HeliadaCon's Site Index
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Living Arcanis Play
In addition to our featured offerings, we are happy to provide open-library play for any currently available Living Arcanis module. We will try to pre-muster tables if possible, but make no promises. Tables will by and large be organized on-site at the LA HQ area. If you have a minimum of three pre-registered attendees wishing a certain module in a specific slot, email the convention coordinator or Senior Marshal, and we will add the mod to the WarHorn site in the requested slot, and solicit a GM for the table. We cannot guarantee you will get your fourth player, but we'll try to help you out.
We will a Marketplace available!
Living Arcanis Features:
- Premieres!:
- LA-IK-PAL-01-03 Secrets, by Carrie & Lucas Amodio. "Religion is regarded by the common people as true, by the wise as
false, and by the rulers as useful." - Seneca The Clergy of Larissa, the goddess of pleasure and prophecy, are having problems everywhere else - why not Paldaris? Lured by the heavy moneybags of the Inquisition, or perhaps just the idea of being on the inside for once, it is your job to find out if those problems are real. This Living Arcanis Story adventure is designed for characters all levels.
- LA-IK-PAL-01-04 Election, by Lucas and Carrie Amodio. "The welfare of the people is the ultimate law." - Cicero It's Election Time in the city of Paldaris. A time when the people get the day off and there is an all day party. What could possibly happen at a time like this? This Living Arcanis Story adventure is open to characters of all levels. Note that it is the fourth part of a story arc that includes the adventures Breeding, Fortunes and Secrets.
- Newest Releases:
- LA-IK-EMS-01-03 Twlight Always Falls, by Herald “Bardic Lore” Williams and Ada “Buffy” Kerman. The Emerald Society has lost contact with its dig near the end of the Red March and the Society wishes to send a group to verify the situation on the ground. It should be a milk run – after all, what kind of trouble can a bunch of bookworms digging in the dirt get into? This adventure is Part 2 of the Shadows Over the Hinterlands series. This adventure is the sequel to The Long Shadow. Although it is not necessary to have played the previous module, PCs who did participate in The Long Shadow may enjoy the opportunity to return to Dig 17. Characters with the disfavor of the Emerald Society (from The Long Shadow) may not be played in this adventure. This STANDARD adventure is designed for characters of 1st through 10th level (APLs 2-9).
- LA-IK-EMS-01-04 The Isle of Saura, by Eric “Sea Hulk” Gorman & Bob “the Neogi” Ehmann. MULTI-ROUND MODULE. An important exchange was supposed to take place. We wanted it to go smoothly but their ship, the Boneless Crow, didn’t show up. I want to find out what happened. Discreetly. Because it’s... a bit private. Nothing illegal; I swear by Yarris’ flowing beard. Private. It might be pirates are the problem. Then again it might just be the thrice-damned weather. The cap’n figures a little extra muscle for "just in case" is the smart play. I agree, and I figure any extra muscle can also keep an eye on the Cap’n. You know. Just in case. You’ll be paid handsomely for your efforts. Handsomely might even mean fairly. So. I don’t want to hear sniveling about how hard the wind is blowing and how rough the seas are. All I want to hear is - are any of you sailors and ‘lubbers ready to go take a cruise? Important Note: Some characters from Canceri may find themselves conflicted by the goals of this module. You have been warned. To be clear, the level cap listed below is not a mistake; characters above 8th level may NOT be played in this adventure. APL 9 is provided for those tables composed entirely of 8th-level characters, or lower-level tables who want a greater challenge. This is a TWO-ROUND continuous-play CRAWL, designed for characters of 1st through 8th level (APLs 2-9).
- LA-IK-HAI-01-03 Enemy at the Gate, By Haina Empire IKs. From beyond the Great Wall comes a cry for help, a cry for justice. Someone, or something, is behind the disappearance of several Hainese citizens, and the fault may lie with one of the nations on the other side of the Great Wall! After a thousand years of isolation, has the re-emergence of the Haina Empire also brought about its eventual downfall? How will the Eternal Empire fare against the enemy at the gate? Important Note: It is strongly recommended that the characters played in this adventure should previously have played either Behind Enemy Lines or Home Sweet Haina (depending on whether the character is a native of the Haina Empire or not). It does not matter which of the two adventures each individual character played – in other words, there are no issues if you have a mixture of native and non-native PCs in this adventure. This STANDARD adventure is designed for characters of 1st to 16th level (APLs 2-15 with an APL 17 Glory Tier).
- LA-IK-HAI-01-04 The Enemy Within, By Haina Empire IKs. The festive atmosphere of the Feast of the Hunter’s Moon is broken by bloodshed and betrayal. Who can unravel the twisted path of murder to uncover the true culprit? Will the Eternal Empire stand strong in this dark hour, or will it fall victim to the enemy within? Important Note: This is the third module in a four-module Haina Empire plot arc. It is strongly recommended that any characters playing the adventure have previously played either Behind Enemy Lines or Home Sweet Haina. Prior play of Enemy at the Gate is also recommended, but it is not required. Having a mixture of native and non-native characters at the table is not a problem. This STANDARD adventure is designed for 1st to 16th-level characters (APLs 3-15 with an APL 17 Glory Tier).
