On this page you will find download links for all of the adventures (anchor points, hard points, and soft points) from Campaign Year 4. These adventures take place in 1028 I.C. (for Soft Points and Anchor Points) and 1029 I.C. (for Hard Points). Year Four comprises six (6) Hard Points, two (2) Anchor Points, and twenty-one (21) Soft Points.
You will note that several of the adventures on this page bear the label "NOT CURRENTLY AVAILABLE FOR GENERAL PLAY." These are adventures that had their 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 man must be sacrificed now and again To provide for the next generation of men. --Amy Lowell
What begins as a rescue mission for your patron quickly becomes much more crucial as the stars begin to align and Larissa's Web of Fate draws disparate forces together for a bloody confrontation that can only end in final death.
Note: As the culmination of the Year 4 Hard Point Series, it is recommended that you play all the prior Year 4 Hard Points (not including LA-HP4-04 Visions of Lives Past) before playing this adventure. The story of this scenario draws upon events that reach all the way back to the beginning of the campaign, so if you have never played the Year 1 Hard Points, you might want to consider going through The Year of Ill-Harvest print product before playing this adventure (although doing so is not required). This adventure contains several extremely challenging combat encounters, so it is highly recommended that you play down if the party is not prepared to handle very difficult battles.
This STANDARD adventure is designed for characters of 6th to 20th level (APLs 7 – 21). This is a two-round continuous-play adventure. Please be sure to allow for at least 8 hours in order to finish this scenario.
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The province of Balantica has long been an integral part of the Coryani Empire. Known as the "Breadbasket of the Empire," its seemingly inexhaustible food stores are being threatened by contaminated food supplies and strange disappearances in the city. The search to uncover this plot will take you from squalor to opulence until finally the rotting cancer that lies at the heart of this verdant paradise is revealed.
This STANDARD adventure is designed for characters of 6th to 20th level (APLs 7 to 21).
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The fourth Hard Point of Year 4 was originally scheduled to premiere at Origins 2007 but had to be moved due to time constraints. This scenario is entitled Visions of Lives Past and is not directly connected to HP4-05 or HP4-06, so it is safe for players to go ahead and play the other Year 4 Hard Points without worrying about spoilers for HP4-04. This adventure is expected to be available in late 2007 or early 2008. It is a two-round continuous-play adventure that will be of particular interest to Elorii (although it is not required to have an Elorii character at the table).
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The twenty-first Soft Point of Year 4 is the home-play adaptation of the Origins 2006 Battle Interactive, "Catechism" by M. Sean Molley and Henry Lopez with additional material by Andrew Garbade and Derrel J. Weaver. This adventure rightfully takes place between LA-HP4-03 and LA-HP4-04, but it is not, strictly speaking, a Hard Point. However, characters are strongly encouraged to play HP4-01 through HP4-03 before playing this adventure, as "Catechism" contains one major spoiler for those adventures.
This is a two-round continuous-play BATTLE INTERACTIVE for characters of 1st through 18th level (APLs 2-17).
There is a special mission associated with this adventure that is intended to be run for GMs who judged the original BI at Origins 2006, as well as any GM who eats the home-play version to run it for others. Those GMs obviously cannot play the main BI, but they can play the special mission. More information about this special mission and how to organize it will be included with the home-play version of the BI.
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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.
This is a STANDARD adventure, designed for 6th to 16th level characters (APLs 7 through 15).
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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. LA-HP4-02 is a direct continuation of LA-HP4-01 and begins immediately after that adventure ends. The best way to treat these adventures is to consider HP4-01 and HP4-02 "round 1" and "round 2" of a single adventure, with HP4-03 able to be played later (there is a gap between the end of HP4-02 and the beginning of HP4-03 that allows for other adventures to come between).
This is a STANDARD adventure, designed for 6th to 16th level characters (APL 7 through 15).
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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.
This is a STANDARD adventure, designed for 6th to 16th level characters (APLs 7 through 15).
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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.
This STANDARD adventure is designed for 1st to 16th level characters (APL 2 through 15).
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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 façade 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 STANDARD adventure is designed for 1st to 14th level characters (APL 2 through 13).
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LA-SP4-20 is the home-play release of the DUNGEON DELVE "Into the Lavender Way" by Derrel J. Weaver and M. Sean Molley. This is a one-round adventure that combines elements of exploration and very intense combat. This adventure is still being revised, but it is expected to be available for home play.
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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.
This STANDARD adventure is designed for characters of 1st to 10th level (APLs 2 through 9).
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A rash of mysterious disappearances in the Undir Ghetto of Plexus has its citizens on edge. All leads point towards the Western Lands where an ancient enemy lurks in the mists. Can you discover the truth and put a stop to these evil machinations before more innocent lives are lost?
This adventure might be of interest to Kio, Undir, and other characters with ties to the Western Lands. This adventure is a prequel of sorts to one of the plotlines for the Invisible Kings Domain of Metra. As such, player characters who intend to make their homes or spend a significant amount of time in Metra might wish to participate in this adventure. Characters who are residents of Plexus might also find this adventure interesting as it begins in that city. However, there is no requirement for any such characters to be at the table for the adventure to succeed.
Note: This adventure is billed as a two-round event because it contains a great deal of roleplaying and investigation. You should allow at least six hours of play time to fully experience the adventure. However, it contains the same amount of combat as a typical one-round LIVING ARCANIS adventure and so the TU cost and rewards are the standard values for a one-round module.
