Firebeetle
Explorer
YOU MAY VOTE FOR AS MANY ADVENTURES AS YOU LIKE ON THIS POLL.
OK folks, as an RPGA judge I'm looking into what mods to invest my time into preparing. The list is below. Don't worry if you haven't played many, I just want to know what you enjoyed.
If you have NO idea what I am talking about, or other questions on RPGA, what a "mod" is, and where you can participate at a gameday near you. go to the RPGA website
If you have:
-criticism of the RPGA
-criticism of Core mods in general (regionals are better, yadda, yadda)
-"helpful advice" on how I shouldn't be doing this
then go start your own thread or something.
COR6-20 Shades of Grey by Gary Milakovic
A chance encounter leads to a chance for adventure in a land held in the tight grip of a tyrant. Keep your eyes open; but no matter which way you’re looking... it’s the wrong way. A one-round core adventure set in the domain of Greyhawk and the Pomarj for characters level 1-15 (APLs 2-12).
COR6-19 Heir Aberrant by Andrew Lloyd and Andrew Nuxoll
“Do not dabble with denizens of forbidden places, lest ye would become one.” – Zashnichar A bizarre creature needs help rescuing his master. Not all damsels in distress are as beautiful as the ones in the storybooks but this one may very well give you nightmares! The players of this adventure should be prepared for several unique challenges and puzzles in addition to more typical dangers. A one-round Core adventure set in the Mistmarsh for characters level 1-11 (APLs 2-8).
COR6-18 Storm Ebb by David LoTempio
A natural disaster has struck the small fishing villages sprinkled along Woolly Bay. Refugees need heroes adept at building as well as battling or else something sinister may chooses to nest in their submerged homes. A one-round core adventure set in Hardby and its environs for characters level 1-11 (APLs 2-8).
COR6-17 Something of Value by Sam Weiss
All adventurers dream of finding that one thing that will make them wealthy beyond their wildest dreams. Unfortunately, you seem to have found it. Now what are you going to do? A one-round core adventure set in the Free City of Greyhawk for characters level 10-15 (APLs 10-16).
COR6-16 Dominion Over Bright Sands by Creighton Broadhurst and Greg Marks
For two years, the paladin Karistyne has sought to stymie the Archmage Rary’s seemingly insatiable lust for power. Now, at the threshold of a darkness beyond even the reason of light, the fate of the Bright Lands must be decided. You must make the choice. A two-round core adventure set in the Empire of the Bright Lands for characters level 6-15 (APLs 6-16). The concluding part of Blight on Bright Sands.
In October
COR6-15 The Shrouded Shores of Abanfyl by Derek K. Schubert and Donovan Hicks
His capital city retaken, Duke Labahlah extends his healing embrace over more of western Tenh, but peril awaits at every border. The young ruler needs staunch friends to fight old enemies and win new allies. Turn your face toward the chill winds blowing from the Griff Mountains and pierce the mysteries of the lost lake. Part 2 of the Legacy of Life series. A two-round core adventure set in and around the rebuilding Duchy of Tenh for characters level 6-15 (APLs 8-16).
COR6-14 Cloud of Darkness by Creighton Broadhurst
A dark cloud hangs motionless above an ancient sacred site buried deep in the Bright Lands. An ancient power is awaking in the Bright Lands but its true purpose remains occluded. The concluding part of Sins of Ages Past. A two-round core adventure set in the Empire of the Bright Lands for character levels 8- 15 (APLs 10 – 16).
September and Earlier
COR6-13 Tears for Bright Sands by Theron Martin
According to legend, Sulm defeated ancient Itar, using dark magic to slay its patron deity and to collapse its capital into the sea. Two thousand years later a relic of those cataclysmic events may be critical to the future of the Bright Lands, but seeking it will require a journey beneath the waves. A one-round core adventure for characters level 2-15 (APLs 4-14). The penultimate part of Blight on Bright Sands.
COR6-12 Calm Before the Storm by Tim Sech
Tension is high in and around Safeton since the brutal attack on Narwell. The Pomarj is a flurry of activity and the high seas have once again become rife with danger. Whisperings of the Mak making his move, numerous disappearances in the middle of the night, and most disturbing of all, the sighting of ships sailing the yellow flags has the entire region on edge. A one-round core adventure set in the Wild Coast and the Orcish Empire of the Pomarj for characters level 1-15 (APLs 2-12).
