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Scenario Descriptions
FWS B2-03: Give me Liberty AND Give me Death (Fellowship of the White Star - d20 System)
By Brian Martin. The Fellowship sends you to investigate the death of a writer in a small town in Wisconsin, USA. Is it a case of life imitating art or art imitating life? Heroes with the Psychology feat are encouraged to participate in this event. This event is designed for low level characters set in the Fellowship of the White Star campaign of earth, 7/18/1906.

FWS B2-05: Nature of the Beast (Fellowship of the White Star - d20 System)
By Timothy Travis. A Gatherer sent to investigate rumors of "large wolves" attacking loggers in the forests near Harrison Mills in the Canadian Rockies has disappeared. Your party is asked to travel to Harrison Mills and locate the missing Gatherer. This is an event for low level heroes in the setting of the Fellowship of the White Star, Earth 3/10/1906.

FWS B2-07: Manual Labor (Fellowship of the White Star - d20 System)
By David Nadolny. Wow are you dirty after that mission in the sewers. A hot bath and a change of clothes would sure feel good just about now. So why is this debriefing taking so long? A mid level adventure set in the Fellowship of the White Star campaign on Wednesday June 13, 1906. Heroes under level 6 are severely discouraged from playing this event. This adventure is recommended for heroes who have already played B102 Thunderbirds!, B105 The Rock and/or B206 Automatic, but it isn’t required.

FWS B2-08: Death, Liberty, and the Pursuit of Happiness (Fellowship of the White Star - d20 System)
By Brian Martin. The Fellowship returns to Liberty, Wisconsin, this time to investigate a macabre event on a dairy farm. Can the characters uncover secrets festering under the surface of this small town before it is too late? Part 2 in the Liberty series. (It is recommended that players participate in Give Me Liberty and Give Me Death before playing this adventure.)This is an adventure designed for low- and mid-level characters set in the Fellowship of the White Star setting of Earth, 9/24/1906.

FWS B2-09: Greatest Gift of All (Fellowship of the White Star - d20 System)
By Victor Long. When a Fellowship Hunter dies in a hospital under mysterious circumstances is it coincidence, or a new plot by one of the White Star's enemies? A holiday event for low level heroes set in the Fellowship of the White Star setting of Earth, 12/31/1906.

FWS D2-01: Island Estate (Fellowship of the White Star - d20 System)
By Victor Long. The Oracles have found a hidden base for the Six-Fingered Hand on an isolated island in the Pacific Ocean. They arm you with six powerful amulets and send you to stop their plan to destroy the United States. This is an event for mid-high level heroes that occurs on 4/15/1906. Warning that this module may be more suited to combat and sneaky characters.

LoC 1-1: Time of the Destroyer, Part I (Legacy of Champions - HERO System)
By Roland Volz. In July, 1992, one of America's greatest industrial cities, Detroit, ceased to exist. The criminal mastermind Dr. Destroyer had hatched a new plan for world domination from his secret lair under the streets of the Motor City. He had erected a tractor beam that would drag asteroids down onto the planet and pound the world's population until all embraced Dr. Destroyer. He expected the heroes, as always, to rally together to foil his plot, so he employed dozens of mercenary supervillains across the world to distract the heroes from noticing the doom falling from the sky. Earth's champions saw through Dr. Destroyer's ruse and split up into several teams to stop Dr. Destroyer. Some tackled the asteroids, others the supervillains. And a few brave souls sought out Dr. Destroyer himself. The ensuing combat sparked a conflagration that rushed through Detroit. Thousands evacuated as Dr. Destroyer and his minions battled dozens of superheroes. Neighborhoods burned. Buildings collapsed. Streets buckled. Part 1 of the "Begin with an Ending" campaign kick-off for the new Legacy of Champions Campaign. For new Champions - no experience necessary!

