Jeez you just ruined my day. I love that module, it was in my top 5 easily. Nov 28, , pm There is virtually no chance the LG adventures will be made available for general release. This is because the RPGA contracts for them are only allow for their use for a limited time, for RPGA events, with rights reverting to the author at the end.

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I was active in our local region, the Principality of Naerie. Small stuff — wrote a module, collaborated with Sampo Haarlaa on another, worked on the final Gazetteer, which incidentally is available from the download link on the blog sidebar, there.

Well, that campaign is over, but the modules remain, all two thousand of them. So, I present to you the fourteen adventure modules by me or Sampo Haarlaa, plus collaborations. The collection also lacks a handful of introductory modules he wrote for Onnwal and the Bone March around , though he assures me that these are not a great loss. Apparently he has lost the original texts, and even I have not been able to scare them up from the depths of the web. We do have a special bonus module, though, the unreleased Lordship of the Isles module The Luminous Cloud that the Spanish Triad was supposed to translate and release over there as a regional.

Generally, Living Greyhawk modules were password-protected. These are not. ISL is the three-letter region code. The number after that is the number of the year. The final number is its release number. Every region could release eight regional modules annually, plus four introductory modules and any amount of mini-missions and convention interactives. These limits were in place mostly for balance reasons, I understand.

But, without further ado… fourteen great modules that kept us entertained and coming back for more for four years. Splintered Suns and Scarlet Signs — Metaregional Modules These metaregional modules were playable all over Europe, during the campaign. The module code fluctuated from ESA to TSS and back again, dependent on the phase of the moon on the first Tuesday of the month, or something. I never understood the logic there, but it sure fucked up all alphabetisation schemes.

Especially southern Ahlissa saw action in the metaregionals, as did the Solnor Compact and Medegia. Sometimes these ships have more than bounty of Ahlissa in them and trouble ensues. Now a merchant is dead, his secrets with him but some loose ends remain… A one-round investigative scenario for APL The game comes with such a wide variety of divination spells for finding hidden items and people and having chats with murder victims that the whole Agatha Christie repertoire is just shot.

Every good module must take into account the abilities of the PCs at the level of the module, and with investigative scenarios this is especially true. TSS pulls it off perfectly. The work is nearing completion but acts of sabotage have hindered the progress. Perhaps you can discover what is really going on? Recommended for groups of adventurers who do not have conflicting loyalties. In this case, the element is a small border fortress. Both The Sun and the Nightingale and A Point of View are also very intelligent modules, and will mercilessly punish players who make certain stupid assumptions.

Incidentally, the playtest draft included brothel price charts. They were cut from the final. Now, yet more fuel is thrown into the flames that threaten to tear Naerie City apart. Riots, robbery and revelations, all within one hectic day in the city.

Recommended for well-balanced parties who have had past dealings and no enmities with the Nasranite Watch. This one was originally supposed to be a regional module, but was co-opted by the metaregional coordinators for a metaregional to fill a gap in the schedule.

Still, a good module, and I especially like the end fight at the lowest APL. This one apparently offended the playtester group, because it portrayed the commoners as bloodthirsty rabble who thought that public executions are good entertainment for the whole family. The scene was inspired by Kingdom of Heaven, incidentally. Now its harbor has finally been fully restored, and its docks have produced the first ships to rebuild the Ahlissan fleet. This is cause for a celebration and all are invited.

This close to the cursed grounds of mainland Pontylver a few wonder if it is a good idea, wondering whether violence will strike. A one-round metaregional with an optional encounter set in Pontylver in Ahlissa for character levels APL 4 to This was our metaregional finale, pretty much. Old Debts tied into the larger plotlines at the end of the campaign, such as the reversal of the Flight of Fiends.

Old Debts also contains a Darwinistic dumbass test that will get overconfident PCs killed or at least seriously hurt. You can probably tell by now that Naerie modules did not suffer fools lightly. Simpi even wrote up this entire module for them, had it playtested and sanctioned and sent it to them for translation and release. They did nothing. This is a great pity, since their region was one of the most interesting in the setting.

The role of the freedom fighter fell naturally to the player characters and there was great potential for all sorts of Secret Army shenanigans, sabotage missions and the promise of eventual liberation by Ahlissans or Sunndi forces. Alas, it was not to be, and the only thing we have is this.

Several groups want to investigate it but who will get there first? One-round regional module for APL Not a spectacularly awesome module, which is why it was never rewritten for Naerie or even offered up as a metaregional module after it became clear that Spain was a dead zone. In the playtest copy, several NPCs were still named after players in our local circle.

