Origins 2008 Event Descriptions

Last updated 04/09/2008.



Living Arcanis
Fellowship of the White Star
Witch Hunter: Dark Providence
Legends of the Shining Jewel
Living Greyhawk
Heroes of Ribhus


Living Arcanis

LA BI 5-01 Departure of Fate

Affairs are coming to a head, and Savona lies at the heart of a new conflict. Will you stand for Cafela, or against Cafela, in the battles that ensue? Choose your side wisely, for fate is a fickle mistress at the best of times; and these are hardly the best of times.

This adventure takes place following the events of LA-HP5-02 To Peel the Veil of Lightness and Dark; it is highly recommended that you have played that event before participating in this event. This event will not be released for homeplay. As a Battle Interactive event, players are encouraged to bring characters of a more martial bent; however, as this will be largely urban conflict, more cautious or stealthy characters may also find themselves desired.

This Living Arcanis Battle Interactive is designed for characters of 3rd to 20th level (APLs 3-21). Characters of 21st level and above may not be played in this event.

LA HP 5-01 Shattering the Light

Scattered to the four winds, and disarrayed, the light is no longer there to guide and shield man from the darkness of the times.

This is an outdoors, investigative adventure, that also involves a modicum of combat. As such, players are advised to be prepared for any number of eventualities.

This Living Arcanis Hard Point adventure is designed for characters of 7th to 21st level (APLs 7-21). Characters above 21st level may not be played in this adventure.

LA HP 5-02 To Peel the Veil of Lightness and Dark

The Seers of the Tultipetans arrive unexpectedly begging for the heroes' assistance. The Blessings of Larissa are being corrupted and Emperor Calsestus appears to be at the center of this malady as does the fate of the people Cafela and the beauteous city of Savona.

This adventure follows the events of LA-HP5-01 Shattering the Light, however, they may be played out of order if desired.

This Living Arcanis Hard Point adventure is designed for characters of 7th to 20th level (APLs 7-21). Characters of 21st level and above may not be played in this scenario.

LA HP 5-03 Hero to Some, Butcher to Others

With the death of the great general, both the Loyalists and the Rebels rush to court the allegiance of the previous Defender of the Empire. Yet there was a reason why the old general retired, reasons that still hang heavy on his mind – and there is nothing more dangerous than the sins of the past made whole.

This adventure follows the events of LA-HP5-02 To Peel the Veil of Lightness and Dark, however, they may be played out of order if desired.

This Living Arcanis Hard Point adventure is designed for characters of 7th to 20th level (APLs 7-21). Characters of 21st level and above may not be played in this scenario.

LA HP 5-04 Suffer Not a Traitor to Live

The Velvet Glove of the Empire has finally been removed. Traitors to the Empire have been found hiding in the highest levels of the government and a purge is nigh. But an old patron of the heroes begs their help in rescuing these men and is ready to pay with information – information that may shape the ongoing Civil War and perhaps the fate of the Coryani Empire itself.

This adventure follows the events of LA-HP5-03 Hero to Some, Butcher to Others, however, they may be played out of order if desired.

This Living Arcanis Hard Point adventure is designed for characters of 7th to 20th level (APLs 7-21). Characters of 21st level and above may not be played in this scenario.

LA Intro 5-01 Wheels of Commerce

Altheria, nation of scholars, is both reclusive and isolated, but also an integral trading partner amongst the human nations due to its monopoly on the creation of Blast Powder, the second gift of Althares. Now, Altheria is beholden to the Seremasi Enclave of Elorii, with whom they have signed a Treaty of Protection.

This adventure was written to provide a strong introduction to the Arcanis setting, and the rules-base that is used in the campaign. While this adventure includes tiering for APLs above 1, it was written for 1st level characters, and players are encouraged to play new characters in this adventure, although they are certainly allowed to play any character that falls within the listed level range. This adventure includes pre-generated characters for players who do not have a character.

This Living Arcanis Introductory adventure is designed for characters of 1st to 7th level (APLs 1-7). Characters of 8th level and above may not be played in this scenario.

LA LARP Congress of the Nawals

The Nawals of the Yhing-Hir have, for the first time in centuries, convened a congress of all the tribes. To this event, they have invited foreign dignitaries from across Onara; it would appear that the Yhing-Hir are troubled, and must seek aid from those around them.