LoC 1-2: Time of the Destroyer, Part 2 (Legacy of Champions - HERO System)
By Roland Volz. In July, 1992, one of America's greatest industrial cities, Detroit, ceased to exist. Will any of the brave champions that dared to enter Dr. Destroyer's underground labs emerge from the ruins of the city alive? Will any of the mercenary supervillians escape from the conflagration to terrorize a world that is sadly lacking in champions to oppose them? The fate of the world may rest in the balance... The conclusion to the "Begin with an Ending" campaign kick-off for the new Legacy of Champions Campaign. For new Champions - no experience necessary! Champions are strongly recommended to play LoC 1-1, before playing this module.

LoC 1-3: Prison Break (Legacy of Champions - HERO System)
By Roland Volz. The battle with Dr. Destroyer cost the lives of many superheroes. Over a decade has passed and a new generation of heroes is making itself known on the world stage. Each of them is needed desperately to face the challenges that Millennium City faces, for the city has a dark side... The supervillain-prisoners of Stronghold are always a ticking timebomb preparing to riot and break. Will the police be capable of controlling the situation. An introductory episode for new Champions - no experience necessary! It is advisable, but not necessary to play LoC 1-1 or 1-2, before playing this module.

LoC 1-4: Sudden Impact (Legacy of Champions - HERO System)
By Mark Whittaker. It is a dark and peaceful night in Millenium City until, without warning, a ball of fire blazes its way across the cloudless sky, slamming to earth just a few miles outside the city limits. The impact rattles buildings and sets off alarms throughout the city. Early reports range from the calm and rational "falling star" to the extreme "Dr. Destroyer has returned!" It falls on your group of Champions to assemble and determine the truth behind this Sudden Impact. An introductory episode for new Champions - no experience necessary! It is advisable, but not necessary to play LoC 1-1 or 1-2, before playing this module.

LoC 1-5: Deep Trouble (Legacy of Champions - HERO System)
By Mark Whittaker. The Bermuda Triangle has long been a source of supersticion and intrigue. If a series of high-value cargo ships were to go missing in the Triangle, supersticion might give way to suspicion. If a plane full of leading geo-physicists was hijacked and disappeared over the Triangle, suspicion might give rise to concern. If the Champions can not stop the mad man responsible for all of this, concern may yield to panic! An introductory episode for new Champions - no experience necessary! It is advisable, but not necessary to play LoC 1-1 or 1-2, before playing this module.

LSJ71: Fight or Flight (Legends of the Shining Jewel - d20 System)
By Wayne Straiton. How dangerous can it be to help locate a missing traveler? A one-round Legends of the Shining Jewel adventure for characters level 1-3.

LSJ73: Ms. Gnomer (Legends of the Shining Jewel - d20 System)
By Jay Fisher. Tiffany Brandywine, a cousin within the gnomish noble house of Krimpach, is looking for a husband. But her criteria for a mate confounds even the head of this unusual noble house such that Lord Krimpach has hired you to find the perfect man for this finicky woman. Easy, right? A one-round adventure for characters level 1-15.

LSJ76: And So It Begins (Legends of the Shining Jewel - d20 System)
By Ramon Bell. A request from the church of Brianna turns into a trek into the wild. And then, things go really wrong. Can you find out who is threatening villages all around Amthydor before it is too late? A one-round Legends of the Shining Jewel adventure for characters level 3-15.

LSJ78: That Sinking Feeling (Legends of the Shining Jewel - d20 System)
By Paul Bender. A missing ship. An old man far from home. A personal favor. Is there a common thread? Take a trip and find out! A one-round Legends of the Shining Jewel adventure for characters level 1-7.

LSJ79: A Bird in the Hand (Legends of the Shining Jewel - d20 System)
By Catie Straiton. Accusations are being made, secrets are being hidden, people are dying and someone may not be who they claim. Can you learn the truth before anyone else is hurt? A one-round Legends of the Shining Jewel adventure for characters level 1-15.

Pathfinder Society #29: Shipyard Rats (Pathfinder Society - Pathfinder RPG)
By Joshua J. Frost. The Devil We Know—Part I: When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's Imperial Naval Shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir? A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

Pathfinder Society #30:Cassomir's Locker (Pathfinder Society - Pathfinder RPG)
By Joshua J. Frost. The Devil We Know—Part II: The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port? A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

Pathfinder Society #36: The Prisoner of Skull Hill (Pathfinder Society - Pathfinder RPG)
By Joshua J. Frost. Echoes of the Everwar—Part I: When an old beggar shows up filthy and injured on the doorstep of the Augustana Pathfinder Lodge in Andoran and demands to be recognized as Andoran's one true Emperor, Venture-Captain Wallace is inclined to chase him off. But when the old beggar reveals a wayfinder and tells a tale of demons... A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).

