Living Arcanis Module Database

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Republic of Altheria Modules

CodeTitleAuthorLvlsStatus
BlurbContact Email
Keywords
Known Errata/Issues
Downloads
BI-01the Battle of SemarDerrel Weaver & Sean MolleyAny*Convention-Only Special Event*
The hordes of the Ssethregoran are assembling around the city of Semar, in the Republic of Altheria, massing for invasion. Can the PCs save the city?Derrel_Weaver@yahoo.com
Semar, Altheria
None Known
None
LA-AP4-01Queen's CastleJames Zwiers1-14Currently 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-SP2-01The Children of LeviathanScott Charlton1-7*Retired*
Rare shipments of blast powder come but once a year, delivered by the secretive monks of Altheria to the noble houses of Onara. Such a shipment was on the Mhyrcian sloop Dauntless, bound for the Milandisian capitol of Naeraanth, along with a clandestine cargo loaded at Fort M'kimbe' on the lofty Altherian coast. But now vessel, crew and cargo alike have disappeared without a trace among the jungle-covered Ophidian Isles. Rumors speak not of mortal pirates, but supernal watery horrors, and the spectral servitors of an ancient cult who prowl the Bay of Spines, bowing to none save their ubiquitous and diabolical sea god. It is left up to a small band of wayward adventurers to confront the culprits of this wanton act of piracy, not only to retrieve the mysterious cargo of the Dauntless, but also to unveil the phantom sea reavers known only as the Children of Leviathan.-
Altheria
Acceptance of the White Sash requires swearing an Oath of Fealty to King Osric IV.
Milandisian Oath of Fealty, Armillus Rules & FAQ
LA-SP2-07The Serpentine PathDerrel Weaver1-11*Retired*
Heroes are created by chance, circumstance and fate. So are martyrs. Which will be your destiny? Find out as you travel the serpentine path between Althre' and Semar.derrel_weaver@yahoo.com
Altheria
This module tends to run much longer than 4 hours, and is very combat-heavy. It is recommended that a double-long slot is scheduled in order to enjoy the entirety of this module.
None
LA-SP2-08The Secret of SemarHenry Lopez1-11*Retired*
An activated Portal has been uncovered that does not pierce space with the soothing blue light of Anshar, but the bloody glow of the scaled horrors of Arcanis. The PCs must track down a small force of Ssethregorans that have escaped to the lost continent of Nyambe before they are able to rain ruin on the ancient homeland of the val'Abebi.paradigmconcepts@aol.com
Nyambe, Altheria
Though it is not strictly necessary for play, it is recommended that the GM look over a copy of the "Nyambe: African Adventures" sourcebook for background.
None
LA-SP4-01Dark HarvestGregory S. Walker4-14Currently 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-SP5-05To Spin An Ancient WebJames Zwiers1-18Currently 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


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