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Scenario Descriptions
COR7-06: Drowning by Numbers (Living Greyhawk - D&D)
By By Luke Pitcher. In the Ahlissan town of Jalpa, a young noblewoman needs your help. Her betrothed is missing. His friends are indisposed. And whatever is happening, someone (or something) seems intent on making a song and dance about it. A one-round, core adventure set in Ahlissa for characters level 8-15 (APLs 10-16).

COR7-08: Sins of the Father (Living Greyhawk - D&D)
By By Jean-Philipe 'JP' Chapleau. Thirty years ago, the Churches of Pelor, Pholtus and St Cuthbert sentenced a man to execution for his crimes. Thirty years later, another trial is convened. Fate has determined the outcome is in your hands. A one-round core adventure set in the Domain of Greyhawk for characters level 1-10 (APLs 2-8).

COR7-09: Past Debts (Living Greyhawk - D&D)
By By Dean Bailey. When a debt from the past is called in, the soul of an innocent is at stake and a plea for help is made. Warning - paladins may find this adventure difficult. Players may change PCs at the beginning of the adventure if they are unable to participate with the current PC. A one-round Core adventure set in the Domain of Greyhawk, for characters levels 1-11 (APLs 2-8).

COR7-10: Dark Gem (Living Greyhawk - D&D)
By By Dan Hass. Sometimes adventure finds you. Long ago something dark was trapped and hidden. Now it will be released unless heroes can be found to secure it. A one-round Core adventure set in the Cairn Hills for characters levels 1-15 (APLs 2-12).

COR7-11: Hidden Cache (Living Greyhawk - D&D)
By By Christopher Lindsay. News that Turrosh Mak has a hidden stash of weapons and magic secreted away in an abandoned temple in the Mistmarsh leads you on a deadly journey into the realm of territorial lizardfolk.A one-round Core adventure set in the Domain of Greyhawk and the Mistmarsh for characters level 1-11 (APLs 2-8).

DAB Episode 4 – Blood Wind (Dave Arneson's Blackmoor - d20 System)
By Tad Kilgore. The High Hak is a deadly place for even its hardiest of residents. Peshwah nomads tred carefully for the land is riddled with treachery. Among these nomads, trust is not given lightly, but in this harsh environment, adventurers will quickly learn the true need for trust. A Dave Arneson’s Blackmoor adventure for PCs levels 1-6.

DAB Episode 15 : Stolen Kisses (Dave Arneson's Blackmoor - d20 System)
By Dave Brainard. The city of Blackmoor, while the heart of the realm, is a bleak and dreary place in winter. What flowers can possibly bloom among the black stone and gray ice? A Dave Arneson’s Blackmoor adventure for PCs levels for levels 1-8.

DAB Episode 19: A Matter of Perspective (Dave Arneson's Blackmoor - d20 System)
By Philip Slama. People view things differently, while some may see a mountain as a source of wealth and prosperity, others see it as a place of safety and security. But when those two views collide who is right? What happens when innocents are caught in the middle? A Dave Arneson Adventure for levels 1-6.

GRM-FFA Gran March Free for All (Living Greyhawk - D&D)
By various. Here's a chance for you to pick up a current Gran March mod that you haven't had the chance to play yet. We'll have copies of all the current scenarios available - its just a matter of you getting a table together & us finding you a judge.

GRM7-02: Gullet (Living Greyhawk - D&D)
By By P. Dennis Waltman. With the 9th Battle preparing and training to do battle with the core of the Bullywog forces, all intelligence on their sacred and military sites is important information to gather. One such place of interest has been discovered in the Rushmoors, and not just the Gran March is interested. A Gran March Regional adventure for APLs 2-12, and Part 2 of the Homefront series. Military: Yes Note: This adventure will be of particular interest to Military and Veteran Characters. Centaur characters may have difficulties with this game.

GRM7-03: Who Sleeps Upon Your Bed (Living Greyhawk - D&D)
By By Sean Flaherty & Michael Eshleman. A year and a day have passed since Watcher Corum Valstier, Most Gallant Hippogriff was abducted by the mysterious creature calling itself Maimbua. The days have passed with breathtaking excitement, the days have passed with anxious anticipation, the days have passed with quiet dread. In all the days come and gone nothing has been heard from Maimbua, but on a day of renewed hope everything changes. Watch your step, as you never know what might lie beyond the next door. A Gran March Regional adventure for APLs 6-12, and Part Five of the Outsiders In series. Military: Yes Note: This module will be of significant interest to members of the Knights of the Watch, Church of Heironeous, worshippers of lawful good deities, and those who have participated in the other elements of the Outsiders In story arc (GRM5-01 The Commandant’s Parlor, GRM5-04IN The Lich Queen’s Vengeance, GRM5-08 Up a Winding Stair, GRM6-04 Curtains Drawn Around).