I like the opening scene, set in a tavern inside the hollow shell of a dragon turtle. An important thing about the regional system was having an individual feeling and tone for every region, and this one starts by setting itself apart from Naerie, or the City of Greyhawk, or Onnwal, or Sunndi.

The central conflict was between the United Kingdom of Ahlissa, which was the lawful neutral iron fist in a velvet glove that drove out the Scarlet Brotherhood and annexed the formerly-independent region, and the Idee Volunteers, who were this ragtag bunch of freedom fighters who wanted to kick out the Ahlissans and form a free Idee.

It made for interesting dynamics between player characters and really fun scenarios. Another theme explored in one of our series was the Victor Hugo-esque mercy vs. Weather is pleasant, people are polite and there is always something new around every corner. Unfortunately, someone sent some uninvited guests and it will be up to you and the Nasranite Watch to clear up the situation. A one-round regional adventure for APLs It just… is. However, it seems someone does not like the idea and suddenly you find yourself drawn into a web of intrigue.

A one-round adventure for an APL party who are skilled in both diplomacy and swordsmanship. The first and best of the three Year Five modules that Sampo wrote for Naerie. As a module, it has a certain investigative element, and the opportunity to be a total dick for some extra bonuses. An excellent module. A one round scenario for APLs Aaaanyway… Return to Gefjon is a bit of a sandbox, and there are several directions the PCs can go and many solutions to the problems — some of them quite unexpected.

All attempts to lift the curse have failed and people are being taken by the spirits in the wood. The third of the Year Five Naerie regionals.

Heart of the Wood holds a special place in my heart because it introduces the village of Falenthorpe, which later lent its name to the Naerie message boards. As more and more PCs played the module and acquired the house — which was not difficult — it became an in-joke that Falenthorpe was the tax paradise where rich adventurers build their houses. In the grocery store, an egg would cost ten gold and the storekeeper would be the only original inhabitant left the tavern owner would, of course, be a retired adventurer.

There was even a whole introductory module we thought up about this setup, but never wrote. Anyway, this is a pretty nifty module, where the forest environment comes through nicely and really matters. I also like the end fight. But is there something darker going on in the town than everyone knows?

This module is a follow-up to NAE First Bite and it is recommended that you have played that module first. In the bigger picture, it ties together some plotlines and sets the stage for some others, but there is no big plot payoff. However, it works as a module and has no obvious flaws. There was some potential for an interesting recurring villain, but the campaign consequences swung so that she got killed. Well, not a great loss, we have enough bad guys to last years.

Not a bad module. Sometimes you see them in the streets or on the docks. Many remain in labor camp servitude. Others have made the Menowood their new home. Hepmonaland warriors rampaged through Naerie in the service of the Scarlet Brotherhood, but now they are slowly becoming part of the population.

Will they always remain on the fringes of society? You will help decide. A Naerie regional adventure for character levels APL This module will have important effects on future plotlines. Parties that share an ideological point of view are recommended for this module. I played this series with a character who himself once fought for the Scarlet Brotherhood, which brought interesting depth to the proceedings.

In their duty they were unsuccessful, for the attack came from a different quarter, yet some never admitted defeat. Now the forts lie empty and forlorn in the hills — right up until some stalwart fools with a deathwish come traipsing through their halls. My first Naerie module and the only one I wrote alone.


150 Free Dungeons and Dragons Modules for Download!

Instead of one city and its environs, this campaign would cover 30 in-game regions of Oerth, each linked to a real-world area, as well as "core" in-game regions that were not assigned to any specific real-world area. The first introductory adventures of the campaign premiered at Gen Con in August , [1] and the Living Greyhawk Gazetteer, which contained background material, was published in November Volunteers were recruited to handle regional storylines, and regional play began in At the end of , campaign administrators changed the treasure rewards from a certificate-based system a special item discovered during the adventure was given to one of the players as a certificate or "cert" to an equal-access system in which a special item could be purchased at the end of the adventure by any player and recorded on an adventure record "AR". This, and a rule change that immediately prohibited crafters of magic items from selling items to other players, caused some protest from players. In , the campaign was converted to the revised Dungeon and Dragon v3. In , the campaign saw the first of several direct tie-ins to new rule expansion books published by Wizards of the Coast, with the launch of a new story arc set in the Bright Lands desert that coincided with the publication of Sandstorm.


Greyhawk Modules – Mr. Haarlaa Has His Say

Greyhawk Modules — Mr. He had an idea for an investigative module but we could not really place it in Naerie and the town of Poelitz for few reasons. Trennenport was chosen because it had been detailed previously by Creighton Broadhurst and offered us a good locale. The movie Third Man served as a bit of an inspiration.


Living Greyhawk


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