COR6-11 Return to the Storm Tower by Ron Lundeen
Five years ago, a dwarven artisan and a cleric of Fharlanghn were stranded on the shores of the Pomarj. These two unfortunates have been presumed dead for years. New information has revealed they are alive in a mysterious keep called the Storm Tower and may be in great danger. Brave heroes are needed to venture into the Pomarj and bring them home. A one-round core adventure for character levels 1-15 (APLs 2 to 12).
COR6-10 Murder in Elmshire by Michael McKeown and Steve Yee
An embattled plea from a halfling village leads to dark secrets. What has happed to the poor citizens of this quiet community along the Lake of Unknown Depths? A one-round core adventure set in the Domain of Greyhawk for characters level 1-11 (APLs 2-8).
COR6-09 Beneath the Sands Mike Hinds
Time has buried an ancient evil. Such things are typically left alone to be lost to history. For a millennia this was so. Now a visitor, snatched from the distant past, wants this evil returned to help right a terrible wrong. PCs should have completed COR5-17 Time’s Tide on Bright Sands before playing this adventure. A one-round core adventure for character levels 1-15 (APLs 2-12). Part nine of Blight on Bright Sands.
COR6-08 Catching Breath Shawn Merwin
A friend in need calls upon a group of heroes to help him deal with problems in a far-off land. These troubles, however, may be ones that even the bravest and experienced of adventurers are not equipped to handle. A roleplaying intensive one-round Living Greyhawk core adventure set in the Sultanate of Zeif for characters level 1-15 (APLs 2-16), and part three of the Windows to the Serpent’s Soul series, which began with COR4-01 Shedding Scales and COR5-07 Clipping Wings.
COR6-07 From the Dust Donovan Hicks and Derek K. Schubert
The dust has settled and a new Duke has placed his claim on Tenh. His lands are devastated. His shattered people—rebels-turned-supporters, old guard, or zealous faithful—squabble in their divided loyalties. With such infighting, where will Duke Labahlah begin rebuilding his nation? A one-round core adventure for characters level 6-16 (APL 6 to 14). Part one of the Legacy of Life series.
COR6-06 Elegy for a Broken King Luke Pitcher
The trail of a missing son leads you to Dustbridge, in the lands of the former Great Kingdom. A cold wind blows through Prince Strychan’s town; something very new, and surpassingly old, is in the offing. A one-round core adventure set in Dustbridge and North Kingdom for characters level 8-15 (APLs 10-16).
COR6-05 The Barbarous Coast Joseph L. Selby
Members of the Dyvers Anti-Slavery League have been captured while conducting a raid on an orcish slave caravan along the Wild Coast. There is talk that a mole in the organization may be aiding the forces of Turrosh Mak. They ask for your help to fight the evils of the Pomarj. A one-round core adventure of deception and infiltration set in the Orcish Empire of the Pomarj for characters levels 1-15 (APLs 2-12).
COR6-04 A Long Way for a Little Knowledge Jean-Philipe ‘JP’ Chapleau
A merchant of the Mouqollad Consortium lies dying in a temple in Greyhawk. Magic cannot save him, but maybe someone knows. It’s a long way for a little knowledge. A one-round core adventure set in Greyhawk City and its environs for characters levels 1-11 (APLs 2-8).
COR6-03 Riders fo the Grave Jeffery A. Dobberpuhl
A hint of treasure leads to adventure in the outskirts of Greyhawk City. A grizzly one-round adventure set in the Free City of Greyhawk and its environs for characters levels 1-11 (APLs 2-8).
COR6-02 Rallying Point for the Bright Sands Chris Chesher and Greg Marks
Lady Karistyne requires you to travel to Hardby to retrieve a package on her behalf, but errand boys are not adventurers. To be an adventurer, you need to make choices, not just travel between two points. Are you ready to look within yourself and discover if you are an adventurer willing to fight for a cause or just an errand boy, sent by a patron, to collect a chest? A two-round core adventure set in Hardy for characters levels 1-15 (APLs 2-16). Part 7 of Blight on Bright Sands.
COR6-01 A Story For Another Day Theron Martin
Thirty two years ago in Dunmarsh, deliberately false accusations resulted in the death of two innocent women, which reopened a channel to an ancient evil near the village. Twice in the last three years adventurers have dealt with the deadly consequences of those actions, but the source of the problem remains. It is time that this tragic story be put to rest, lest a greater evil grows from it. This concluding sequel to COR3-08 Witch Hunt and COR4-17 Real Hero Blues is a roleplay intensive adventure set near the Wild Coast for characters levels 8-16 (APLs 10-16).