This TWO-ROUND STANDARD adventure is designed for characters of 1st to 14th level (APLs 2 through 13).
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In the capital city of Naeraanth, the nephew of a Milandisian 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?
This STANDARD adventure is designed for characters of 1st to 16th level (APLs 2 through 15).
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This is the culmination of the "Weekend in Freeport" series by James Zwiers. It will be released for home play.
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This is a combat-intensive DUNGEON CRAWL that is an optional chapter (Part 3) in the four-part "Weekend in Freeport" series. This adventure helps explain some of the other events that take place in this series but playing it is not required to enjoy the rest of the series. It is being revised for home play.
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This is Part 2 of the four-part "Weekend in Freeport" series by James Zwiers. It will be released for home play.
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This adventure is a loose sequel to the Year 3 Soft Point "Soaked" by Dale Friesen and M. Sean Molley. It will be of interest to characters who played the previous adventure, but playing that adventure is not required. T'Giri, expatriate of Altheria and now shipwright of Freeport, needs a favor. This is a one-round adventure for characters of 6th to 20th level (APLs 7-19 with an APL 21 Glory Tier).
This adventure has never premiered, is not currently available for home play, and is still being rewritten. It is expected to be released in the first half of 2008.
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The tears of a thousand years have salted the seas; tears shed in pain, tears shed in love, and tears shed in the remembrance of an ancient terror. Now that terror stalks the land and the seas again.
A hopeless expedition 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 already stained scarlet?
Note: This adventure combines elements of wilderness and urban adventuring, and it would be helpful if the party contains characters who are adept in both environments. It is recommended that the GM have access to the Freeport: The City of Adventure sourcebook from Green Ronin Publishing, but that book is not required to run this adventure.
This CRAWL adventure is designed for characters of 1st to 12th level (APLs 2 through 11).
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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 characters, particularly Suromari and Warders, are strongly encouraged to play those characters in this adventure. However, it is not mandatory that the table have any Elorii for the adventure to proceed.
This STANDARD adventure is designed for characters of 1st to 16th level (APLs 2-15).
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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 of Elorii PCs are encouraged, but not required, to play those PCs in this scenario.
This STANDARD adventure is designed for characters of 1st to 14th level (APLs 2 through 13).
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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.)
This is a STANDARD adventure, designed for 1st to 8th level characters (APL 1, 2, 3, 5, and 7).
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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.
This is a STANDARD adventure, designed for characters of 4th to 16th level (APLs 5 through 15).
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The situation in Enpebyn is far more complex than it first appeared. Together with your fellow heroes, you must continue your investigation and unravel the full mystery of the missing citizens before it is too late.
This story is Part Two of the Forges of Mystery trilogy. The adventures in this series should be played in order. Players are strongly encouraged to play LA-SP4-06 Blood of Innocence before playing this adventure.
Note: A copy of the Expanded Psionics Handbook is required to run this adventure.
This STANDARD adventure is designed for characters of all levels (APL 2 through 15).
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Against the backdrop of a looming civil war that threatens to rip the Coryani Empire apart, there are great armies in motion across the face of Onara. History's determination of who will be hailed as a conqueror and who will be vilified as a traitor has yet to be made. However, not all the victims of a war are soliders, and not every line of battle is drawn out in the open. Children have begun to disappear in the city of 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, for the blood of innocence knows nothing of religion or politics.
This adventure is Part One of the Forges of Mystery series. Players should make every effort to play the parts of this series in order. It is recommended, but by no means required, that players have taken part in LA-AP3-01 Sibling Rivalry and LA-SP3-02 To Drink Poison From Gold before playing this adventure.
This STANDARD adventure is designed for characters of all levels (APL 2 through 15).
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*** THIS ADVENTURE IS NOT CURRENTLY AVAILABLE FOR GENERAL PLAY ***
One by one the women of Red Lantern Street are dying, brutally murdered. As the Mother Church and Marsarius Provasi race to discover the culprits, tensions in Old Coryan continue to build towards all-out insurrection. When politics, prejudice, and murder mix, can anything avert total chaos?
It is strongly recommended, but not absolutely required, that players have taken part in the scenarios LA-SP3-12 Virtue’s Crypt, LA-SP3-14 Lusting Leeward, and LA-SP3-19 Perchance to Dream before participating in this adventure.
This STANDARD adventure is designed for characters of 4th to 14th level (APLs 5 through 13).
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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.
This STANDARD adventure is designed for 6th to 16th level characters (APL 7 through 15).
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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 secrets that have been hidden for thousands of years – and that some would kill to keep hidden for thousands more.
This adventure is a direct sequel to LA-SP3-18 Emergence of the Spurned. Players are very strongly encouraged, but not absolutely required, to play these scenarios in order.
This STANDARD adventure is designed for 1st to 14th level characters (APL 2 through 13). (Warning: We have gotten feedback from some players to indicate that this adventure might better be classified as a CRAWL than as a STANDARD, so players should take that into consideration and think about playing down if the table is not combat-strong.)
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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; LA-AP3-02 A House Divided was Part 1.
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.
This STANDARD adventure is designed for 3rd to 15th level characters (APL 4 through 14).
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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 STANDARD adventure is designed for 4th to 14th level characters (APL 5 through 13).
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