This event follows the events of LA-HP5-01 Shattering the Light; it is recommended you have played that adventure before participating in this event.

This Living Arcanis LARP is designed for characters of all levels (no APLs).

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Fellowship of the White Star

FWS A101 London Fires

by: Victor Long
The Society asks you to travel to London to investigate the arson of a known former safe house. At this crucial rebuilding stage, nothing is dismissed as coincidence. Has an old enemy tracked the Fellowship down? Or, perhaps a lost member is covering their tracks.

FWS A102 Snakes on a Plain

by: Peter Parker
In the high desert of Arizona, the earth is scarred deep by an ancient impact. Now, something sinister and evil sends twisted minions to gather power. Who knows what its plans are, or what it seeks in the wilderness?

FWS A103 Our First Opportunity

(Part 1 of The White Realm) by David Nadolny
The Fellowship has tasked you with a diplomatic mission normally reserved for Ambassadors or Gatherers rather than Hunters, but with membership numbers so small, you must step up to perform the task. A D20 event designed for low-level characters set in the Fellowship of the White Star campaign of Earth, 1905.

FWS A104 Tears Beneath the Mask

by: Jennifer Middleton
As the White Star continues to re-establish itself, you are asked to escort a Gatherer to his new post in Japan. Along the way, tales of days gone by resurface and that's not all. When a face from the past greets you, will you defend the honor of the Fellowship? Or will the enemies hunting all good qabal members get one step closer to realizing their goals? A D20 event designed for low-level characters set in the Fellowship of the White Star campaign of Earth, 1905. Part one of the Heritage series. Written by Jennifer Middleton with special advice from Cait Davis

FWS A105 The Living Rock

by: Victor Long
In the Land Down Under, a search for a powerful Amulet leads scientists and Fellowship members on a discovery of life. There are more creatures in the ocean than on land, and more secrets. And one is just as dangerous as the other.

FWS A106 Crypt of Deception

(Part 2 of The White Realm) by David Nadolny
The Tsar of Russia wants to meet with the heroes. Could it be a trap or does he really need their help? This could be a great opportunity for the Fellowship. A D20 event designed for low-level characters set in the Fellowship of the White Star campaign of Earth, 1905.

FWS A107 The Village

(Part 3 of The White Realm) by David Nadolny
Rasputin is on the move and the Russian winter is approaching. Can the heroes trace his steps and put right the evil works that he is planning or will his plots be allowed to fester under a blanket of snow for the long Russian winter? A D20 event designed for low-level characters set in the Fellowship of the White Star campaign of Earth, 1905.

FWS A108 Family Matters

by: Victor Long
The Fellowship asks you to contact an old Librarian and try to bring him back into the group. But finding him after all this time proves to be more difficult than anticipated. If you can't find him, will his research be enough?

FWS A109 The Rock

by David Nadolny
A series of unexplained deaths on Gibraltar has been brought to the attention of the Fellowship. With the Queen of England visiting soon, you are tasked with investigation the deaths and seeing if there is any danger for the Queen.

FWS A110 Ghosts of the Shaitani

by: Paul Dorothy & Victor Long
Lion attacks in Africa aren't usually cause for alarm, but when specific lions are recognized by a specific hunter, a specific organization takes interest. Be prepared to leave the comforts of western civilization and trek deep into the wilds of East Africa.

FWS A111 The Hunt at Stella Point (Premier)

by: Paul Dorothy & Victor Long
Assassins have come to Africa. Tribesman have banded together and tried to enact their own retribution, but the killers have fled to sacred ground. The Fellowship is asking you to assist in finding the killers and retrieving the sacred items they have stolen. A D20 event designed for any-level characters set in the Fellowship of the White Star campaign of Earth, 1905.

FWS B101 Greased Lightning

by: Victor Long
The Fellowship has summoned you to Detroit, Michigan to recover the worldly possessions of some murder victims. Can this task be as straightforward as it seems?

