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Core Modules

These are modules available for Cons, Game Days and members nationwide, set in unassigned regions of Oerth... Including the ever-popular City of Greyhawk! Currently, there are 20 Core Adventures planned for 2003!

If you are interested in ordering a Living Greyhawk adventure (or any RPGA adventure), please go to the Wizards of the Coast member's site. Enter your RPGA number and password, click on "Request Scenarios for a Gathering" and follow the instructions. Modules are available for conventions (a multiple-day show with 25 or more game tables) 30 days after their premiere date, and for game days (shows with less than 25 tables) 90 days after the premiere.

Year 4 (594 CY)

Title

Description

Levels

COR4-S01
And All Things Come to Dust

By: The Circle
This scenario will only be available for play at Winter Fantasy 2004
'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.
A one-round adventure for APLs 2-16
COR4-01
Shedding Scales

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? Part One of the "Windows to the Serpent's Soul" series. A one-round adventure for APLs 2-12
COR4-02
The Stone Man's Puzzle

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? A one-round adventure for APLs 6-10
COR4-03
Tropical Rendezvous

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. Your patron wants to know more. She asks for volunteers for a journey across the Azure Sea. Not another sea voyage! A one-round adventure for APLs 2-12
COR4-04
Redtide

By: James Zwiers
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. Written for Suel Human characters, but survivable by all. A two-round adventure for APLs 4-12
COR4-05
Crystal Caverns of the Cairn Hills

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 APLs 1-8
COR4-06
Duke of the Dust

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? Part One of the Children of the Dust trilogy. A one-round adventure for APLs 2-10
COR4-07
Full Circle to Oblivion

By: David 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 ? Part Four and the final chapter in the "To Serve the Greater Good" series. A two-round adventure for APLs 8-16
COR4-08
TBA

By:
TBA A one-round adventure for APLs TBA

Year 3 (593 CY)

Title

Description

Levels

COR3-01
The Hidden Fortress

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. Part two of Sins of Ages Past. A one-round adventure for APLs 4-10
COR3-02
Return to the Isles

By: Chris Tulach
The eerie words of a decrepit seer lead you back to the mysterious Isles of Woe, mow 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. Part three of the Ether Threat story arc. A one-round adventure for APLs 2-12
COR3-03
Fury of a Cold Man's Heart

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 heard 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? Part two of To Serve a Greater God. A one-round adventure for APLs 2-12
COR3-04
By Cunning and Forced Cause

By: David 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. A one-round adventure for APLs 2-12
COR3-05
Circle of Sin

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. A one-round adventure for APLs 4-14
COR3-06
Witch Hunt

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. A one-round adventure for APLs 4-14
COR3-08
A Man with Nothing

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'. A one-round adventure for APLs 6-14
COR3-09
Face Value

By: Craig Heir
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. A one-round adventure for APLs 2-10
COR3-10
Sepulcher of the Wizard King

By: David Christ and Jason Bulmahn
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. Part 4 of the Ether Threat story arc. A two-round adventure for APLs 6-12
COR3-11
Forlorn Memories

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? Sequel to Forbidden Choice and Forgotten Echoes. A one-round adventure for APLs 4-14
COR3-12
Endgame

By: David Christ and Jason Bulmahn
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. Conclusion of the Ether Threat plot arc. A two-round adventure for APLs 6-14
COR3-13
Traitor's Road

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. A one-round adventure for APLs 2-10
COR3-14
Hunt for Rogue

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. A one-round adventure for APLs 4-10
COR3-15
Nine Lives

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. A one-round adventure for APLs 2-6
COR3-16
Lerara

Errata
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. A one-round adventure for APLs 2-16

Year 2 (592 CY)

COR2-01
As He Lay Dying

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. Absolute Power Part 2. A two-round adventure for APLs 2-8
COR2-02
Brendingund's Brood

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. A one-round adventure for APLs 2-8
COR2-03
Amidst the Mists and Coldest Frosts

