Regional Adventure Updates
New adventures are on the horizon. The following adventures are now available for download from their related regional adventue pages: Bandit Kingdoms, Furyondy, Highfolk, Pale, and Ratik.
BDK6-01 That Which Slept by Britt F. 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. A Bandit Kingdoms regional adventure for characters levels 5-13 (APLs 6 to 12).
BDK6-02 Of Gambits, Gauntlets, and Graves by Theo Judd
A holy weapon of enormous power is hidden in the Grey Stone Cemetery of Rookroost. The forces of good must move fast lest the forces of evil find it first. But such politics makes strange bedfellows and successfully retrieving the weapon may require help from less-than-savory sorts. A Bandit Kingdoms regional adventure for characters levels 7-13 (APLs 8-12). Part two of the Fate of the Avenger series.
BDK6-03 Trouble at the Gul Bortha by Keith Symcox
Sometimes secrets thought forgotten are uncovered and problems thought solved are only suppressed. Can you keep the priests of Iuz from discovering a long lost secret before the entire Fellreev is overrun with orcs? A sequel to BDK2-02 Trouble at Ankheg Springs and BDK3-03 Trouble at Baco Canyon. Members of any of the Fellreev Factions, and Red Planks are especially encouraged to participate in this adventure. A Bandit Kingdoms regional adventure for characters levels 7-13 (APLs 8-12).
BDK6-04 The Last Word by Theo Judd and Susan Threadgill
A simple man in Balmund has a simple task: guard a small shipment of cargo for a few days. But even the simplest missions tend to embroil you in a complex political web that proves tricky to escape. Who will have the last word when the sun finally sets on this tale of adventure and daring? Citizens of Redhand, Defenders of Morannon, members of Hellstone Tower, and members of the Brotherhood of the Sundered Axe are encouraged to participate in this adventure. Part three of the Breaking Up is Hard to Do series. A Bandit Kingdoms regional adventure for characters levels 1-7 (APLs 2-6).
BDK6-05 Grass Roots by John Filipek
Cranzer continues his agenda of terror to gain more power; a mysterious woman wishes to find out what his next move will be. Perhaps then his enemies could be a step ahead of him. But she needs help. Are there any brave adventurers willing to aid her? Old Faith Druids, Men of the Rift, and members of Moskol’s Legion are encouraged to participate in this adventure. A Bandit Kingdoms regional adventure for characters levels 1-7 (APLs 2-6).
BDK6-06 Never Stir the Wasp's Nest by Patrick Walsh
“Do not stir a wasp’s nest unless you wish to be stung,” says an old saying. Boss Renfus and the Free City of Stoink have been stirred. Do you wish to be stung? Members of the Stoink Thieves Guild and the Grand Theocracy of Dimre are encouraged to participate in this adventure. A Bandit Kingdoms regional adventure for characters levels 1-7 (APLs 2 to 6).
BDK6-07 Love Letter by Casey Brown
A charming man with strange red eyes needs your help delivering a note to his beloved. Where does she live? Somewhere deep in the Fellreev near Lake Aqal. To get there, you'll have to avoid the patrols of Fleishchriver, the dangers of Dahlvier's County, and the various denizens of the Fellreev. Who are you to say no to a man in love? Members of Fellreev Factions meta-organizations and Old Faith druids are encouraged to participate in this adventure. Having a wilderness oriented PC at the session will prove beneficial during this adventure. A Bandit Kingdoms regional adventure for characters levels 1-7 (APLs 2 to 6).
BDK6-08 Of Ruin, Restitution, and Revival by Theo Judd
As an aged ruler lies on his deathbed, he passes on a dying revelation of a cataclysmic disaster. Now, you must race against time to prevent the prophecy from coming to fruition by venturing to a place where mortals were not meant to tread. All heroes who call the Bandit Kingdoms home are encouraged to participate in this adventure. A Bandit Kingdoms regional adventure for characters levels 11-15 (APLs 12-16). Part three and the Conclusion of the Fate of the Avenger series.
BDK6-09 To Bleed or Die by David Polansky
Either Prince Zeech is preparing for the biggest party of the century or a massive war. Commander Marionnen’s garrison has declared their undying allegiance to the Prince of Redhand and has mobilized along the borders. The cambion commander now looks east towards the former lands of the Reyhu and Duchy of the Artonsomay while Alhaster begins a grand celebration. The armies of the Prince now chant, “To bleed or to die for Redhand!” Members of Hellstone Tower, Citizens of Redhand, members of the Brotherhood of the Sundered Axe and the Defenders of Morannon, are encouraged to participate in this adventure. Part four and the conclusion of the Breaking Up is Hard to Do series. A Bandit Kingdoms regional adventure for characters levels 7-13 (APLs 8-12).