- LA-IK-HAI-01-05 Enemy Mine, By Haina Empire IKs. Rumors of dark stirrings come from the Lordship of Iron. An unholy rite created by an old foe threatens to tip the delicate balance of power created within the Sealed Lands and the rest of Onara. Note: Play of the previous adventures set in the Haina Empire is recommended, but not required, in order to enjoy this adventure. The story is not directly connected to the previous adventures, but it makes the most sense if the PCs are already known to the leadership of the Empire. This TWO-ROUND DUNGEON CRAWL is designed for characters of 1st to 16th level (APLs 3-15 plus an APL 17 Glory Tier).
- LA-IK-PLX-01-01 Little Fish, Where Art Thou?, By Dean Bailey. The rescue of an Undir girl in distress leads to the search for a missing brother. What will this investigation uncover in the Ebon Ward and the Undir Ghetto of Plexus? Note: Although it is not classified as an Introductory adventure, this scenario is nevertheless intended as an introduction to the Domain of Plexus for both brand-new characters and existing characters who wish to explore the city. This STANDARD scenario is designed for characters of 1st to 10th level (APLs 2 through 9).
- LA-IK-PLX-01-02 A Play on Words, By Brendan Roberson, Dean Bailey & John Deague. A pleasant night at the theatre ends in blood and confusion. Now you must race through the streets of Plexus on a hunt to save the life of a newfound friend and patron. This INTRODUCTORY scenario is designed for characters of 1st to 5th level (APLs 1 through 5).
- Great for Beginners:
- LA-SP1-05 Carnival of Swords, By Scott Charlton. MULTI-ROUND MODULE. This is the LIVING ARCANIS adaptation of the PCI sourcebook Carnival of Swords: An Adventurer's Guide to Old Coryan. GMs should be advised that both the original print product and the LIVING ARCANIS adaptation document were developed under the v3.0 edition of the core rules, so some amount of additional work is required in order to play the adventure under the v3.5 rules. However, this adventure is one of the all-time best and most popular introductions to the LIVING ARCANIS campaign and to the World of Shattered Empires. It's a great way to introduce a group of new players to the campaign and to the Coryani Empire.
- Living Arcanis Year 1 Open Library Sign up to play one of the remaining legal Year 1 Living Arcanis modules. All year one modules are for characters level 1-9 or less. The best place for those new to the campaign to begin. Module titles include:
- LA-HP1-01 So Shall Ye Reap
- LA-HP1-02 Temptations of the Flesh
- LA-HP1-03 The Seeds of our Destruction
- LA-HP1-04 Drinking Deeply from the Chalice of Midnight
- LA-HP1-05 To Reap the Whirlwind
- LA-HP1-06 Assault Upon the Gates of Tears
- LA-SP1-02 Bargains of Flesh and Spirit
- LA-SP1-04 I Know Thee, Brother
Open Library Module Descriptions
| Code | Title | Author | Lvls | Status | | Blurb | Contact Email | | Keywords | | Known Errata/Issues | | Downloads |
| LA-AP4-01 | Queen's Castle | James Zwiers | 1-14 | Currently Available | | Two years ago, the city of Semar in the Republic of Altheria became a testing ground for many heroes – and a field of nightmares for many others. The city is now home to an annual Festival of Retribution. The heroes of the Battle of Semar have been invited as guests of honor, but behind this facade of levity are found the shadows of a gathering darkness. Altheria is gripped with worry over economic sanctions and reductions in the size of the Shining Patrol. Who now will hold back the scaled hordes of Ssethregore?
This LIVING ARCANIS STANDARD adventure is designed for 1st to 14th level characters (APL 2 through 13). Characters not within this level range may not be played in this scenario. | - | | Altheria, Semar | | None Known | | None |
| LA-AP4-02 | Bane of Light | James Zwiers & M. Sean Molley | 1-16 | Currently Available | | Prices of goods in Savona are on the rise, as the merchant's guild complains about massive losses in the Gulf of Yarris due to the attacks of privateer fleets. Strangely, Altherian ships are reporting no issues, while the Milandisian Navy has issued warnings to merchants - warnings that call for armed escort. Daring, courage, and possibly the tender smile of Larissa are needed if you are to unravel the truth behind these watery dangers. Every sailor knows that Yarris sheds no tears for those who die upon the waves. This adventure is Part One of the Tears of Yarris series. | - | | Savona, Coryan, Tears of Yarris | | None Known | | None |
| LA-AP4-03 | Shadows of a Forsaken Past | James Zwiers | 4-16 | *Currently Available* | | The Wall of the Gods has fallen; the Sealed Lands are Sealed no more. Elebac, Master-Smith of the Dwarves, has invited you to the Enclave of Solanos Mor to discuss rumors of an ancient tomb on the far side of the Wall of the Gods. Ancient words, only now understood, speak of a weapon beyond compare that was sealed within the tomb. What will you discover when you shine the light of the present upon the shadows of a forsaken past?
