Warhorn 2e is coming!
Scenario Descriptions
BDK5-01 The Body (Living Greyhawk - D&D 3.5)
By Jason Lauer and John Williams. The Northern Alliance has been declared and the search is on for bodies to swell the ranks of the various factions in the Bandit Kingdoms. How can you be sure that the body they get is not yours? In the BK, the more things change, the more they stay the same... Part One of Cold Dead Hands. APLs 6-12.

BDK5-02 Trouble at Dragon Rift (Living Greyhawk - D&D 3.5)
By Keith Symcox. "Let's all live in peace and harmony" has to be one of the most uncommon phrases heard amongst the denizens of the Rift Canyon. Yet someone is preaching exactly that to the evil humanoids of the Rift. Can you help keep this messenger of peace alive long enough for the message to spread? APLs 4-12.

BDK5-03 The Secret Ingredient (Living Greyhawk - D&D 3.5)
By Jeff Moore. The Port of Alhaster has been locked down causing hardship for Rhenee Traders everywhere. Part One of Breaking Up is Hard to Do. APLs 2-8.

BDK5-04 A Leather Bound Tome (Living Greyhawk - D&D 3.5)
By Jason Covitz. A letter from a previous acquaintance sends you on travels of exploration and discovery in the Warfields. When you have multiple options, how do you determine which choice could save the region, or doom the world? Part Two of The Cold Dead Hands Series. APLs 6-12.

BDK5-05 Art of Deception (Living Greyhawk - D&D 3.5)
By Theo Judd. A kinder, gentler Grand Theocracy of Dimre? You would not have believed it without seeing it for yourself. In light of the changes, the door has been opened for negotiations to end the eternal struggle between Szek Winvid of Dimre and Boss Renfus of Stoink over the lower Phostwood. Renfus is looking for an impartial escort for his envoy, and your group seems like just the pawns, err, heroes for the job. Characters that are Banned in Dimre or have the Enmity of Dimre are warned to play at their own risk. APLs 6-12.

BDK5-06 Necropolis of the Endless Dawn (Living Greyhawk - D&D 3.5)
By Tom Thowe. The word is out. The legend of Nerull’s Bane is not the fantasy of a child’s tale. The city of the ageless dead truly exists. Rumor comes to you that forces of Iuz desire the Reaper’s Ire for themselves. Now the race is on for this ancient hidden myth. The question is…can you beat the Old One to it? APLs 8-14.

BDK5-07 Ebongleam (Living Greyhawk - D&D 3.5)
By Chris Gorsuch. Does not the sun bring comfort against the biting cold of Winter? How can one appreciate a good leader if they have not known a taskmaster's whip? Is it not acceptable to work with the forces of darkness if some good purpose is ultimately served? To understand the glory of Light, one must first walk hand-in-hand with Darkness. Dimre and Stoink have begun a new era of cooperation, and through this the glory of the Blinding Light shall purge these lands of evil! But who will be the true power behind the throne? A Bandit Kingdoms regional adventure set in the Free City-State Stoink. APLs 2-8.

BDK5-08 Hirelings (Living Greyhawk - D&D 3.5)
By Britt Frey, Theo Judd, Casey Brown. Adventurers don't spend every day saving old ladies with lost kittens from marauding orcs. Sometimes you have to take the work of a lowly mercenary. Part Two of the 'Breaking Up is Hard to Do' series. Characters that are Banned in Redhand or have similar negative influence are advised to not play this adventure without a good Disguise check. APLs 2-8

BDK6-01 That Which Slept (PREMIERE) (Living Greyhawk - D&D 3.5)
By Britt Frey. Three hundred and two years ago, a blood-red Luna appeared over the Flanaess. Since that time, evil cults have celebrated the Festival of the Blood-Moon from the 10th to the 12th of Coldeven. It is at this ominous time that Gaiyle Markhalla has asked you for help. This will turn out to be a Festival the Flanaess does not soon forget. Members of the Fellreev Faction and Citizens of the Northern Alliance are encouraged to participate in this adventure. Part one of the Decimation series. APLs 6 to 12.

BDKA5-01 A Voice in the Darkness - INTRO MOD (Living Greyhawk - D&D 3.5)
By Patrick Brown. Things have not been going well for the Rookroost Thieves Guild. In fact, the City of Ravens has become a very dangerous place in which to live nowadays. Murder and betrayal are rife within the walls of Rookroost, so why not get in on the action? First level characters only.