FUR6-01 Master of Bronzeblood by Morgan Meachum and Michelle Sharp
Evil abounds in Bronzeblood as the Master stirs again. Undead hordes pour into neighboring towns and fields. Can there BE that many undead in the old keep? It’s your job to find out. This very dangerous Furyondy adventure is recommended for members of the Green Jerkin Rangers, Furyondy Military, Order of the Hart (Furyondy) and Furyondy Church of Heironeous. A two-round Furyondy regional adventure for characters levels 7-15 (APLs 8-16). This adventure concludes the Bronzeblood series and serves as the prequel to the Shadowgate series.
FUR6-02 Crop Circles by Cliff Meggison
Times are tough and the King has many enemies. It is said that heroes are made and not born, and that it is how you react when called upon that shows what you are really made of. In this case, information has come into your possession and it needs to be acted on immediately. Will you wait to give it to those more capable than you or will you seize the day, act for those who cannot act for themselves and protect a nation? A Furyondy regional adventure for characters levels 3-11 (APLs 4-10).
FUR6-03 Shadows on the Coast by Michelle Sharp
Shadows are spreading in Willip. Now they’ve reached the coast. A simple delivery trip down to Keristen uncovers some unwelcome visitors. Will you help the town out? This adventure begins the Shadowgate series and is recommended for members of the Furyondy Royal Navy. A Furyondy regional adventure for characters levels 1-7 (APLs 2-6).
FUR6-04 When We First Practice by Scott Reid
In the dead of winter, the PCs receive a summons to assist Baron Jemian in a little matter that is of some interest to them. But as usual, not everything goes according to plan when dealing with magic or politics. A Furyondy regional adventure for characters levels 3-11 (APLs 4-10). Part two of the Intrigue in Littleberg cycle.
FUR6-05 Darkest Night by Steve Yee
A delightful little excursion to the Barony of Willip is all an adventurer needs to reinvigorate the weary spirit. But what about those pesky rumors of vile undead escaping from Bronzeblood Haunt and rampaging across the countryside? Well, no matter. Just have a quick step, a large staff and plenty of holy water at hand to ward off these fiendish villains. Nothing should spoil an adventurer’s holiday…after all they’re just undead, how much of a nuisance can they be? A Furyondy regional adventure for characters levels 1-9 (APLs 2-8). This adventure is second in the Shadowgate series.
FUR6-06 Invocation and Intrigue by Steve Bergen and Andrew Nuxoll
Rumor has it that King Belvor IV is planning to fill the position left in the Chamber of Four by Karzalin’s disappearance, and wizards and their associates have begun to breathe life into the streets of Chendl. Of course, where adventurers go, so goes adventure. Arcane spellcasters, particularly members of the Mage Council metaorganization, are encouraged to play this adventure. A Furyondy regional adventure for characters levels 1-8 (APLs 2-6). Part one of Eight of Wands story arc.
FUR6-07 Conjuring Trouble by Andrew Nuxoll
For good or for ill, it seems you have gained the attention of the Furyondy Mage Council. They even trust you enough to send you on an important errand...or perhaps it’s just that you’re expendable. Recommended for arcane spellcasters, particularly members of the Furyondy Mage Council. Members of the Twilight Hunters and church-related metaorganizations may also benefit from playing this advetnture. A Furyondy regional adventure for characters levels 1-9 (APLs 2-8). Part two of the Eight of Wands story arc.
FUR6-08 The Dread Witch Project by John du Bois
“Help Wanted: Brave and loyal adventurers to work with Furyondy Players, Church of St. Cuthbert, and Church of Trithereon to investigate unusual occurrences at Gullkeep. Hatred for Old Wicked a must. Those with orc or Rhenee blood or nonhumanoid ancestry must provide references. Interested parties should inquire for further information at the Crockpot Inn.” A Furyondy regional adventure for characters levels 1-9 (APLs 2-8).
HIG6-01 Faerie Fire by Brian Nowak
Gunther Sugarbaker is renowned for his confectionary works. From colored sugar tiaras to walnut fudge, Master Sugarbaker’s culinary delights are desired by the elite across the central Flanaess. With a new confection in mind, Gunther needs a harvest of the stubbornly deep-rooted white sayles (SAY-els) berries. What secrets will be illuminated on this journey into the southern swamplands known as the Deepmarsh? A Highfolk regional adventure for characters levels 1-7 (APLs 2-6). Page one of the Keeper of Word and Deed.
HIG6-02 Antipathy by Todd Ammerman and Jeremy Vosberg
The Guildsmen of the High Art seek a few items for alchemical research, and are asking you to retrieve them – a simple task. However, simple tasks in Highfolk rarely remain that way for long. Hidden agendas come to light, and true intentions are questioned. A Highfolk regional adventure for characters levels 1-7 (APLs 2-6).
HIG6-03 Heavy Upon a Heart by Greg Marks
After recovering from Growfest celebrations, the party discovers the theft of a powerful relic and joins the chase to recover it before it leaves the region and is lost forever. A Highfolk regional adventure for characters levels 1-9 (APLs 2-8). Part one of the Weights and Measures trilogy.
