On this page you will find download links for all of the adventures (Anchor Points and Soft Points) from Campaign Year 3. (Anchor Points are like Hard Points in terms of their importance to the core storyline, but they do not necessarily need to be played in any particular order.) These adventures take place in 1027 I.C. (for the most part; LA-AP3-01 Sibling Rivalry is more properly set in late 1026).
Adventures on this page that were previously retired because they had been generally available for 2 calendar years are now officially "un-retired" and may be played by anyone who did not get to play them before their retirement. However, the GM may need to make some updates to the stat blocks in order to bring older adventures in line with current rules. We have faith in the ability of our GMs to handle this task.
To be clear, not all of the Year 3 adventures have been uploaded to the website yet. We are making sure that we have the most current copies of all the older adventures (and cert files) before making them available. In particular, the two Year 3 adventures that were released in calendar year 2003 (LA-SP3-01 and LA-SP3-02) using version 3.0 of the core rules may or may not be uploaded; the campaign staff is still deciding whether to extend "un-retirement" back that far or not.
Many of these adventures, especially those that were released in 2004, predate the Player's Guide to Arcanis or were written using drafts of material from that sourcebook. Some were written after the book was available but before its errata were released. It is up to the GM to review and update the stat blocks as needed in order to bring the adventure into compliance with the most current text (and errata) for the Player's Guide to Arcanis.
To be clear and to quell a persistent rumor, at one time there were plans to have a 20th Soft Point in Year 3. This adventure (which would have been titled Pleas of the Naive) was never fully finished, never had a premiere, has never been released, and never will be released. When we release the home-play adaptation of the Battle of Sicaris (entitled How the Mighty Are Fallen) we might give it the code LA-SP3-20 just for the sake of completeness (and because it would fit well into that slot from a campaign-timeline standpoint). We might call the Sicaris BI LA-AP3-05 instead, though, since it occurs after the Convocation of the Divine (see below).
Another adventure that has been in development for a long time is LA-AP3-04 The Convocation of the Divine, which is a home-play adaptation of the LARP by the same name which ran at Origins 2004. There is no release date for this adventure at the current time, but it will be playable by players who took part in the LARP (but not with the same character that took part in the LARP).
There are a handful of adventures that received the Year 3 designation but were never released for general play. These adventures (LA-SP3-03 A Family Affair and LA-SP3-16 Sins of the Fathers) did premiere, but for various reasons the campaign staff has these adventures "back in the shop" for post-premiere edits, additional revisions, errata, or some other reason. As a result, these adventures are NOT available for play at the current time and should NOT be run at any sanctioned LIVING ARCANIS event even if you happen to have access to an older copy of the adventure. We are working diligently to get these adventures ready for general release and will announce their availability as soon as humanly possible. As always, we appreciate your patience and your support of the campaign.
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A summons by an old acquaintance sends you rushing headlong over the Corlathian Mountains and into the perilous Blessed Lands. Here roaming bands of savage goblins threaten a Coryani historian and her team as they struggle to uncover a secret from the twilight years of the fall of the First Imperium.
This TWO-ROUND STANDARD adventure is designed for 1st to 5th level characters (APLs 2 and 4 only). A player may not participate in both the low-level and high-level versions of this adventure.
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A summons by an old acquaintance sends you rushing headlong over the Corlathian Mountains and into the perilous Blessed Lands. Here roaming bands of the savage Voei threaten a val'Virdan historian and his team as they struggle to uncover a secret from the First Imperium that may tilt the balance of power in this most precarious of times.
This TWO-ROUND STANDARD adventure is designed for 5th to 13th level characters (APLs 6 through 12). A player may not participate in both the low-level and high-level versions of this adventure.
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To the Dwarves of Solanos Mor, loyalty to the Enclave comes above all else. Yet some events can divide even the closest of peoples. On this day, heroes may find themselves answering the age-old question of if, and when, the ends justify the means. This adventure is Part One of the Dwarves of Onara series.
Continuity Note: This adventure MUST be run as if the Battle of Solanos Mor (Origins 2006) has NOT yet occurred, because the adventure was written well before that battle took place.
This STANDARD adventure is designed for 1st to 13th level characters (APLs 2 through 12).
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An elder Elorii bids you journey deep into the cursed Golden Boughs of Saluwé, to an outpost near the haunted city of Arkosia. And while Arkosia would never easily surrender her treasures, it is when forgotten events from the past wash over the present that the meaning of true horror becomes known.
Important Note to Judges: A copy of the Expanded Psionics Handbook is required to run this adventure. The statistics blocks have not been updated to take the new Psionics Unbound rules into account.
This STANDARD adventure is designed for 3rd to 13th level characters (APLs 4 through 12).
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The Festival of Mahememnűn is a time for the Myrantians of Old Coryan to celebrate and honor the dead. Legend has it that this annual ceremony appeases the dead, so they feel no need to terrorize the living. But this year it may not be enough. Something is stirring in the catacombs under the Myrantian Ghetto. But for what purpose? Destruction, or renewal?
It is strongly recommended, but not absolutely required, that players have taken part in the scenarios LA-SP3-12 Virtue's Crypt and LA-SP3-14 Lusting Leeward before participating in this adventure.
This is a TWO-ROUND CRAWL adventure, designed for 1st to 15th level characters (APLs 2 through 14).
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A people long hidden, freed with the help of benefactors who themselves would not see freedom for years more. Now at last they may be reunited within an ancient fortress of arcane might hidden in the folds of time. Will you help these long-forgotten people re-enter the world of Onara and help them find their place?