FWS B102 Thunderbirds! (Premier)

by: David Nadolny
Tales of bird monsters larger than a man have been told for hundreds of years so why has the Fellowship dispatched you to investigate a rash of sightings in rural Arizona? A D20 event designed for low-level characters set in the Fellowship of the White Star campaign of Earth, 1905. Written by David Nadolny with thanks to Peter Parker for Winslow detail.

FWS B103 Family Secrets

by Victor Long
When vandalism turns to murder, most people look to the police for help. When the culprit is the walking remains of the dead, only the agents of the Fellowship of the White Star can handle the problem.

FWS I101 Web of Lies (Intro)

by: Victor Long
In Richmond, Virginia an old florist is found murdered. There are witnesses and plenty of evidence to convict the accused. So, why does the police chief want the case dropped? Why does the family want the investigation halted? This event is intended for detective and reporter style characters. A D20 event designed to introduce players and characters to the Fellowship of the White Star campaign of Earth, 1905.

FWS I102 Little Girl Lost (Intro - Premier)

by: JD Hanna & Peter Parker
A distraught father reaches out to a friend of the family to locate his missing daughter and her governess. A D20 event designed to introduce players and characters to the Fellowship of the White Star campaign of Earth, 1905.

 

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Witch Hunter: Dark Providence

WH:DP 1-12 Cold Snap

New Amsterdam, October, 1689. The autumn weather is pleasantly warm...so why are families freezing to death in their homes? The Rattle Watch wants to know, and so do the Witch Hunters. Is a minion of the Adversary stalking the streets of New Amsterdam, or is there a more complex tale to unravel?

WH:DP 1-13 The Smell of Fear

A plague of madness is spreading through the streets of New Amsterdam. The Witch Hunters arrive to learn that they are expected, and must find a way to stop the insanity before it consumes the entire town.

WH:DP 1-14 Graven Images

In the fall of 1689, your sleep is providing no rest and once again your dreams are fitful. Why does a woman with a crushed skull reach out to you, and why does the scene remind you of somewhere you have been before?

WH:DP 1-15 Fair Trade

San Agustin, a coastal town in the middle of pirate waters, has gone unscathed for years. As a result, it has become the center for pirate-hunting for the Spanish in the New World. The pirate attacks stopped 20 years ago; the very day San Agustin was the target of a massive pirate attack. Those pirates were never seen again and the town survived. So, why are the Witch Hunters called here? Late fall 1689, is time for next chapter in the history of the bustling town to begin, and the authors are the Witch Hunters.

WH:DP 1-16 Boarding Party

Portuguese merchant ships are disappearing. England has sent word to the Lieutenant Governor of Jamaica that he needs to put a stop to the pirates targeting the Portuguese or a Man-o-war will be on his door step within a month. This has lead Henry Morgan to wonder where those that helped him in the spring are today. The Invisible World has heard his plea. A group of Witch Hunters have been brought to the island of Jamaica this December of 1689.

WH:DP 2-01 (Intro) Dead Stop

An ordinary voyage takes a grim and unexpected turn, leaving a small group of Witch Hunters to face a mysterious, unseen enemy with only their wits, faith, and courage. Lives hang in the balance, and perhaps more than mere lives. A Witch Hunter: Dark Providence™ Campaign introductory adventure.

WH:DP 2-02 Search for Innocence

Febrary 1690: Innocents are lost in the village of Nouveau Orleans when things go awry. Someone critical must be found, but with such chaos happening, how can you find anyone or anything. And who is behind the dark happenings in town, and why are so many people from Port Royale here? The price for failure has never been higher, for the entire village of Nouveau Orleans may fall if the adversary succeeds. But with great risk comes great opportunity, for should you succeed, the Adversary will be struck a great blow. This event must be played before Death of Innocence.

WH:DP 2-03 Death of Innocence

Cultists have formed their own settlement in the new world. Left to their own devices, there's no telling what horrid rituals they may perform. Your challenge is to infiltrate the settlement, determine what they are doing, stop it, and shut down the village. If you fail, there will be Hell to pay. If you succeed, well, virtue is its own reward. Can you stay your hand long enough to eliminate this great threat? This event is best played after Search for Innocence, and you cannot go back and play Search for Innocence after playing this event.