Pathfinder Society #37: The Beggar's Pearl (Pathfinder Society - Pathfinder RPG)
By James F. Mackenzie. When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself. Once there you find a tangled web of darklands creatures in the thrall of a charismatic cult leader with ties to the darkest shadows of the First Realm. A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

Pathfinder Society #38: No Plunder, No Pay (Pathfinder Society - Pathfinder RPG)
By Larry Wilhelm. The famed Chelish pirate, Captain Caradoc Alazario, infamous nephew of the mayor of Egorian and the brazen enemy of Her Majestrix's Navy, has finally been caught. Unfortunately for you, he was caught after stealing a fiendish artifact of twisted origins bound for the Grand Lodge in Absalom and is the only one who knows where that artifact came to rest off the coast of the forever rain-drenched Sodden Lands. You are charged by the Pathfinder Society to break Captain Alazario out of prison and use him to guide you to the lost artifact. Prison, pirates, and horrors of the deep await you in a land where an honest day's wage never comes honestly. A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).

Pathfinder Society #39: The Citadel of Flame (Pathfinder Society - Pathfinder RPG)
By Steven Robert. Once the home to a cult preaching self-sacrifice by immolation in order to achieve paradise, the Citadel of Flame in Qadira's Meraz Desert was presumably wiped out decades ago after Sarenrae dervishes led a crusade to end its morbid message. An enormous sandstorm swallowed both the citadel and the army attacking it, burying both beneath hundreds of feet of sand. Thought lost forever, the citadel's rediscovery prompts the Pathfinder Society to send you deep in the unforgiving Meraz to finally close the book on Qadira's most mysterious cult. A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5).

Pathfinder Society #40: Hall of Drunken Heroes (Pathfinder Society - Pathfinder RPG)
By Tim Hitchcock. Something is afoot at Cayden's Hall, the carousing temple-pub in Absalom where Cayden Cailean's faithful pay homage to their Drunken Hero. Pathfinder agent Osprey and his demonologist companion send you to investigate the truth behind a long-rumored demonic lab said to exist beneath the temple-pub's sticky floors. A trail of murders led Osprey to Cayden's Hall and his demonologist sees clues that denizens of the Abyss are involved. It's up to you to find out what demons want with the Drunken Hero's largest temple. Bar fights, revelry, song, and drink await within the Hall of Drunken Heroes. A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).

Pathfinder Society #41: Crypt of Fools (Pathfinder Society - Pathfinder RPG)
By Larry Wilhelm. Another kidnapping spree erupts in Cassomir and the Pathfinder Society sends you to the notorious Swift Prison to interrogate a captured cultist about the recent disappearances. With clues gathered there, you must explore Old Cassomir and find secret locations that lead you to the source of the spree: the long lost Crypt of Fools. Crypt of Fools is part 3 of the The Devil We Know series. Parts 1 and 2 can be played in any order, but parts 3 and 4 must be sequentially after 1 and 2. Look for part 4, Pathfinder Society Scenario #48: Rules of the Swift, in April 2010. A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

Pathfinder Society #42: Echoes of the Everwar—Part II: The Watcher of Ages (Pathfinder Society - Pathfinder RPG)
By Greg A. Vaughan. Hundreds of years ago a once mighty fortress in Cheliax sank into the earth and was forever destroyed. You are sent there to catalog the ruins, known as the Collapsed Halls, and to find the rumored hidden tomb of an Osiriani concubine. After clearing the ruins of hideous beasts, you explore deeper into the ruins than anyone before you and uncover a malevolent intelligence that has watched Golarion for more than 5,000 years. Worse, he knows you're coming. The Watcher of Ages is part 2 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last. A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).


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