This adventure is equal parts roleplaying, wilderness exploration, and dungeon delve. While there is something in it for everyone, some characters, particularly those suited for adventuring within a more urban environment, may not find this adventure rewarding in some ways. Because of its length, this adventure is intended for Home Play only, and so it is not advised that conventions order this adventure. This adventure can easily require 20 or more hours to complete, so be prepared to schedule ample time for play. This adventure includes a special “Glory Tier” difficulty level, designed for those groups who are 15th level and higher who desire more of a challenge than usual (be warned, the Glory Tier includes no additional rewards beyond those of APL 15, and features combats that are considerably more difficult).
This adventure is classed as a Special because it contains elements of Standard adventures, some of the difficulty (at times) of a Delve, and the roleplaying aspects of a Story-Focused adventure. This adventure does not follow the standard rules on Time Unit costs. It requires a minimum of 70 TU; however, some of these Time Units may be drawn from the next year’s allotment if necessary.
This adventure draws upon materials presented in the Player’s Guide to Arcanis, Legacy of Damnation, Magic of Arcanis, and Forged in Magic: Revised and Expanded. While it is not required to have any of these books on hand to run this adventure, it is recommended. Although this adventure is designed to be run as part of the Living Arcanis shared-world campaign, it can be played and enjoyed by any group whose adventures take them to the World of Shattered Empires, and it can even be transplanted to other campaign worlds with some effort.
This adventure takes place in 1028 I.C. and as such is fixed chronologically before the Battle of Solanos Mor. Therefore, characters with the Attacker of the Enclave certificate may take part in this adventure. However, choices have consequences, and players of such characters should be advised that not all of the rewards available from the adventure will be given to PCs who later participated in the siege of Solanos Mor. | - | | 3-round | | None Known | | None |
| LA-HP4-01 | The Word of Illiir | Henry Lopez | 6-16 | Currently Available | | A One-Round d20 LIVING ARCANIS Adventure A long-missing ally reappears in the unlikeliest of places, bearing information that will send a group of adventurers to the very edges of the Known Lands and beyond on a quest to wrest an ancient relic from the clutches of a mysterious group known only as The Banished. NOTE: It is strongly recommended that LA-HP4-01 be played before LA-HP4-02 and LA-HP4-03. | paradigmconcepts@aol.com | | Solanos Mor | | None Known | | None |
| LA-HP4-02 | The Banished | Henry Lopez | 6-16 | Currently Available | | A One-Round d20 LIVING ARCANIS Adventure A long-missing ally reappears in the unlikeliest of places, bearing information that will send a group of adventurers to the very edges of the Known Lands and beyond on a quest to wrest an ancient relic from the clutches of a mysterious group known only as The Banished. NOTE: It is highly recommended that LA-HP4-02 be played after LA-HP4-01 and before LA-HP4-03.
| paradigmconcepts@aol.com | | - | | None Known | | None |
| LA-HP4-03 | For I See Naught but Ruin and Woe | Henry Lopez | 6-16 | Currently Available | | A One-Round d20 LIVING ARCANIS Adventure With the Coryani Civil War ripping the Empire apart, the true victims are the poorer towns and villages who have always counted on the protection of mighty Legions that are no longer there. Faced with an implacable evil, must they now submit to a new master? NOTE: It is highly recommended that LA-HP4-03 be played after LA-HP4-01 and LA-HP4-02.
| paradigmconcepts@aol.com | | Coryan | | None Known | | None |
| LA-IK-ENP-01-01 | Luck of the Draw | Derrel J. Weaver | 1-5 | Currently Available | | A One-Round d20 LIVING ARCANIS Adventure It was supposed to be a simple job. Guard the supply caravan on its way to Enpebyn and make some money. Then the bad weather set in and the supplies ran short. What could possibly go wrong next? This scenario is designed to give new players a first glimpse into Arcanis: The World of Shattered Empires and into the Invisible Kings Realm of Enpebyn. | Derrel_Weaver@yahoo.com | | - | | None Known | | None |
| LA-IK-ES-01-01 | The Long Shadow | ES IK Team | 1-5 | *Currently Available* | | The environment of today was created in the histories of the past. Some deeds are significant and their implications are like a long shadow, stretching far beyond their original source. Alas, the truths of these events are sometimes lost to history through turmoil, or are deliberately hidden. Scholars, such as the members of the Emerald Society, seek this knowledge so that past truths may be reclaimed and understood.
