arm, a few coins, or powerful influence. Cutthroats, thugs, and thieves thrive here – but to what purpose? Plans once thought put to rest now have new life. A Living Forgotten Realms adventure set in Aglarond for characters levels 11-14. This adventure is a sequel to AGLA1-3, though play of the prior adventure is not required.
AKAN1-2 (H2) The Depths of Airspur (Living Forgotten Realms - D&D 4e)
By Eric Menge. Kidnappers have taken the daughter of a wealthy noble lord. You are entrusted with the task of saving her before it’s too late. A Living Forgotten Realms adventure set in Akanûl for characters levels 4-7.
AKAN1-3 (H3) Property for Sale (Living Forgotten Realms - D&D 4e)
By Lawrence Vickers. Trinkets and gold pieces are not the only rewards involved in clearing out a dungeon. Sometimes the dungeon itself is worth a hefty sum. A Living Forgotten Realms adventure set in Akanûl for characters levels 7-10.
AKAN1-5 (H3) Shell Game (Living Forgotten Realms - D&D 4e)
By Stephen Baker. A package lands in your hands, and sounds of combat are all around. Whatever is within must reach its destination, and only you can carry it there now. What do you do? A Living Forgotten Realms adventure set in Akanûl for characters levels 7 to 10.
AKAN1-7 (H1) Faint Hope (Living Forgotten Realms - D&D 4e)
By Gregg Peevers. When antipathy prevents an old man from getting an escort to the south, you are his last resort. Can you help him reach the jungles and a possible cure for his ailing adopted daughter? A Living Forgotten Realms adventure set in Akanûl for characters levels 1-4.
BALD1-6 (H2) Brothers in Arms (Living Forgotten Realms - D&D 4e)
By Leonardo Koerich. A frail alliance connects the city of Baldur's Gate to the nation of Elturgard, and when vital information crosses the border without authorization, that alliance is bound to be put to the test. Avisiting paladin's moral code clashes with the organization that has kept the city safe for more than a century, and the outcome may be hard to predict. A Living Forgotten Realms adventure set in Baldur's Gate for characters levels 4-7.
CORE 1-10 (H2) Dancing Shadows (Living Forgotten Realms - D&D 4e)
By Bruce Paris. On most occasions, the trip from the ruins of Spellgard back to civilization is reasonably safe. But what happens when the road is more dangerous than expected - especially when shadows bite? A Living Forgotten Realms adventure set in the Fallen Lands for characters levels 4 - 7. First part of Bane of Shadows trilogy.
CORE1-12 (H3) Songs of the Heart (Living Forgotten Realms - D&D 4e)
By Renout van Rijn. A tale of two adventurers leads you to the fabled city of Evereska. Non-natives are not always allowed to enter so this is a one-time opportunity. It starts with the simple task of locating a missing person but obviously more is afoot. Can you keep cool and find out what is going wrong before the poet recites his last poem? A Living Forgotten Realms adventure set in the Fallen Lands for character levels 7-10. Second part of the Bane of Shadows trilogy.
CORE 1-13 (H1) The Fate of Camp 13 (Living Forgotten Realms - D&D 4e)
By Wade Jones. Your travels have brought you to the pearl-trading city of Ankhapur, near the Lake of Steam. You have been asked to visit a nearby outpost and pick up a shipment of pearls. It seems like easy money. Unfortunately, something has killed off most of the divers and nearly shut down the operation. Now you must discover the source of this camp's troubles before you hsare its fate. A Living Forgotten Realms adventure set near the Lake of Steam for characters levels 1-4.
CORE1-17 (H2) Stumbling Toward Harmony (Living Forgotten Realms - D&D 4e)
By Dave Guerrieri. A prophet and his followers are leaving Thesk and looking to start a new life. Heroes are needed to protect them on their travels and aid them in finding a new home? A Living Forgotten Realms adventure set in the Hordelands for characters levels 4-7.
CORM 1-6 (P1) Curse of the Queen of Thorns (Living Forgotten Realms - D&D 4e)
By Mike Lee. Heralds of an ancient curse arise and lay waste to the glorious nation of Cormyr. Only the greatest of heroes can stop the Harbingers of the Queen of Thorns. This is the beginning of a major quest. A Living Forgotten Realms adventure set in Cormyr for characters levels 11-14.