HIG6-04 A Wheat for Your Thoughts by Richard W. Brown
It looks like another routine job of guarding the traveling caravan, but this mission promises some amazing scenery. By the time it’s over, adventurers will have more questions than answers. A Highfolk regional adventure for characters levels 1-7 (APLs 2-6).
HIG6-05 A Column of Five by Greg Marks
The future of Clan Shandareth and House Rellen remains in doubt and its Matron asks you to undertake a quest to seek a remote seer who’s prophecy might just may hold the key to averting an elven civil war that could ignite the entire Vesve in its flames. A Highfolk regional adventure for characters levels 7-15 (APLs 8-16) with an extended play opportunity.
HIG6-06 First Comes the Running by Gary Affeldt
Over the past year goblinoid and orc raiders have raided the High Vale. Now human raiders have struck, taking a herd of cattle. Your pursuit leads you into the mountains where you make an important discovery. Opportunities exist to spend additional time units (TU). A Highfolk regional adventure for characters levels 1-9 (APLs 2-8). Part one of the Don’t Run with Sickles series.
HIG6-07 The Root of the Problem by Richard W. Brown
The dark holds secrets, unknown dangers, and a clue to great treasure. Will you risk all to face Highfolk’s most unsavory lot? A Highfolk regional adventure for characters levels 1-9 (APLs 2-8).
HIG6-08 Dusk by Greg Marks
Visions of the Tree of the Arclight lead a band of young heroes to escort Maegla the dreamer on a quest to recover the missing relic from the northern Vesve. A Highfolk regional adventure for characters levels 1-9 (APLs 2-8). Part two of The Coming Dawn.
HIG6-09 Racial Enemies by Paul Dohearty
The Hammerstrike Clan and the Dwarves of Dargas Mor have need of the assistance of adventurers to guide some newly bearded Dwarves and help wipe out a Giant threat. Recommended for Dwarves of Dargas Mor and Hammerstrike Clan Dwarves. A Highfolk regional adventure for characters levels 1-7 (APLs 2-6).
PAL6-01 Shapers of Sun and Stone 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.
PAL6-02 Tiger, Tiger! 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 adventure is part of a series — PAL6-02 Tiger, Tiger! and PAL7-01 Orderly Encounters.)
PAL6-03 A Matter of Grey Importance 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.
PAL6-04 Tooth and Nail 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 adventure 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.)
PAL6-05 Heart of Winter 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 adventure 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].)
PAL6-06 Promises in the Dark 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 adventure 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.)
PAL6-07 Snow Fall 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 adventure 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].)
RTK6-01 The Fate of Alain by Gregory A. Dreher and Mark Somers
A trip to the Loftwood to help secure the territory of House Bredivan leads to an unusual revelation. Is it true? Can Alain really be alive? There's really only one way to find out... A one-round Ratik regional adventure involving dangerous infiltration for APLs 2 to 8. Part one of the Fractured Crown series.
RTK6-02 A Knightly Tale by Brendan Robertson
Festival weeks in Ratik are marked by grand tourneys sponsored by noble houses. This year's major tournament for Brewfest 596CY is to be held in Ratikhill. Her Ladyship Abril of House Bresht has sponsored a sub-tourney for squires, opening the possibilities of glory and gold. A one-round regional adventure set in Ratik for APLs 2-6.
RTK 6-03 Court and Causality by Dean Bailey
Fate is a funny thing. One day you are travelling along a muddy road minding your own business. The next you are moving in social circles of the elite and powerful. After helping a man with a lame horse on the muddy roads of Ratik, the PCs find themselves invited to attend a Baronial Banquet as his personal guests. For some this is an opportunity to climb the social ladder, for some it is a chance to make new alliances while for others it is merely the opportunity to eat well and drink deeply at someone else’s expense. All that can be certain is that a night at the baronial court is a night to remember. A Ratik regional adventure for APLs 2-6, set in the court of Her Excellency, the Arch-Baroness. Part two of the Fractured Crown series.
RTK6-04 Those At Sea by Mark Somers and David Adams
Over the years the relationship between Ratik and the Schnai has fluctuated between a chilly peace and open warfare. Lexnol originally brokered the peace, and the Schnai would only deal with him. Since he has been incapacitated no dialogue has been able to take place. But now one Schnai chieftain seems open to dealings with other Ratikans. The negotiations will begin with a journey on the sea... A one-round nautical adventure set in the waters off the Archbarony of Ratik for characters level 1-7 (APLs 2-6).
RTK7-01 Thin Air by Wes Nicholson
In the shadow of the Rakers, strange events are afoot. A whole village has gone missing and no one knows how or why. Can someone get to the bottom of this mystery? A one-round regional adventure set in the Archbarony of Ratik for characters level 1-11 (APLs 2-8).