Sadly, turmoil is not confined to the past. Work on the infamous road known as the Red March – so named for all the blood spilled in its construction – has been terminated by the Swords of Nier. While this is perhaps one of their more popular edicts, not all are pleased. The Emerald Society has depended on the presence of both workers and taskmasters for a dig located near the border between Canceri and the Hinterlands. Now they need additional stout backs and strong arms to ensure the security of a supply train to continue and expand their site.
Characters do not need to be members of the Emerald Society in order to participate in this adventure. | - | | - | | None Known | | None |
| LA-IK-HAI-01-01 | Behind Enemy Lines | Sean Esterline | 2-15 | Currently Available | | What ancient secrets, or ancient enemies, are lost on the other side of the Godswall? After one thousand years of occupation by devils and demons, what awaits those who journey into the Sealed Lands? What could possibly entice someone to dare their soul to pass behind enemy lines? (This module may NOT be played by PCs native to the Haina Empire) | sesterline@msn.com | | Haina Empire | | None Known | | None |
| LA-IK-MET-01-01 | Decadence & Discipline | Joe Cirillo | 1-5 | Currently Available | | It is the week before Alphaeus Jona’s arranged wedding to Talia val’Borda of Plexus. Friends, foes, political allies and adversaries alike have descended on the capital city of Metra to gain favor or spread fervor during the festivities. This adventure is intended to serve as a role-playing intensive introduction to the Invisible Kings Domain of Metra.
| - | | Metra, League of Princes | | None Known | | None |
| LA-IK-OCR-01-01 | To Cast Shadows on the Sun | Sarah Bruner | 1-5 | Currently Available | | When an old and bitter feud is put to rest, an uneasy peace follows. But those that travel the darker paths of Old Coryan have no use for peace; or at least prefer the cover and distraction that chaos gives. Could the fragile alliance be broken already or are there heroes that can lift a hand and hold back the tide of shadowed fiends? | - | | Old Coryan | | None Known | | None |
| LA-IK-OCR-01-02 | To Craft the Vaults of Hell | Jeffrey Witthauer | 1-10 | Currently Available | | A contingent of Nol Dappan dwarves has arrived in Old Coryan at the request of High Priest Matarus Virdan-Altun, to assist High Priest Enkhu Shapseti with the rebuilding of the Myrantian Ghetto. They are outsiders, worshippers of Coryani Gods, and mistrusted by the very people they are building for. Some in the Ghetto feel this is a mistake, for under foreign hands who knows what dark secrets will come to light? Indeed, some in the Ghetto feel this most strongly.
Note: Characters with the cert Enmity of the Priests of Mahememnûn will find this adventure difficult, if not impossible, to complete. | gtseng3@aol.com | | Old Coryan | | None Known | | None |
| LA-Intro-01 | Taboo | Henry Lopez | 1-2 | Currently Available | | A Nawal of the Yhing Hir calls upon the players to retrieve the body of his son from a place where no Horseman may ride. An introductory adventure suitable for levels 1 and 2. | PCIHenry@aol.com | | Hinterlands | | None Known | | None |
| LA-Intro-02 | One Night in Coryan | M. Sean Molley | 1-4 | Currently Available | | A One-Round d20 LIVING ARCANIS Adventure In a move unprecedented in the history of Coryani politics, Pollux Pulcher val'Assanté forsook his Val family name and all his rights and privileges thereto. Instead, he married into the Gracchi family, perhaps the most powerful human family in the Empire. The newly-minted Pollux Pulcher Gracchi now seeks to become the leader of the Plebian Assembly, second in power only to the Coryani Senate and the Emperor himself. Of course, the only way business gets done in the Assembly is through the tireless efforts of a legion of pages, who carry messages, perform errands, and clean up "messes" of all sorts. Your new job as one of Pollux's pages should be very interesting indeed. Note: A full set of pre-generated characters appropriate for this adventure is included, but some or all of the players may instead bring their own characters. This adventure is designed to introduce players to the city of Grand Coryan, capitol of the mighty Coryani Empire, and to provide an explanation of current events in the campaign, especially the Coryani Civil War. | sean@basementsoftware.com | | Grand Coryan | | None Known | | None |
| LA-Intro-3 | Duty and Justice | Scott Horn | 1-5 | Currently Available | | A One-Round d20 LIVING ARCANIS Adventure There are many rules of law civilizations live under. The law of nations, the laws of common kindness and decency, the laws of the gods: all these and more govern our lives. Sometimes these laws must by necessity contradict each other for the general welfare of all. When the sanctity of life and soul are involved, which law must take precedence? This choice is placed into the heroes' hands. Is mercy a crime, even when it can be considered treason? | - | | Coryan | | None Known | | None |