CORM 1-7 (H1) Patronage and Pestilence (Living Forgotten Realms - D&D 4e)
By George Redifer. A disease has hit the outskirts of Suzail, and the captain of the guard has hired the PCs to provide safe transport for the arriving cure. Unfortunately, everyone else in town wants it just as badly. Can the heroes protect the medicine for the sick and dying, or will the temptation of wealth be too much to pass up? A Living Forgotten Realms adventure set in Cormyr for characters levels 1-4.
DALE 1-7 (H1) Arts (Living Forgotten Realms - D&D 4e)
By Oliver Kemmet. Isolation can be a boon‚ but when strange events leave the members of an airborne boarding school for young nobles in High Dale ill, only aid from outside can offer a solution. Can the PCs solve this discretely and in time? A Living Forgotten Realms adventure set in the Dalelands for characters levels 1-4. A part of the `Arts & Crafts' major quest. The other part is DRAG1-7 Crafts. Successfully completing both adventures in any order completes the major quest. This major quest is a prequel to the paragon level `Pain and Suffering' arc, which starts in DRAG2-1 Discomfort.
DRAG1-3 (H3) A Stab in the Dark (Living Forgotten Realms - D&D 4e)
By Renout van Rijn. Somewhere beneath the dirty streets of Westgate’s docks’ district, one shining light of justice is being held hostage by a force intent on extinguishing any resistance. A rescue mission must be mounted, and it all starts at… a masquerade ball? A Living Forgotten Realms adventure set in the Dragon Coast for character levels 7-10.
DRAG 1-7 (H1) Crafts (Living Forgotten Realms - D&D 4e)
By Andrew Cowan. Westgate, the City of Coin is a haven for all races and creeds. But now the Docks and Moonside districts hide something more sinister, an affliction that threatens to spread to all corners of the city if it is not dealt with in its infancy. With madness and agony the result, it is up to the PCs to discover and eradicate the cause. A Living Forgotten Realms adventure set in the Dragon Coast for character levels 1-4. A part of the `Arts & Crafts' major quest. The other part is DALE1-7 Arts. Successfully completing both adventures in any order completes the major quest. This major quest is a prequel to the paragon level `Pain and Suffering' arc, which starts in DRAG2-1 Discomfort.
EAST1-2 (H2) Mauraders Spear (Living Forgotten Realms - D&D 4e)
By Mike Rizzo. In the pre-dawn gloom, gnolls savage a dusty halfling trading encampment on the edge of the Eastern Shaar. Hapless hin and hurbryn merchants cry out for protection from these marauding dogs. Why are the gnolls attacking here in such numbers? Who is the real leader of the pack? A Living Forgotten Realms adventure set in the East Rift for characters levels 4-7.
EAST 1-4 (H1) Darkness in Delzimmer (Living Forgotten Realms - D&D 4e)
By Roy Thalman. A simple caravan run to the free city of Delzimmer takes an unexpected turn. It’s said that there is no honor among thieves. Unfortunately, their struggles can still cause collateral damage, and the future of the Crafty Kobold Salvage Company hangs in the balance. A Living Forgotten Realms adventure set in the East Rift for characters levels 1-4.
EAST1-6 (P1) The Fardrop Incident (Living Forgotten Realms - D&D 4e)
By Jared Twing. The Crafty Kobold Salvage Company has lost contact with an expedition to the ruined outpost of Fardrop. The mission is simple, but the true situation is far more complicated than the dwarves realize. A Living Forgotten Realms adventure set in the East Rift for characters levels 11-14.
IMPI1-7 (H2) Masquerade (Living Forgotten Realms - D&D 4e)
By Sara Green. A scheming noble's plan may have placed his only daughter in danger, forcing the desperate man to plead for help from outsiders. But political intrigue is not the only game in Impiltur - nor the most dangerous. A Living Forgotten Realms adventure set in Impiltur for characters levels 4-7.