OK folks, as an RPGA judge I'm looking into what mods to invest my time into preparing. The list is below. Don't worry if you haven't played many, I just want to know what you enjoyed.
If you have NO idea what I am talking about, or other questions on RPGA, what a "mod" is, and where you can participate at a gameday near you. go to the RPGA website
If you have:
-criticism of the RPGA
-criticism of Core mods in general (regionals are better, yadda, yadda)
-"helpful advice" on how I shouldn't be doing this
then go start your own thread or something.
COR6-20 Shades of Grey by Gary Milakovic
A chance encounter leads to a chance for adventure in a land held in the tight grip of a tyrant. Keep your eyes open; but no matter which way you’re looking... it’s the wrong way. A one-round core adventure set in the domain of Greyhawk and the Pomarj for characters level 1-15 (APLs 2-12).
COR6-19 Heir Aberrant by Andrew Lloyd and Andrew Nuxoll
“Do not dabble with denizens of forbidden places, lest ye would become one.” – Zashnichar A bizarre creature needs help rescuing his master. Not all damsels in distress are as beautiful as the ones in the storybooks but this one may very well give you nightmares! The players of this adventure should be prepared for several unique challenges and puzzles in addition to more typical dangers. A one-round Core adventure set in the Mistmarsh for characters level 1-11 (APLs 2-8).
COR6-18 Storm Ebb by David LoTempio
A natural disaster has struck the small fishing villages sprinkled along Woolly Bay. Refugees need heroes adept at building as well as battling or else something sinister may chooses to nest in their submerged homes. A one-round core adventure set in Hardby and its environs for characters level 1-11 (APLs 2-8).
COR6-17 Something of Value by Sam Weiss
All adventurers dream of finding that one thing that will make them wealthy beyond their wildest dreams. Unfortunately, you seem to have found it. Now what are you going to do? A one-round core adventure set in the Free City of Greyhawk for characters level 10-15 (APLs 10-16).
COR6-16 Dominion Over Bright Sands by Creighton Broadhurst and Greg Marks
For two years, the paladin Karistyne has sought to stymie the Archmage Rary’s seemingly insatiable lust for power. Now, at the threshold of a darkness beyond even the reason of light, the fate of the Bright Lands must be decided. You must make the choice. A two-round core adventure set in the Empire of the Bright Lands for characters level 6-15 (APLs 6-16). The concluding part of Blight on Bright Sands.
In October
COR6-15 The Shrouded Shores of Abanfyl by Derek K. Schubert and Donovan Hicks
His capital city retaken, Duke Labahlah extends his healing embrace over more of western Tenh, but peril awaits at every border. The young ruler needs staunch friends to fight old enemies and win new allies. Turn your face toward the chill winds blowing from the Griff Mountains and pierce the mysteries of the lost lake. Part 2 of the Legacy of Life series. A two-round core adventure set in and around the rebuilding Duchy of Tenh for characters level 6-15 (APLs 8-16).
COR6-14 Cloud of Darkness by Creighton Broadhurst
A dark cloud hangs motionless above an ancient sacred site buried deep in the Bright Lands. An ancient power is awaking in the Bright Lands but its true purpose remains occluded. The concluding part of Sins of Ages Past. A two-round core adventure set in the Empire of the Bright Lands for character levels 8- 15 (APLs 10 – 16).
September and Earlier
COR6-13 Tears for Bright Sands by Theron Martin
According to legend, Sulm defeated ancient Itar, using dark magic to slay its patron deity and to collapse its capital into the sea. Two thousand years later a relic of those cataclysmic events may be critical to the future of the Bright Lands, but seeking it will require a journey beneath the waves. A one-round core adventure for characters level 2-15 (APLs 4-14). The penultimate part of Blight on Bright Sands.
COR6-12 Calm Before the Storm by Tim Sech
Tension is high in and around Safeton since the brutal attack on Narwell. The Pomarj is a flurry of activity and the high seas have once again become rife with danger. Whisperings of the Mak making his move, numerous disappearances in the middle of the night, and most disturbing of all, the sighting of ships sailing the yellow flags has the entire region on edge. A one-round core adventure set in the Wild Coast and the Orcish Empire of the Pomarj for characters level 1-15 (APLs 2-12).
