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On this page you will find all of the "core" LIVING ARCANIS scenarios that are set in 1029 I.C. (Campaign Year 5). Some scenarios are set in specific months, while others are simply noted as taking place during 1029. It is generally "safe" to play Soft Point scenarios in any order (except when they are sequels to one another, but this will be noted in the blurb). Hard Point scenarios should be played in the listed order (01 before 02, 02 before 03, etc.) if at all possible as these adventures generally build directly upon each other and later Hard Points can contain significant spoilers for earlier Hard Points.
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Scattered to the four winds, and in disarray, the light is no longer there to guide and shield man from the darkness of the times. This is an outdoor investigative adventure that also involves a modicum of combat. As such, players are advised to be prepared for any number of eventualities. This LIVING ARCANIS STANDARD adventure is designed for APL 7-21.
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LA-SP5-16 is entitled "Of Serpents and Saviors" by Andrew Garbade and Derrel J. Weaver with additional material by M. Sean Molley and James Zwiers. This is the home-play adaptation of the Battle Interactive from Origins 2007. It is a two-round continuous-play combat-intensive adventure for characters of 1st through 20th level (APLs 1-21). The home-play adaptation of the convention version of the BI is still in development, but we do plan to release it.
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LA-SP5-15 is entitled "The Fate of All Heretics" and is being written by M. Sean Molley. This adventure will be of particular interest to shamans, dwarves of Solanos Mor, and members of Legio Lex Talionis, although it is not required to have any such characters at the table. This is a two-round continuous-play adventure for characters of 6th to 20th level (APLs 7 - 21). This adventure is still being written, its premiere has not yet been scheduled, and it is not available for home play.
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LA-SP5-14 is entitled "Reclamation of Goram'Zob" and is written by James Zwiers. This is the home-play release of the Gen Con Indy 2007 Battle Interactive. It is a sequel to LA-SP5-13 "Expedition to Goram'Zob" and the previous adventures in that series. It is a two-round continuous-play BATTLE INTERACTIVE for characters of all levels (APLs 2-21). The final editing and revisions on this adventure are currently in progress.
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Foreign stars watch over a long-forgotten city. Drenched in a millennium of blood and warfare, the masters are now the mastered. Into this maelstrom, you must delve to discover the nefarious plans of others and perhaps to find that which has been lost. This adventure is the sequel to LA-SP5-12 Blood Calls to Blood. While it is highly recommended that you have played the prior adventures, it is not necessary. This is a Delve adventure, which means that it is intended to be combat intensive and challenging to complete. Players are advised to bring characters that are well suited to large quantities of combat. This DELVE adventure is designed for characters of 1st to 20th level (APLs 2-21).
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"All that lives must die, passing through nature to eternity" ~ William Shakespeare, Hamlet, Act I, Sc. 2 This adventure is the sequel to LA-SP5-11 Flowering of the Blood Vine. While it is highly recommended that you have played the prior adventures, it is not necessary. This is a roleplaying-intensive adventure; the few combat episodes are carefully designed to be independent of the character being played. Characters with levels in the Shaman class will most likely find this scenario particularly appealing. Having at least one PC in the party who is well-versed in various forms of knowledge, or who has the ability to discover lost lore, would be an asset in this adventure (but is not required). This STORY-FOCUSED scenario is designed for ALL characters (APLs are not used). Characters of all levels may participate and any mixture of character levels may play together in this scenario.
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A voice, strained and scratchy, calls out a warning. "Into the rising dark a tide of blood will ebb and flow. Only the flowering of the blood vine to herald this doom, and none to pay the costs that must be paid to stem this terrible flow." The speaker, a woman, collapses, her eyes streaming tears of blood that ebb and flow with the slowing beat of her failing heart. This adventure is the sequel to LA-SP3-18 Emergence of the Spurned and LA-SP4-04 Under a Dying Sun. While it is highly recommended that you have played both prior adventures, it is not required. This STANDARD adventure is designed for characters of 1st to 20th level (APLs 2-19).
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Like the thin threads of a spider's web, so too do the threads of history part to reveal that which came before and give guidance into the future. What you read from the past is what everyone else reads; but what you make of the past and how you let it guide your future determines the verisimilitude of your actions. How will the past influence your future? Discover the answer, if you dare, within ancient ruins, cloaked in a miasma of webs, none of your fashioning. This adventure is the sequel to LA-SP5-05 To Spin an Ancient Web. While it is highly recommended that you have played the prior adventure, it is not required. This is a DUNGEON DELVE. It is intended to be combat-intensive and challenging to complete. Players are advised to bring characters that are well suited to large quantities of combat. This DELVE adventure is designed for 1st to 20th level characters (APLs 2-21).