IMPL1-2 (H2) Breaking Point (Living Forgotten Realms - D&D 4e)
By Dominic Amann. When shopping for weapons the smith suddenly bursts into tears. Somebody captured his wife’s soul and is using it to extort money and weapons from the poor smith. He has nothing more to give, and unless you help him everything is lost. A Living Forgotten Realms adventure set in Impiltur for characters levels 4-7.
LURU 1-5 (H3) Beyond the Wild Frontier (Living Forgotten Realms - D&D 4e)
By Ian Hambly. The North is populated with many peoples, amongst them the savage and noble Uthgardt Barbarians. The balance of power is fragile in the wilderness; is it about to change? A Living Forgotten Realms adventure set in Luruar for characters levels 7-10.
LURU1-7 (H3) Demonic Dealings (Living Forgotten Realms - D&D 4e)
By David Birchall. Deep in the Glimmerwood the Uthgardt Barbarians keep the orcs of Luruar in check. A new ally to the orcs changes the balance of power. House Itharwen, unfortunate victims of the new alliance are seeking heroes to recover their losses in this battle. A Living Forgotten Realms adventure set in Luruar for characters levels 7-10.
MOON1-7 (H3) Treasure Hunt (Living Forgotten Realms - D&D 4e)
By Timmy Creese. An old bard's tale, a sunken ship, and a foreign captain: Secrets lost for decades may come to light if you embark on this treasure hunt. You may find riches or be the main course on some beast's table. A Living Forgotten Realms adventure set in The Moonshae Isles for characters levels 7-10.
PS#2: The Hydra's Fang Incident (Pathfinder Society - Pathfinder RPG)
By Tim Hitchcock. After an Andoren village is razed by the Hydra's Fang, a renegade Chelish slaver-ship, outrage threatens the stability of both nations. You and your fellow Pathfinders are sent to capture the Fang before the Inner Sea is pitched into political frenzy.
PS#3: Murder on the Silken Caravan (Pathfinder Society - Pathfinder RPG)
By Greg A. Vaughan. Volunteers are needed to escort the body of a deceased venture-captain across the parched Qadiran desert to Katheer. The Silken Caravan offers passage, hauling exotic treasures across the perilous sea of sands. You'll brave bandits, spies, and unwelcome mourners hell-bent on paying respects to your dead companion. Worse still, the caravan's mistress, a satin-swathed Qadiran princess, has designs of her own on you and your cargo.
PS#6: Black Waters (Pathfinder Society - Pathfinder RPG)
By Tim and Eileen Connors. The Pathfinder Society seeks the ancient ruby ring of the salamander and it falls to a team of Pathfinders to find it. Last seen in the Tri-Towers Yard, a once elite academy for the youth of Absalom, the ruby ring is now lost in the Drownyard, all that remains of Tri-Towers after it was destroyed a decade ago in the great quake. The Pathfinders must risk the strange black ichors and salty brine to find their prize—will they risk their very souls as well?
PS#7: Among the Living (Pathfinder Society - Pathfinder RPG)
By Joshua J. Frost. Famed Pathfinder Bodriggan Wuthers disappeared from his dig site beneath the House of the Immortal Son in Taldor's gilded capital of Oppara. Once a grand temple to Aroden, the Immortal Son is now Oppara's most opulent theater. Sent to locate Wuthers, the Pathfinders must attend an opera with members of the Oppara elite in order to gain access to the secretive theater's dig site. When a cult crashes the performance and the nobility change into hideous walking dead, the Pathfinders are forced to choose between finding Wuthers or saving themselves.
PS#8: Slave Pits of Absalom (Pathfinder Society - Pathfinder RPG)
By Lou Agresta. Someone kidnapped Lady Anilah Salhar—the Chelish wife of Dremdhet Salhar, one of Osirion's many Grand Ambassadors to Absalom—and sold her into slavery. With Salhar holding delve permits over the heads of the Decemvirute, the Pathfinders are sent to assist the Osirian Ambassador. Venturing into Absalom's darkest corners to save Lady Anilah, the Pathfinders must face the secrets of the Slave Pits to avoid becoming slaves themselves.