GRM7-04: The Threat Within (Living Greyhawk - D&D)
By By Michael J. Roderick Sr.. A serious crime took place just outside Shiboleth and you have been assigned to the case. A Gran March regional investigative adventure for APLs 2-8, and Part 3 of the Homefront series. Military: Yes Note: This adventure will be of particular interest to Heironeans and Pathfinders

GRM7-05: Currents (Living Greyhawk - D&D)
By By P. Dennis Waltman. A pleasant cruise down the Sheldomar River; the river does most of the work on the downward leg, so what will the characters find themselves doing? And with a full moon there should be plenty of visibility for travel at night. A dangerous Gran March Regional adventure for APLs 2-12 and Part 4 of the Homefront series. Beings or creatures larger than medium may not participate and wild animals will not find much welcome on deck. Military: Yes Note: This adventure will be of particular interest to River Guard, Military and Veteran characters, bearers of Githyanki Silver Swords, and members of organization(s) that do not exist.

GRM7-IN2: The Hard Road to Peace (2 Rounds) (Living Greyhawk - D&D)
By By Brett King. The wars in Gran March's neighboring lands require focus. The time has come to eliminate distractions. Let us start with a certain lich queen. A two-round Gran March Battle Interactive for APLs 2-14 and Part 5 of the Homefront series. Note: This interactive will be of particular interest to PCs who played GRM5-01 The Commandant's Parlor, GRM5-08 Up a Winding Stair, GRM 6-04 Curtains Drawn Around, or GRM5-03 The Lich Queen's Vengeance. Military time units allowed.

LA-SP4-04 Hope of the Fallen (Living Arcanis - d20 System)
By James Zwiers. The Harvesters of Ymandragore have always taken those they wish, and few can stand in their way. Now, someone has been taken and a foolhardy rescue is being mounted. Are you able to go through hell on Onara and back again to rescue a friend? Are you willing to sacrifice life, limb, sanity, and soul to free a friend? How far do the bonds of friendship go? What if the person to be rescued is but the friend of a friend? What if the person to be rescued is but a stranger, does courage go so far? Note: This adventure may be of particular interest to members of the Hawk and Shield, the Order of the White Veil, and any other character who is very strongly opposed to the predations of the Sorcerer-King. This STANDARD adventure is designed for 6th to 16th level characters (APL 7 through 15).

SHE7-01: Three to One's Wonder (Living Greyhawk - D&D)
By By Will Dover. The Knights appear to have the upper hand against the Triumvirate and the fortunes of good appear to be on the rise. So when is the other shoe going to drop? It is essential to play SHE5-04 A Cup O'erturned, SHE6-01 Flesh Torn Asunder, or SHE6-05 04 A Book Unburned before playing this adventure. A Sheldomar Valley metaregional adventure for APLs 8-14, and Part 4 of the Turf War series. Note: This adventure will be of particular interest to Knights of the Watch and Knights of Dispatch and all spellcasters.

SHE7-02 Dark Whisperer’s Return (Living Greyhawk - D&D)
By By Will Dover. Bad news typically comes in threes and now there are three items of evil loose in the city of Hochoch. Can you find them before anyone uses them? It is essential to play Three to One's Wonder before playing this scenario. A Sheldomar Valley metaregional adventure for APLs 8-16, and Part Five (the conclusion) of the Turf War Series.

SHE7-03 Night of Madness (Living Greyhawk - D&D)
By By Sean Hillman. It had been thought that all accounts had been settled but apparently a few notations in the ledger had been missed. Missed, but not forgotten. Strange merchants, whispered secrets, and odd excavations have aroused suspicions in Newick. It is possible that services performed have not been repaid and for those merchants of the deepest markets, such a debt cannot be allowed to stand. A Sheldomar Valley metaregional scenario for APLs 8-16.

[WH] Dark Providence - DP01 Storm Front (RPG)
[Witch Hunter] Hunting pirates is a job for the navy, not for Witch Hunters. But ghost ships are another matter entirely, and when Sir Henry Morgan asks for your assistance in putting such superstitious tales to rest – one way or another – it's hard to say no. It is spring, 1689, in Port Royal, the capital of the English territory of Jamaica. This is an introductory event, set in the Invisible World of the Witch Hunters

[WH] DP 04 - It Came from the Woods
By by Robert Farnsworth, Greg Ferguson, and Gail Reese. New London, Connecticut. A house burned to the ground. The parents found dead in the ruins. The children are missing. Have the Indians gone on a rampage? Is something more sinister at work? Maybe the stories children are told to get them to bed at night are coming true. You have been drawn to this coastal town for a reason. It is up to the Witch Hunters to find out what is happening in this sleepy New England town before more innocents die and the peace between the colonists and the Indians is broken forever. A Witch Hunter: Dark Providence Introductory event.


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