BDKA5-02 Of Men and Beasts - INTRO MOD (Living Greyhawk - D&D 3.5)
By Tom Thowe. Many varied groups of rebels and thieves use the concealment of the Fellreev Forest to avoid capture by the forces of the Old One. However, only a select few know the true secrets – and horrors – that lie hidden in the heart of this great wilderness. This is an introductory module for 1st level characters only.

BDKA5-03 The Mad Mage - INTRO MOD (Living Greyhawk - D&D 3.5)
By Theo Judd. You have heard stories about the old mad mage who lives in the northwestern Fellreev. "He claims to be the sole surviving priest of Iuz on Oerth...It is said he razed an entire town to recreate it in Iuz's image!" Now a mortician in Hallorn humbly requests a mission of daring to recover a holy relic: enter the domain of the Mad Mage! A two-round Bandit Kingdoms Introductory Adventure for 1st level heroes only.

BDKA6-01 Badgered by Problems (PREMIERE) (Living Greyhawk - D&D 3.5)
By Patrick Walsh. The Boss of Salfrayfields is livin' fat and happy on the outskirts of the lands of Iuz. Boss Boare is a man of such stature (or more appropriately, girth) that not much riles him, but growing troubles have been upsetting his digestion as of late. Boss Boare is looking for a solution that will cover his backside and ease his unsettled stomach, all while maintaining his grip on this cushy job. He knows the shadows hold both the eyes of Iuz and the ears of the resistance, so he has to be careful in what he does. Maybe he can play his problems off against each other. A Bandit Kingdoms Introductory Adventure set in Salfrayfields for 1st level heroes only.

BDKI6-01 The Great Hunt 596 CY (Living Greyhawk - D&D 3.5)
By Casey Brown, Britt Frey, and Austin. With Hallorn now solidly under his control, Guardian General Hok is once again inviting hunters and adventurers to participate in a tradition known as the Great Hunt. The last time the Great Hunt was held, the elven druid Gerland took umbrage and attacked. The year before that, Iuzian necromancers turned Borjed's Lodge into a nightmare of undead. What could possibly go wrong this time? A Bandit Kingdoms Interactive for APLs 2-16 set in the Tangles Forest. PCs with the "Enmity of Hok" are not invited. There will be a custom AR for this interactive.

COR5-08 Clipping Wings (Living Greyhawk - D&D 3.5)
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? A one-round Core adventure set in Greyhawk City, the Land of Black Ice and the Burneal Forest. Part 2 of the "Windows to the Serpent's Soul" series. APLs 2-14.

COR5-12 Return to the Slave Pits of the Undercity (Living Greyhawk - D&D 3.5)
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? A one-round Core adventure set in Celene, the Wild Coast and the Pomarj for APLs 2-8.

COR5-13 The Price of Power (Living Greyhawk - D&D 3.5)
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? A one-round Core adventure for APLs 2-14. This adventure is a continuation of the “Tome of Clarity and Mists” series.

COR5-16 Here Comes the Sun! (Living Greyhawk - D&D 3.5)
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? A one-round Core adventure set in the city of Hardby.

COR5-18 Kusnir (Living Greyhawk - D&D 3.5)
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. A one-round Core adventure set in the Hold of the Sea Princes. Part one of "Under an Iron Fist."

IUZ5-04 Plane Thinking (Living Greyhawk - D&D 3.5)
By Michelle Sharp. A grieving sister needs your help in locating her brother. However, things are not always what they seem, especially when on the trail of a missing master of illusions. Remember when lifting a log one sometimes uncovers more than is expected. APLs 10-16

IUZ5-05 The Mission is Everything (Living Greyhawk - D&D 3.5)
By Wes Nicholson. So many times the Drinkers have sent you on missions of seemingly random importance. So many times they’ve told you to ignore the evils you may see on your mission. So many times you’ve been told not to get distracted and sacrifices are necessary to bring down the Old One. Well, this time it’s different. This time, you’re going to go fix one of the first evils you saw and this time that IS the mission. APLs 8-16.

IUZ5-06 Spy Gnome (Living Greyhawk - D&D 3.5)
By Bruce Paris. Tamatar Chenchenka, codename "Little Voice", was sent to infiltrate the gnomish slaves at work on the Groaning Mines – deep within the terrible Howling Hills. For three years, this loyal undercover agent has endured every indecency known to gnomes; all the while providing The Drinkers with valuable information regarding the Old One's economy. Until now. Now her voice has gone silent. Now it is time for her to come in...from the cold. APLs 6-14.


Warhorn
v 1.6.0

Become a Warhorn sponsor!