PS#10: Blood at Dralkard Manor (Pathfinder Society - Pathfinder RPG)
By Shane Cottom, Steven T. Helt, and Joshua J. Frost. Venture-Captain Juberto Savarre plans to retire soon, and he’s set his sights on spooky Dralkard Manor in southern Andoran. With the locals swapping tales of hauntings and missing persons, Savarre sends Pathfinders in to uncover the truth. Are the stories just tall tales or will the Pathfinders find themselves drenched in blood at Dralkard Manor?
PS#12: Stay of Execution (Pathfinder Society - Pathfinder RPG)
By Allison McKenzie. When a petty thief named Hadge gets a lucky break and makes off with a powerful divination focus of the Pathfinder Society's masked leadership, you and your fellow Pathfinders set out to the sparsely populated Taldor frontier to find him and recover the focus. When the local governor tosses Hadge into the brutal Porthmos Prison for a minor crime, your mission suddenly becomes a jail break. Will you free Hadge and uncover the location of the focus before the gangs of Porthmos tear him apart?
PS#15: The Asmodeus Mirage (Pathfinder Society - Pathfinder RPG)
By Christopher Self. Appearing only once a century in the western deserts of Katapesh, the Asmodeus Mirage has plagued Golarion for thousands of years. Powered by a crystal bone devil skeleton and legendary for trapping unwary travelers, the Society has a vested interest in studying and cataloging the source of its power. You have been sent deep into the deserts of northern Garund to enter the Mirage—but there's a catch! The Mirage only exists on Golarion for 24 hours every 100 years. Get trapped in the Mirage, and you may never see Golarion again.
PS#18:The Trouble with Secrets (Pathfinder Society - Pathfinder RPG)
By Craig Campbell. Decades ago, an Osiriani Pathfinder named Bossell locked his transformed lover in the vaults beneath the Sothis Pathfinder Lodge. He then vowed that no one would ever discover his secret shame. The old and senile Bossell now relies on his assistant Fendel for everything, and the hapless assistant has disapeared into the vaults after reading his master's journal. You've been sent beneath the Lodge to destroy whatever it is that Bossell's lover has become—will you survive his secret or find yourself transformed as well?
PS#19: Skeleton Moon (Pathfinder Society - Pathfinder RPG)
By Benjamin Wenham. When Pathfinder alchemist Andrax d'Aponte contracted a mysterious wasting sickness, he set his mind to feverishly researching the disease and its cures. With the rare skeleton moon hanging in the sky above Absalom, the Decemvirate sends you to an ancient siege castle outside the city to recover d'Aponte's research notes and inquire about his involvement in recent Pathfinder deaths in Osirion. What you find, however, is a man changed by madness and paralyzed by paranoia and fear. Will you survive the night of the skeleton moon?
PS#20: King Xeros of Old Azlant (Pathfinder Society - Pathfinder RPG)
By Greg A. Vaughan. Panic grips Absalom when a huge crystalline sailing vessel appears suddenly in the harbor. Identified as the King Xeros of Old Azlant, the ship presents a great opportunity for the Pathfinder Society. You and your fellow adventurers are summoned by Venture-Captain Adril Hestram and dropped aboard the King Xeros to explore it and report back. Only, what you find isn't an empty vessel, but a sinister ship with a vile intent.
PS#24: Decline of Glory (Pathfinder Society - Pathfinder RPG)
By Tim Hitchcock. When the son of a famous Pathfinder gains control of his father's holdings in Taldor, the Pathfinder Society decides to build a new lodge there as a base to explore the many ruins of that crumbling empire. Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient curse has turned many of the residents into the walking dead. Can you survive the tangled web of Taldor's politics and fight off the echoes of the past or will you, too, see your glory decline?
PS#33: Assault on the Kingdom of the Impossible (Pathfinder Society - Pathfinder RPG)
By Craig Shackleton. The Pathfinder Society sends you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an Aspis Consortium black market relics dealer who is organizing the local bandits and violently robbing Jalmeray and Pathfinder Society caravans laden with relics, artifacts, and magical mysteries. When a venture-captain is murdered by the Aspis Consortium agent, it's up to the PCs to find him and do whatever it takes to stop him.