WH:DP LARP Celebration of Innocence

Febrary, 1690: The Duchess of Orleans is throwing a party on the eve of Lent. The party takes place in the new village of Nouveaux Orleans, in the southern swampy areas of New France known as la Louisiane. Though far from the European court, the Duchess is known for her extravagant behavior and antics, and the party is liable to be a wild one. Guests have been asked to wear masks, so they may frolic without guilt or fear of recognition. However, this many witch hunters under one roof cannot be a good thing. Can you stop whatever insidious plan the Adversary has planned? One this is sure, with such good food here, this evening will be a splendid Fat Tuesday, or as the French say, Mardi Gras!

 

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Legends of the Shining Jewel

LSJ A Fists of Fury

by David Samuels. Reports are coming in of people in the city being attacked for no reason.  So far you've been lucky, in that you haven't been a victim.  Will your luck hold out and prevent you from being a victim? Do you think that you have what it takes to do what the Diamond Legion can't and catch those responsible?  A one round Legends of the Shining Jewel module for heroes of levels 1-11.

LSJ B Withering

by Dawn and Chris Reed. Feathers are withering like the troops in a deadly battle. Of possible interest to followers of the elemental deities and sky elves. Sky elves play at your own peril. This module is a sequel to All Broke Up.  A one round Legends of the Shining Jewel module for heroes of levels 2-12.

LSJ C Inner Demons

by Jay Fisher. For a long time Amthydor has been a demon-free community.  Perhaps it was because the Shrine of Dymora had been looking after the city.  Or maybe there were other reasons.  But now, demons have been spotted in the city, and their rate of appearances have been increasing as time goes on.  Can the brave heroes of the city figure out why this is happening and put a stop to it?  A one round Legends of the Shining Jewel module for heroes of levels 4-12.

LSJ INT Divine Favors

by the LSJ Plots Team.  The time has finally come!  The election of the new Patriarch (or Matriarch) of Amthydor's Quorum of Faith is at hand!  Which of the six candidates will be elected, and how will this affect the fate of the Shining Jewel?  YOU, the players, will decide!  A non-combat interactive for heroes of all levels, featuring the most EXPLOSIVE ending of any LSJ event to date (and that includes the draconic lich)! NOTE: In addition to the election, one new deity, chosen by popular vote, will gain a legal shrine in Amthydor and join the Quorum of Faith!  AN ORIGINS 2008 EXCLUSIVE EVENT!

 

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Living Greyhawk

TBD

 

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Heroes of Ribhus

Heroes of Ribhus: C109A - A Dirty Job

While visiting Kyrinn, the fabled city of Brass, the Heroes find themselves helping the city officials out of a difficult situation: something foul is happening in the city sewers. Also, there have been attacks on the citizens and the two problems appear to be linked in some way. This is a one-round Heroes of Ribhus event. Beginners welcome. Character creation guidelines can be found at http://www.ribhus.com

Heroes of Ribhus: C125E - Crossfire

by Burt Smith Defending a merchant's caravan results in a reward and the offer of a simple, well-paying job defending his establishment. Too bad those simple jobs rarely work out that way. This is a one-round Heroes of Ribhus event. Beginners welcome. Character creation guidelines can be found at http://www.ribhus.com

Heroes of Ribhus: C127B Challenge of the Wizards (Intro)

by Christopher Ravlin Out in the far reaches of the Ribhian heartland lays the vast Ezmarazian Desert. Each year, a small group of wizards create a race wherein a hand-selected team competes against other team in a race for a prize.
This year you have been selected for a team. Can you win or will you suffer defeat or worse in the Challenge of the Wizards! This event is designed for Heroes of Ribhus character of level 1-4. This is a perfect adventure for newcomers to the campaign. Character creation rules and information about the Heroes of Ribhus campaign can be found at: http://www.ribhus.com.

Heroes of Ribhus: C139I - Tontine

by Christopher Ravlin While passing the time between adventures, the Heroes of Ribhus are approached on what they are told is a simple mission: find a missing person. This simple task turn into a web of intrigue connecting the missing person's past to his current predicament. Will the Heroes find the missing man and survive his past? Beginners welcome. Character creation guidelines can be found at http://www.ribhus.com

 

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Copyright Maryrita Steinhour, 2008.