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On this page you will find campaign documents, adventures, and other information about the Invisible Kings Domain of Old Coryan. The Invisible Kings responsible for Old Coryan are: You can learn more about Old Coryan by visiting the Domain's discussion group at: groups.yahoo.com/group/Old_Coryan_Talk
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When an old and bitter feud is put to rest, an uneasy peace follows. But those that travel the darker paths of Old Coryan have no use for peace; or at least prefer the cover and distraction that chaos gives. Could the fragile alliance be broken already or are there heroes that can lift a hand and hold back the tide of shadowed fiends? This LIVING ARCANIS INTRODUCTORY adventure is designed for 1st to 5th level characters (APL 1 through 5).
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A contingent of Nol Dappan dwarves has arrived in Old Coryan at the request of High Priest Matarus Virdan-Altun, to assist High Priest Enkhu Shapseti with the rebuilding of the Myrantian Ghetto. They are outsiders, worshippers of Coryani Gods, and mistrusted by the very people they are building for. Some in the Ghetto feel this is a mistake, for under foreign hands who knows what dark secrets will come to light? Indeed, some in the Ghetto feel this most strongly. Note: Characters with the cert Enmity of the Priests of Mahememnűn will find this adventure difficult, if not impossible, to complete. This is a CRAWL adventure, designed for 1st to 10th level characters (APL 2 through 9, with an APL 11 Glory Tier). This adventure was classified as a STANDARD during its premiere but has subsequently been revised to the CRAWL designation to reflect that it contains a number of difficult combat encounters.
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The Vicus Aeruscator in Old Coryan was badly damaged during the battle against the traitorous Horned King, but business must go on as usual. The Merchant's Quarter is almost completely rebuilt now, and the Demon Draft Inn is back in business. But Folan val'Mehan, the proprietor, is no longer certain Old Coryan is a good investment. Note: This module may take a little longer to run than a standard Arcanis module, depending on PC actions. Expect a six hour play time. If you are running this adventure in a convention slot then you will need to be careful to keep things moving quickly. This STANDARD adventure is designed for characters of 1st to 10th level (APLs 1 through 11, plus Glory Tier).
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A group of Black Talon Ss'ressen have come to Old Coryan. They claim to be here on a peaceful mission, one that will ensure the city's safety. But are their motives as sincere as they pretend? Besides, what could a bunch of Ss'ressen from the Sulphur Marsh possibly know about the safety of a metropolis in the heart of Coryan? Note: This adventure is a dungeon crawl, which means that it features a number of difficult combat encounters. There are role-playing opportunities in this adventure, but a party that is entirely ill-suited to the hazards of dungeon-delving will struggle. This CRAWL is designed for characters of 3rd to 15th level (APLs 3 through 15 plus a Glory Tier).
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"Wanted. Investigators for hire for a matter of some sensitivity. Just compensation offered. Contact Pomona Hastetia, at the Grain Factors Guild Office, in the Grand Coryan Docks District." What could a member of a Grain Factor's family need investigators for? And when the trail leads to Old Coryan, how dark will it become? This STANDARD adventure is designed for characters of 1st to 12th level (APLs 2 through 11).
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Mannulus val’Sheem, master of the famed Red Sword Fencing School, is now free from his oath to Marsarius Provasi. He has begun training all who meet his qualifications, whether they be Cafelan, Illonian, even Myrantian. But now one of his new Myrantian students has been murdered. It seems that peace in Old Coryan is a very tenuous thing. This STANDARD adventure is designed for characters of 1st to 12th level (APLs 2 through 11).
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A diplomatic contingent from the Elorii enclave of Entaris recently visited Grand Coryan for talks with the Emperor. Two of the delegates mysteriously vanished, having supposedly gone to Old Coryan alone. Why did they go, and what happened to them? Although official apologies for failure to protect the dignitaries have been offered and accepted, representatives of the Mother Church want to discover the truth behind their disappearance. This STANDARD adventure is designed for characters of 1st to 12th level (APLs 2 through 13).
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The art of soul-binding is an ancient one, and a powerful one. Only the finest smiths of Onara can make a soulbound weapon, which latches on to the soul of its wielder, and loses its powers if given to another. But sometimes a new owner must lay claim to such a weapon. There is a ritual that will allow such a thing, but the path to its completion will bring life to things sleeping. Part I of “The Election of the Horned King”. While it is recommended that this be played before Parts II and III, it is not necessary for the enjoyment of the story. This STANDARD adventure is designed for characters of 1st to 12th level (APLs 1 through 13).
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A murder in Old Coryan is nothing new. Someone confessing to it within the hour is. But the strange tale of the man calling himself Medis is a long and winding one, and many forces are involved in the unraveling. Part II of “The Election of the Horned King”. While it is not vital that these modules be played in order, it is recommended. This STANDARD adventure is designed for characters of 1st to 12th level (APLs 1 through 11).
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At night, haunting music flood through Old Coryan. The soft strains of the music drives men to do many things, some ecstatic, some terrifying. It is clear that this powerful music must be stopped, but first it must be found. Part III of “The Election of the Horned King”. While it is not vital that these modules be played in order, it is recommended. This STANDARD adventure is designed for characters of 1st to 12th level (APLs 1 through 11).
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