PS#35:Voice in the Void (Pathfinder Society - Pathfinder RPG)
By Rob McCreary. Mystery strikes again at the problem-plagued Blackros Museum in Absalom and its curator, Nigel Aldain, needs your help. When a famed Osirian tomb raider returns to Absalom and disappears in the museum's basement, Aldain fears the worst. When strange sounds echo from below and several of the curator's night watchmen go missing, he panics and begs the Society to investigate the mystery and save his museum from the darkness that infests it. Voice in the Void is a follow-up scenario to Pathfinder Society Scenario #5: Mists of Mwangi. When played together, the scenarios create a mini story arc in the famed Blackros Museum.
SPEC 1-1 Part II Shades of the Zhentarium (Living Forgotten Realms - D&D 4e)
By Sean Molley. Zhentil Keep is a city with a storied history, even if most of the tale is not fit for innocent ears. A mission to find the wayward son of a wealthy merchant leads deep into the secrets, deceptions, and brutal power on which the dreaded Zhentarim built their ominous keep. A Living Forgotten Realms two-round special adventure set in the north section of Zhentil Keep for characters levels 1-4.
SPEC 1-1 Part I Shades of the Zhentarium (Living Forgotten Realms - D&D 4e)
By Sean Molley. Zhentil Keep is a city with a storied history, even if most of the tale is not fit for innocent ears. A mission to find the wayward son of a wealthy merchant leads deep into the secrets, deceptions, and brutal power on which the dreaded Zhentarim built their ominous keep. A Living Forgotten Realms two-round special adventure set in the north section of Zhentil Keep for characters levels 1-4.
SPEC 1-3 (H1) Part I Hive of Corruption (Living Forgotten Realms - D&D 4e)
By Ryan Cannon. Every year, coronal Ilsevele Miritar, ruler of Myth Drannor, hires a group of adventurers to clean up one of the many dangerous ruins within her forest kingdom. This year she has reached out to several groups. What could have forced the eladrin to seek outside help and abandon their cautious ways? A Living Forgotten Realms adventure set in Myth Drannor for character levels 1 - 4.
SPEC 1-3 (H1) Part II Hive of Corruption (Living Forgotten Realms - D&D 4e)
By Ryan Cannon. Every year, coronal Ilsevele Miritar, ruler of Myth Drannor, hires a group of adventurers to clean up one of the many dangerous ruins within her forest kingdom. This year she has reached out to several groups. What could have forced the eladrin to seek outside help and abandon their cautious ways? A Living Forgotten Realms adventure set in Myth Drannor for character levels 1 - 4.
TYMA 1-2 Taking Stock of the Situation (Living Forgotten Realms - D&D 4e)
By Jeff Hertel. In the outlying village of Ruinspoke, someone or something is taking the livestock. Others have attempted to investigate, but they have not returned. A Living Forgotten Realms adventure set in Tymanther for characters levels 4-7.
TYMA 1-3 Tools of the Trade (Living Forgotten Realms - D&D 4e)
By Jeff Hertel. You are asked to investigate the theft of caravan goods in the village of Ruinspoke. Aside from the monetary value of the stolen items, the reputation and prestige of House Jalt are at stake. Sometimes an accident is just an accident, and sometimes it's a clue to something far more sinister. Adventuring isn't the only dangerous profession. A Living Forgotten Realms adventure set in Tymanther for characters levels 7 - 10.
TYMA1-5 From One Dwarf to Another (Living Forgotten Realms - D&D 4e)
By Joshua Freeman. When an annoying dwarf goes missing, nobody in Ruinspoke really cares. Well, nobody except a fellow dwarf, that is. But it takes more than just one dwarf to mount a rescue mission... A Living Forgotten Realms adventure set in Tymanther for characters levels 1-4.
WATE1-7 The Missing and the Missed (Living Forgotten Realms - D&D 4e)
By Keith Hoffman. Adventurers are the only hope of a servant who seeks her missing brother. Will the heroes be in time to save the boy and best the villains? A Living Forgotten Realms adventure set in Waterdeep for characters levels 4-7.
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