| LA-PQ1-WoEF1 | The Riddle of Fire | Kimberly Wajer-Scott | Any | Currently Available | | You have traveled to the city of Hunder, deep in the country of Canceri, to face the holy fires of Nier. Only the worthiest of worthies can pass through the holy flames and emerge alive. Will you be one of them, joining the elite ranks of the Warriors of Eternal Flame? Or will you be consumed by the judgement of Nier? | livingarcanisdm@onaraonline.org | | Hunder | | Characters which do not meet the pre-requisites for this Prestige Class may not play this module. | | None |
| LA-SP1-05 | Carnival of Swords | Scott Charlton | 1-9 | Currently Available | | In the depths of the Shadowed Age, Yeolin, ancient King of Coryan made a terrible oath sealed in the blood of the val’Assante line. For millenia the val’Assante have paid this debt to keep the ancient God of the Hills appeased with rites of blood and sacrifice by his Horned King. Without this payment, the land would know blight until the role of Horned King was again filled. The Horned King now lies dead and only the blood of the first among the val’Assante can set things aright. | - | | Old Coryan, 8+ hours, Legions | | The module is listed for levels 1-9, but is tiered only for levels 1-7 in combat. Also, PCs must decide at the end, whether to accept the Armillus or not. Acceptance means swearing a Sarishan Oath. | | Coryani Pledge Ceremony, Armillus Rules & FAQ |
| LA-SP3-10 | Bloody Sands of Sicaris | Scott Charlton | 4-11 | Currently Available | | A Home-Play d20 LIVING ARCANIS Adventure (3 rounds) Thrust into the intrigues of mighty nations and the sinister plans of the far-flung cities of foreign lands, a group of adventurers join an Imperial legate on a secret mission of direst importance to the ancient outpost of Sicaris. The mission is twofold: To bring back a wayward noble daughter of the Imperial family of val'Assante, and to find the source of the turmoil that seeks to tip the teetering balance of power. These objectives will lead the heroes into a shadow war of sinister alliances, secretive cabals, assassins, spies, and unfolding machinations This module is an RPGA home-play adaptation of the print module The Bloody Sands of Sicaris from Paradigm Concepts, Inc. The original product is still in print and may be ordered from your friendly local game shop using ISBN 1-931374-03-1. | - | | Hinterlands, Sicaris, Arena | | None Known | | Tiering Document and Certs |
| LA-SP4-01 | Dark Harvest | Gregory S. Walker | 4-14 | Currently Available | | Something evil is hunting the workers at a remote farming station belonging to the Altherian Shining Patrol. Can you put a stop to this malevolence before it’s too late? This LIVING ARCANIS STANDARD adventure is designed for 4th to 14th level characters (APL 5 through 13). Characters not within this level range may not be played in this scenario. | - | | Altheria, Shining Patrol | | None Known | | None |
| LA-SP4-02 | Fractured Souls | Jeff Boyce | 3-15 | Currently Available | | The Chamber of Repose has been the sacred resting place for the soul
shards of the Dwarven people for over 2500 years. However, some of
the shards in the Enclave of Tir Betoq have recently been found
missing. Who is taking shards and why? This module is Part 2 in the
Dwarves of Onara series.
WARNING: Dark-kin may find this module extremely frustrating and
potentially arbitrarily deadly. A table with multiple Tainted
characters is very unlikely to be able to successfully complete this
adventure. If you don't understand why, please see page 126 of the
Codex Arcanis.
| - | | Dwarves of Onara, Tir Betoq | | None Known | | None |
| LA-SP4-03 | Under a Dying Sun | James Zwiers | 1-14 | Currently Available | | Far away under the shifting sands of a dead world that lies under a dying sun are the crumbling remains of an ancient war. Diotimus Verus, scholar in recluse, has asked for you to investigate these ruins and learn what you can from them. Only courage will reveal the secrets that lie buried beneath the shifting sands. A Standard Living Arcanis adventure for characters 1st to 14th level (APL 2 to 13). Characters not within this level range may not be played in this scenario. NOTE: This is the sequel to LA-SP3-18 Emergence of the Spurned. While this adventure isn't designated as a Crawl scenario, it presents few opportunities for diplomatic type characters. | - | | Coryan, Forsaken Wastes, Toranesta, Emergence | | None Known | | None |
| LA-SP4-04 | Hope of the Fallen | James Zwiers | - | Currently Available | | A One-Round d20 LIVING ARCANIS Adventure 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. | - | | Ymandragore | | None Known | | None |
| LA-SP4-06 | The Blood of Innocence | Derrel Weaver | all | Currently Available | | Children have begun to disappear in Enpebyn, the forge of the Empire.You will be tasked with unraveling this mystery. But, where do the distant tendrils of this villainous plot truly lie? This is a job for heroes! This is a 4-hour stand alone "Standard" Living Arcanis scenario, but it is Part One of the "Forges of Mystery" trilogy. PCs should play this scenario before playing "Under the Blood Red Sky" or "Into the Lavender Way." This scenario is available for all levels of play and will feature a High-level track for PCs 13th level and above. | derrel_weaver@yahoo.com | | Forges of Mystery, Enpebyn | | None Known | | None |