COR6-11 Return to the Storm Tower by Ron Lundeen
Five years ago, a dwarven artisan and a cleric of Fharlanghn were stranded on the shores of the Pomarj. These two unfortunates have been presumed dead for years. New information has revealed they are alive in a mysterious keep called the Storm Tower and may be in great danger. Brave heroes are needed to venture into the Pomarj and bring them home. A one-round core adventure for character levels 1-15 (APLs 2 to 12).
COR6-10 Murder in Elmshire by Michael McKeown and Steve Yee
An embattled plea from a halfling village leads to dark secrets. What has happed to the poor citizens of this quiet community along the Lake of Unknown Depths? A one-round core adventure set in the Domain of Greyhawk for characters level 1-11 (APLs 2-8).
COR6-09 Beneath the Sands Mike Hinds
Time has buried an ancient evil. Such things are typically left alone to be lost to history. For a millennia this was so. Now a visitor, snatched from the distant past, wants this evil returned to help right a terrible wrong. PCs should have completed COR5-17 Time’s Tide on Bright Sands before playing this adventure. A one-round core adventure for character levels 1-15 (APLs 2-12). Part nine of Blight on Bright Sands.
COR6-08 Catching Breath Shawn Merwin
A friend in need calls upon a group of heroes to help him deal with problems in a far-off land. These troubles, however, may be ones that even the bravest and experienced of adventurers are not equipped to handle. A roleplaying intensive one-round Living Greyhawk core adventure set in the Sultanate of Zeif for characters level 1-15 (APLs 2-16), and part three of the Windows to the Serpent’s Soul series, which began with COR4-01 Shedding Scales and COR5-07 Clipping Wings.
COR6-07 From the Dust Donovan Hicks and Derek K. Schubert
The dust has settled and a new Duke has placed his claim on Tenh. His lands are devastated. His shattered people—rebels-turned-supporters, old guard, or zealous faithful—squabble in their divided loyalties. With such infighting, where will Duke Labahlah begin rebuilding his nation? A one-round core adventure for characters level 6-16 (APL 6 to 14). Part one of the Legacy of Life series.
COR6-06 Elegy for a Broken King Luke Pitcher
The trail of a missing son leads you to Dustbridge, in the lands of the former Great Kingdom. A cold wind blows through Prince Strychan’s town; something very new, and surpassingly old, is in the offing. A one-round core adventure set in Dustbridge and North Kingdom for characters level 8-15 (APLs 10-16).
COR6-05 The Barbarous Coast Joseph L. Selby
Members of the Dyvers Anti-Slavery League have been captured while conducting a raid on an orcish slave caravan along the Wild Coast. There is talk that a mole in the organization may be aiding the forces of Turrosh Mak. They ask for your help to fight the evils of the Pomarj. A one-round core adventure of deception and infiltration set in the Orcish Empire of the Pomarj for characters levels 1-15 (APLs 2-12).
COR6-04 A Long Way for a Little Knowledge Jean-Philipe ‘JP’ Chapleau
A merchant of the Mouqollad Consortium lies dying in a temple in Greyhawk. Magic cannot save him, but maybe someone knows. It’s a long way for a little knowledge. A one-round core adventure set in Greyhawk City and its environs for characters levels 1-11 (APLs 2-8).
COR6-03 Riders fo the Grave Jeffery A. Dobberpuhl
A hint of treasure leads to adventure in the outskirts of Greyhawk City. A grizzly one-round adventure set in the Free City of Greyhawk and its environs for characters levels 1-11 (APLs 2-8).
COR6-02 Rallying Point for the Bright Sands Chris Chesher and Greg Marks
Lady Karistyne requires you to travel to Hardby to retrieve a package on her behalf, but errand boys are not adventurers. To be an adventurer, you need to make choices, not just travel between two points. Are you ready to look within yourself and discover if you are an adventurer willing to fight for a cause or just an errand boy, sent by a patron, to collect a chest? A two-round core adventure set in Hardy for characters levels 1-15 (APLs 2-16). Part 7 of Blight on Bright Sands.
COR6-01 A Story For Another Day Theron Martin
Thirty two years ago in Dunmarsh, deliberately false accusations resulted in the death of two innocent women, which reopened a channel to an ancient evil near the village. Twice in the last three years adventurers have dealt with the deadly consequences of those actions, but the source of the problem remains. It is time that this tragic story be put to rest, lest a greater evil grows from it. This concluding sequel to COR3-08 Witch Hunt and COR4-17 Real Hero Blues is a roleplay intensive adventure set near the Wild Coast for characters levels 8-16 (APLs 10-16).
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