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At the Emperor's Wedding, a deal was struck between the Republic of Altheria and the Elorii nation of Seremas. In exchange for a substantial supply of blast powder, the Seremasi agreed to provide reinforcements for the Shining Patrol. With the recent Malfelen incursions into Altherian territory, the Republic's borders are hard-pressed. Every attempt by the Shining Patrol to make peaceful contact with the Malfelen has failed utterly. Seremas and Malfea have long had a cordial (if not warm) relationship, so an Elorii emissary has been sent from Seremas to carry a message to his brothers. You are asked to serve as escorts on this vital mission. NOTE: This adventure occurs at the same (in-game) time as LA-SP5-08 Xenophobia. Therefore, players should not play the same character in both adventures. The order in which the two adventures are played does not matter. This adventure draws on material that was first presented in LA-SP4-01 Queen’s Castle. Play of the prior adventure is helpful, but not required. This STANDARD adventure is designed for 1st to 10th level characters (APLs 2-9).
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After the Battle of Enpebyn, not all of the dwarves from Solanos Mor marched back to their Enclave. A substantial number of dwarves turned south instead, marching through the Coryani Empire, their purpose and destination unknown. Now their true mission is revealed, as adventurers and explorers have been called to the very edge of the Fellglade for an expedition into Malfea itself. Will you join the first group of non-Elorii in a thousand years to deliberately violate the borders of what may very well be the most violent and xenophobic nation on the face of Onara? NOTE: This adventure occurs at the same (in-game) time as LA-SP5-09 Emissaries. Therefore, players should not play the same character in both adventures. The order in which the two adventures are played does not matter. This adventure draws on material that was first presented in LA-SP4-01 Queen’s Castle. Play of the prior adventure is helpful, but not required. This STANDARD adventure is designed for 10th to 20th level characters (APLs 11-19).
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Your dedication is put to the test as you are called to delve deep into yourself to prove that there are some who are worthy to carry the name of Binder or Exorcist. Remember, though, for those who are bound to Sarish and Beltine, death is only the beginning. Players who have characters that are (or aspire to become) Beltinian Exorcists or Sarishan Binders are strongly encouraged to play those characters in this adventure. IMPORTANT NOTE: Each PC will be expected to swear a Sarishan Oath of secrecy in order to complete this module. There are no exceptions. If your character would not swear a Sarishan Oath then do not play that character in this adventure. This DUNGEON CRAWL is designed for characters of 10th level and higher (APLs 11-21). Characters of 9th level and below are strongly discouraged from playing this adventure.
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LA-SP5-06 is entitled "Divided We Fall" and is written by Chris Sanders. This is the home-play release of the Gen Con Indy 2006 Battle Interactive. It is a sequel to LA-SP5-01 "The Darkest Depths" and LA-SP5-02 "Beyond the Threshhold of Never." It is a two-round continuous-play BATTLE INTERACTIVE for characters of all levels (APLs 2-19 with an APL 21 Glory Tier). The final editing and revisions on this adventure are currently in progress.
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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. This CRAWL adventure is designed for characters of 1st to 18th level (APLs 2 through 17).
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"Vincit Qui Se Vincit" --Roman Proverb At what price comes a man’s redemption? At what cost comes vengeance? Can the scales ever be truly balanced? A wealthy merchant wants a bodyguard for a friend. Surely that can’t be too complicated... Note: This adventure will be of particular interest to players of dark-kin chracters. While it is not in any way required to have a dark-kin in the party to play this adventure, players who do have dark-kin characters are strongly advised to use those characters if possible. This STANDARD adventure is designed for 4th to 16th level characters (APLs 5-15).
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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? Note: This adventure may be of particular interest to Larissan and Cadican characters, although having such characters in the party is by no means required. This STANDARD adventure is designed for 1st to 16th level characters (APLs 2 through 15).
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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 roleplaying-intensive scenario. Players are strongly encouraged to play LA-SP5-01 before playing LA-SP5-02 and to use the same character in both scenarios, but this is not absolutely required. (Unlike some STORY scenarios, this adventure DOES use APLs, so it is not recommended that a table be formed with a wide range of character levels as this could cause problems.) This STORY-FOCUSED adventure is designed for 1st through 16th level characters (APLs 1 through 15).
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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? Note: Players are strongly encouraged to play LA-SP5-01 before playing LA-SP5-02 and to use the same character in both scenarios, but this is not absolutely required. This STANDARD adventure is designed for characters of 1st through 16th level (APLs 1 through 15, with a "Glory Tier" equivalent to APL 17 but yielding the same XP and treasure as APL 15).
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