This is a STANDARD adventure, designed for 1st to 13th level characters (APLs 2 through 12).
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"Destiny waits alike for the free man as well as for him enslaved by another's might." –Aeschylus (525 BC - 456 BC), The Libation Bearers
A ship belonging to a Savonan merchant has disappeared on the way to Freeport. The PCs are hired to investigate the matter, but what starts out as a search and rescue mission quickly becomes far more complicated. Can it be true that the ship and her crew are being held prisoner by the legendary Pirate King of Magra?
Warning: While skill at arms is certainly required, parties that define "negotiation" as "whacking it with a sword until it does what I tell it to do" may find this adventure very difficult to complete successfully.
This is a STANDARD adventure, designed for 1st to 14th level characters (APLs 2 through 13).
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An oath sworn before Sarish in a moment of passion has been broken. A devoted soul wants to move on, but finds that he cannot, because the burden of a forsaken vow holds him pinned beneath its eternal weight. A plea for help from beyond the pale leads down the road to redemption – or destruction. How far are you willing to go to help a dead man atone for his mistakes?
This is a STANDARD adventure, designed for 5th to 13th level characters (APLs 6 through 12).
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An Altherian freighter is seized by the watch for carrying contraband into Old Coryan. Both the Medja and the Cafelans want the weapons and armament inside. But other forces are at work, both within and without, and they all seem to have their eye on more firepower.
This STANDARD adventure is designed for characters 1st to 13th level (APLs 2 through 12).
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Forty thousand seasoned Nierite warriors followed the Sword of the Heavens into the Blessed Lands on his quest to retake the Throne of Man. They failed. Only half of the mighty Nierite army returned, and they did so without their beloved leader. The fate of those twenty thousand missing Nierites and Leonydas val’Virdan is an intriguing mystery, especially considering that there was no known standing army to oppose their march to the First City.
Many powerful patrons and shadowy groups wish to solve this mystery and have commissioned an expedition to retrace the Sword's path into the Blessed Lands. Will you be a part of that expedition? If you are, will you return, or will you succumb to the whispers in the dark?
This STORY-FOCUSED adventure is designed for characters of all levels. APLs are not used in this adventure and characters of any level may play together.
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Just who is Seker Khemehar, former leader of the Myrantian Medja? He is the most feared man in Old Coryan’s Monedula Prison. He is an innocent man framed for crimes he did not commit. He is a political dissident who fomented rebellion. He is an honorable man trying to save his people. He is a monster. He is a hero. He is all of these things and he is none of them. A call comes to save an innocent life, but it is inexorably entwined with another life, and this one is not so innocent. As the layers of deception are peeled away, who will triumph – the predator or the prey?
This STANDARD adventure is designed for 1st to 11th level characters (APLs 2 through 10).
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In a small Milandisian town near the Canceri border, Good and Evil do battle within the hearts of men. A tale of murder, betrayal, avarice, and redemption forty years in the making is to conclude in one fateful night as all involved find themselves shrouded in the gray uncertainty between the candle and the light.
This TWO-ROUND STANDARD adventure is designed for 1st to 15th level characters (APLs 2 to 14). Characters of 16th level and above may not be played in this scenario.
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It is easy to render aid to the kind and just of the world, or the downtrodden and the weak. How should we feel about helping those who may not fit any of those molds? The truest test of a man is in his actions, because not all swords are forged from the same steel.
This STANDARD adventure is designed for 1st to 11th level characters (APLs 2 through 10).
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The wilds of western Toranesta are famous for ancient ruins, lost magic, wondrous riches, mysterious miracles, impressive temples, and extravagant tombs. They are also infamous for the sand and wind, desert and wasteland, dryness and dehydration, burning heat and eternal sun, humanoid tribes and bands of outlaws. Near the small village of Aghurmi, cunning bandits have been snatching travelers’ belongings and eluding capture. It is reasonable to have a secret hideout in the vast desert, but some things are best left undisturbed.
This INTRODUCTORY adventure is designed for 1st to 3rd level characters (APL 2 only).
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An ancient sword holds incredible power, but also deadly danger. To confront the source of Fleshripper’s curse, a journey must be taken into the mists of the past, along the pathways of the unreal, where a battle is being fought that could decide the fate of legions of souls, trapped in the shards of shattered dreams.
It is strongly recommended that any players who have a character that bears the sword Fleshripper play this module with that character if at all possible. Ideally there would be no more than one such character per table, although it is also perfectly fine if none of the characters have the item.
This STANDARD adventure is designed for 1st to 13th level characters (APLs 2 through 12).
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A mage is missing in the city of Freeport, and the search for clues to her fate may lead you from the gutters of the poor to the bedrooms of the powerful.
WARNING: This adventure deals with mature themes. Game Masters are strongly advised to carefully consider the age and maturity level of all players at the table when deciding how best to present this adventure.
This STANDARD adventure is designed for 1st to 11th level characters (APLs 2 through 10).
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On a rainy day in Freeport, justice, vengeance, and profit collide in a whirlpool of conflict. Will you watch from the shore, or dive in and swim to someone’s rescue? More importantly, who are the minnows and who are the sharks?
This STANDARD scenario is designed for 1st to 7th level characters (APLs 2, 4, and 6).
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It is not what you know; it is what you can prove... and whether or not you live long enough to tell the tale in the first place.
This DUNGEON CRAWL is designed for combat-capable characters of 1st to 13th level (APLs 2 through 12).
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