| LA-SP4-07 | Under the Blood Red Sky | Derrel Weaver | all | Currently Available | | The mystery of Enpebyn is far more complex than it first appeared in "The Blood of Innocence." Together with your fellow heroes, you must continue your investigation and unravel the full mystery of the missing children before it is too late. This is a 4-hour stand alone "Standard" Living Arcanis scenario, but it is Part Two of the "Forges of Mystery" trilogy. PCs should play this scenario before playing " Into the Lavender Way" but after "The Blood of Innocence." This scenario is available for all levels of play and will feature a High-level track for PCs 13th level and above. | derrel_weaver@yahoo.com | | Forges of Mystery, Enpebyn | | None Known | | None |
| LA-SP4-08 | Many Arms, Many Masters | Jeffrey Witthauer & Jeffrey Meehan | 4-14 | Currently Available | | A One-Round d20 LIVING ARCANIS Adventure Anyone can tell you that nothing goes on in the Myrantian Ghetto without the knowledge of Heru Bas, Master of the elite Myrantian Medja. But events in the Ghetto are beginning to puzzle even Heru Bas, and what little he has been able to learn troubles him greatly. Is someone working to betray him? Or are the stakes even higher than mere treachery? Note: This module continues the Old Coryan story arc. It is strongly recommended, but not absolutely required, to play the following modules before this one: Virtue’s Crypt, Lusting Leeward, Perchance to Dream, and The Red Lantern Street Affair. | gtseng3@aol.com | | Old Coryan | | None Known | | None |
| LA-SP4-09 | Between the Devil and the Deep Blue Sea | Chris Sanders | 1-8 | Currently Available | | A One-Round d20 LIVING ARCANIS Adventure
The storm did chase our wounded ship
Faster than we be;
Skull-and-Bones flew in our path
Freeport-bound was she.
Captain he had seen our fate
And shouted unto me:
“Let’s die like men, for caught we are
Between the Devil and the deep blue sea.”
-- Merchantman’s sea chant, unknown origin
The adventuring life is difficult and dangerous. What could be more enjoyable than a pleasant sea voyage to take your mind off the travails of the road? (Note: This adventure is highly recommended as a good introduction to Arcanis for new players.) | - | | Freeport | | None Known | | None |
| LA-SP4-10 | Heart of the Matter | Matt Blank & James Zwiers | 1-14 | Currently Available | | Over the last few months, a number of Laerestri have failed to report back to Ethelios. This would not normally be cause for alarm; Those Who Roam often fail to make contact with the Vastwood for months or even years at a time. However, the last known locations of all the missing Elorii are surprisingly close together. Is this just a coincidence, or are the disappearances connected in some fashion? Players with Elorii PCs are encouraged, but not required, to play those PCs in this scenario. | - | | Elorii | | None Known | | None |
| LA-SP4-11 | Stream of Consciousness | M. Sean Molley | 1-16 | Currently Available | | A One-Round d20 LIVING ARCANIS Adventure The survivors of the recent Battle of Enpebyn told of a beautiful, ten-foot-tall Elorii woman clad in the purest shimmering white armor who helped turn the tide in the battle against the il'Huan horde. No one seemed to know who she was or where she came from, and the last time anyone saw her alive was when she dove into the Lavender Way to take the fight directly to the enemy. In the months since that battle ended, the Laerestri have been searching for any information about her, but to no avail. Now a summons has come for you from a most unlikely source -- the Council of Elders of Ethelios, capitol of the mighty Elorii nation of Elonbe. It seems that you are to be granted safe passage through the Vastwood for a meeting of great importance. But what could be so terrible that the Council feels the need to reach beyond its own borders for assistance for the first time in nearly four thousand years? Note: Players of Elorii PCs, particularly Suromari and Warders, are strongly encouraged to play those characters in this scenario. However, the party is not required to have any Elorii in order to succeed. | sean@basementsoftware.com | | Elorii | | None Known | | None |
| LA-SP4-12 | Blood-Soaked Dawn | James Zwiers | 1-12 | Currently Available | | A One-Round d20 Living Arcanis Adventure The tears of a thousand years have salted the seas; tears shed in pain, tears shed in love, and tears shed in the rememberance of an ancient terror. However, that terror stalks the land, and the seas again. A lost cause sets sail under a blood-soaked dawn. Are you willing, able and foolish enough to champion their cause and search for the damned? And what if you should find them? Will you shed yet more blood into waters that are stained scarlet with the blood of a thousand years? This adventure is the first of the five Weekend in Freeport adventures for 2005. It is highly recommended that this adventure be played before any of the others, although it is not necessary. This adventure combines elements of wilderness and urban adventuring, and it is recommended that parties be adept at both. It is recommended that GMs have access to the Freeport: The City of Adventure book as published by Green Ronin Publishing, but it is not essential or required to run this adventure. | - | | Freeport | | None Known | | None |
