| 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-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-SP4-05 | The Red Lantern Street Affair | Jeffrey Witthauer & Jeffrey Meehan | - | *Premiered, Not Generally Released* |
| One by one the women of Red Lantern Street are dying, brutally murdered. As
the church and Marsarius Provasi race to discover the culprits, tensions in
Old Coryan build to a head. When politics, prejudice, and murder mix, can
anything avert total chaos? Part IV of The Falcon, The Cobra, The Rat. | gtseng@aol.com |
| Old Coryan, Falcon Cobra and Rat |
| 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-SP4-13 | Drenched | M Sean Molley & Dale Friesen | 1-12 | *Premiered, Not Generally Released* |
| - NerdCon 2005 Premiere | sean@basementsoftware.com |
| 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-SP4-15 | Secrets of the Serpent's Teeth | James Zwiers & M. Sean Molley | 1-12 | *Premiered, Not Generally Released* |
| - NerdCon 2005 Premiere | - |
| 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 |