By: Dale Friesen
You undertake an expedition into the lands of the Frost Barbarians to secure a trade agreement with the Fruztil. 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 from mist. Can you survive the locals, secure the lucrative trade agreement, and make it home alive? A one-round adventure for APLs 2-8
COR2-04
Birthday Bash

By: Kevin Freeman
Carnival time arrives in Istvin 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? The first adventure in the Gloom and Disunion Cycle. A one-round adventure for APLs 4-12
COR2-05
Beneath the Veil

By: Steve Larkin
In the crumbling ruin of Istivan's west end lives a young boy who, if the star's 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. The second adventure in the Gloom and Disunion Cycle. A one-round adventure for APLs 4-12
COR2-06
Finders Keepers

By: Chris Lindsay and Matt Lovell
One part earth, two parts flame, step into darkness, 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. A one-round adventure for APLs 2-10
COR2-07
Ashes of Innocence

By: David Christ
Towns near the southern border of the domain of Greyhawk City are being ravaged by fire. Rumors abound of people exploding into flame 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 cleric traveling toward the eastern horizon with a small boy. No one has caught up with them so far, and even more strangely, none have dared to try. Part One of To Serve a Greater God. A one-round adventure for APLs 2-10
COR2-08
Echo

By: Stephen Radney-MacFarland
Concerned by stories of the resurfacing of the Isles of Woe, the archmage Warnes Starcoat sponsors an expedition into the Brass Hills to explore a site called the Zochal. According to the Nesser Opuscule, the only surviving fragment of a greater work attributed to the legendary 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. A one-round adventure for APLs 4-12
COR2-09
The Final Reckoning

By: John Richardson and Sean Flaherty
The Brendingund family needs your help one final time. They need you to remove the curse and restore the soul of Auldon Brendingund. This is the final chapter of the Brendingund Saga. A one-round adventure for APLs 6-10
COR2-10
Forgotten Echoes

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. Sequel to "Forbidden Choice." A one-round adventure for APLs 4-12
COR2-11
Escape from Tenh

By: Stephen Radney-MacFarland and David Christ
Strange dark stones have been found in a series of caves in the southwestern foothills of the Griff Mountains. If stories are true, these rocks have the same properties as the strange ghost stones brought back by treasure hunters who plundered the Isles of Woe. You have joined the rush of adventurers clamoring to get their hands on these useful items, but a strange event busts the war in Tenh wide opens, as a new force swarms down from the hills, and a simple snatch-and-run excursion becomes a race to stay alive. Part one of the Ether Threat story arc. A one-round adventure for APLs 4-12
COR2-12
Plague of the Third Season

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. The final chapter in the Your Worst Nightmare series. A one-round adventure for APLs 6-10
COR2-13
Into the Dying Lands

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. Part 2 of the Ether Threat plot arc. A one-round adventure for APLs 2-10

RETIRED Year 1 (591 CY) RETIRED

COR1-01
Dragon Scales at Morningtide

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? A one-round adventure for Tiers 1-3
COR1-02
The Reckoning

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 the city of Greyhawk in the Cairn Hills. What awaits is more than you had bargained for. An adventure for beginning characters. A one-round adventure for Tiers 1-3
COR1-03
River of Blood

By: Eric 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. A one-round adventure for Tiers 1-3
COR1-04
Fires of the Storm Tower

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. A one-round adventure for Tiers 1-3
COR1-05
Brendigund's Bride

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 one-round adventure for Tiers 1-3
COR1-06
Forbidden Choice

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? A one-round adventure for Tiers 1-3
COR1-07
Brendigund's Blood

By: John Richardson and Sean Flaherty
Auldon Brendingund's 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. A one-round adventure for Tiers 1-3
COR1-08
Future's Bright

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. Part One of Sins of Ages Past. A one-round adventure for Tiers 1-3
COR1-09
Swamp Things

By: Bruce Paris
Dark slithering denizens of muck and despair threaten a once peaceful druids' grove now in the midst of its own political upheaval. A one-round adventure for Tiers 1-3

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