| LA-SP4-14 | Artifice & Espionage: The Arts of Subterfuge | James Zwiers | 1-12 | Currently Available | | A One-Round d20 Living Arcanis Adventure Cloak-and-dagger dealings in the city of Freeport lead to twisted rumors of an ancient evil. Powerful foes dance within the twilight shadows. The ability to discern truth from falsehood is of questionable value when everyone lies. Nevertheless, you must separate fact from fiction, and quickly -- for time is running out on Freeport and everyone who dwells within. This adventure is a city-based investigation and roleplaying intensive adventure. Parties that rely on physical means to investigate matters may find themselves quickly frustrated in this adventure. It is recommended that GMs have access to the Freeport: The City of Adventure book as published by Green Ronin Publishing, but it is not essential or required to run this adventure. | - | | Freeport | | None Known | | None |
| LA-SP4-16 | The Sea Lord's Return | James Zwiers | 1-12 | Currently Available | | A One-Round d20 Living Arcanis Adventure Recent troubles within Freeport have galvanized the population to renew its calls for a new Sea Lord to be chosen. For too long the city has foundered over the matter of succession. Everyone, ranging from the clergy of Yarris, to the wealthy nobles of the posh Old City, to the various gangs and factions within the dirty sewers of Scurvytown, wants to see the crisis ended and a measure of order restored. One of the most important questions to be resolved centers around the identity of Drac's true heir. Perhaps the time has come for the truth to be revealed at last. It is recommended that GMs have access to the Freeport: The City of Adventure book as published by Green Ronin Publishing, but it is not essential or required to run this adventure. | - | | Freeport | | None Known | | None |
| LA-SP4-17 | Castle by the Sea | Jack Cooper | 1-16 | Currently Available | | A One-Round d20 LIVING ARCANIS Adventure In the Milandisian capital city of Naeraanth, the nephew of a Duke has been accused of a vile crime - murder. The Duke believes his nephew to be innocent, but the young Knight refuses to speak to anyone about the night in question. What secret is dangerous enough that an honorable man would hang for a crime he did not commit? Can your group of investigators unwind the thread of evil machinations quickly enough to discover the grisly truth that lies buried in a castle by the sea? | - | | - | | None Known | | None |
| LA-SP4-19 | Where the Ghost of Legend Lies | Jack Cooper | 1-10 | Currently Available | | A One-Round d20 LIVING ARCANIS Adventure Censure is rife with ancient myths and tales of great deeds, through which mortals transcend into legend. Though these heroes fade and are delivered unto the rot of Neroth's bosom, the saga of their famous exploits remains an eternal legacy. But some legends are best left to die in silence, lest their legacy turn into a tale of living sorrow. | | | Censure, Hinterlands | | None Known | | None |
| LA-SP5-01 | The Darkest Depths | Chris Sanders | 1-16 | Currently Available | | A One-Round d20 LIVING ARCANIS Adventure In a world where morality is gray, the Bay of Seremas is painted pitch black. Onara has often been stained by those who had only the best of intentions; now, what truly lies within the sea's darkest depths? | | | Seremas, Elorii | | None Known | | None |
| LA-SP5-02 | Beyond the Threshold of Never | Chris Sanders | 1-16 | Currently Available | | A One-Round d20 LIVING ARCANIS Adventure The Elorii in Seremas speak of living in harmony with humanity, yet they live beyond a great wall that divides the city in half. Now one man seeks to remove this illusion of integration, if the Seremasi will allow it. This is a LIVING ARCANIS STORY SCENARIO. | - | | Seremas, Elorii | | None Known | | None |
| LA-SP5-03 | Veiled Truths | Casey McGirt | 1-16 | Currently Available | | One-Round d20 LIVING ARCANIS Adventure Legend has it that when the Goddess Larissa pierced the veil to the future, she went mad and sought solace in the pleasures of the flesh to forget the horrors she had witnessed. Now, a terrible tragedy in Milandir may be the first warning of a terrible fate in store for the Mother Church and her children across Onara. What will you find when you peer beneath the Goddess’ veil? | - | | - | | None Known | | None |
| LA-SP5-05 | To Spin An Ancient Web | James Zwiers | 1-18 | Currently Available | | The depths of the swamps that surround the Kraldjur River are riddled with ancient ruins, sunken into the swamp. Not all of these ruins are abandoned, and not all ruins are desolate and pillaged. How far will you delve into the murky depths of the Kraldjur Morass? Notes: This adventure is a sequel to LA-AP4-01 Queen’s Castle, and while it is recommended that you play this adventure after first playing Queen’s Castle, the adventures do not have to be played in order. It is recommended, but not absolutely necessary, that the party contain at least one character who is skilled in the wilderness (such as a Ranger) and at least one character who is skilled in dealing with traps and hazards (such as a Rogue). This adventure is slightly longer than a typical one-round adventure but not nearly as long as a typical two-round adventure; actual play time should be around five hours. The adventure gives a slightly higher than normal XP and treasure distribution and also costs 12 Time Units instead of the standard 10 Time Units. | - | | Altheria | | None Known | | None |
| LAN-HP2-01 | Silence, Silver & Secrets | Kimberly A. Wajer-Scott | 1-7 | Currently Available | | In the wake of the Nerothian festival of Burning Man, a member of the Swords of Nier, an Erdukeen officer, has vanished. Normally this would not be an event of note, so why is it that suddenly everyone wants to find out what has happened to the young val? What secrets make the fate of a mid-rank officer so vital that all sides will race to make sure he is found, or silenced? | livingarcanisdm@onaraonline.org | | Nishanpur, Canceri, Confessions & Consequences | | None Known | | None |
| LAN-HP2-02 | Halatafl: A Game of Fox and Geese | Kimberly A. Wajer-Scott | 1-7 | Currently Available | | Some of those who have been "touched by the gods" become holy champions. Others cannot bear the weight of divine revelation, and their souls seek refuge in madness. Such folk are often pitied, and occasionally feared. As the Nierites of Nishanpur prepare for the celebration of Kindling Dawn, a group of heroes finds itself in the presence of one such group of lost souls. Those who watch over these stricken individuals claim that they do so out of the goodness of their hearts. But can such a claim be believed in a city renowned for the depths of its evil? | livingarcanisdm@onaraonline.org | | Nishanpur, Canceri, Confessions & Consequences | | None Known | | None |
| LAN-HP2-03 | Truths of Purity and Corruption | Kimberly A. Wajer-Scott & Philip Scott | 1-9 | Currently Available | | The Autocrat of Nishanpur rules by virtue of both an iron fist, and the assurance that he is Nier's Chosen among the Swords. With the disappearance of the Sword of the Heavens almost a year ago, the Autocrat himself stands as the ultimate symbol of the purity and righteousness of the Swords' cause. But what if the Autocrat isn't as pure as he seems? The tighter the Swords hold Nishanpur, the more it slips away, and the Sisters of Nier have their own agenda as the civil war escalates in the City of Secrets. | livingarcanisdm@onaraonline.org | | Nishanpur, Canceri, Confessions & Consequences | | Desert Pearl Errata | | None |
| LAN-HP2-04 | Favors and Alliances | Dean Bailey | 1-14 | Currently Available | | A One-Round d20 LIVING ARCANIS: NISHANPUR Adventure With the influx of new Coryani troops to Nishanpur, the Canceri “patriots” of the Dark Triumvirate look to form new alliances. A young lady from a distant province brings a message of support from her patron. Will you help her contact Eremis val’Virdan, leader of the opposition to the rule of the Swords of Nier, while his enemies close in all around? Note: It is recommended that players have taken part in the scenario LAN-HP1-04 Live By the Sword, Die By the Sword before playing this adventure. Playing all of the LA:N Year 2 Hard Points in order is recommended, if possible. | - | | Eremis, Confessions and Consequences | | None Known | | None |
| LAN-HP3-01 | The Gift | Michael T. Hebert | 1-16 | Currently Available | | A One-Round d20 LIVING ARCANIS: NISHANPUR Adventure "His worship would never die till the stars came right again, and the secret priests would take Him from his tomb. And then His servants will rise, and resume the spread of His rule over the face of Arcanis. The time would be easy to know, for then mankind would have become as in Times of Old; free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing, drinking the blood of his covenant, and reveling in joy." - From the Catechism of Neroth, 6th Century Imperial Calendar | - | | Neroth, Nishanpur | | None Known | | None |
| LAN-SP2-01 | City of Secrets | Kimberly A. Wajer-Scott & Philip Scott | 1-14 | Currently Available | | At the heart of Canceri, like a spider in a vast web, sits Nishanpur, the City of Secrets. Here powerful figures, living and undead vie for dominance in an unending power struggle that has lasted millennia. The average man must walk a treacherous tightrope, courting the favor of the powerful while attempting to avoid becoming a pawn in the endless games of conquest.
Important Note: The judge must have a copy of the Paradigm Concepts print product City of Secrets: An Adventurer’s Guide to Nishanpur (PCI 1007; ISBN 1-931374-16-3) to use this adaptation. The certificates are also included as part of the print product. This document contains only the RPGA adaptation (APL tiering notes and player handouts).
This is a STANDARD LIVING ARCANIS adventure, designed for 1st to 14th level characters (APL 2 through 12). Characters not within this level range may not be played in this scenario. | livingarcanisdm@onaraonline.org, philipscott77@yahoo.com | | Nishanpur, 2-round, Canceri | | None Known | | None |
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