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970 - Living Divine Adventure (Slot 9)


$8.00

Come play in a Living Divine 5E Adventure. Adventures rotate each slot throughout the show (progressing in order by INTRO or CORE). Sunday is INTRO1-10S Two Round special.

Living Divine



You will need a valid Living Divine character to play this event. The rules for the campaign can be found at http://www.viceandvillainy.org/LivingDivine/



INTRO1-1 The Fire Within: Every so often, an immortal is born among us. Inevitably, they lead great armies, rule vast empires, and shape the world around them. The divine spark burns within you, and now is the time of your story. Or at least, it will be, if you can get out of this backwater village. A Campaign Introductory Adventure for character levels 1-3.



INTRO1-2 A Help From My Little Friends: You have drawn the attention of the local villagers. With that attention comes both their worship and their problems. When the village's very survival is threatened, it is up to you to take care of them. But what do you do when their enemy isn't really the enemy? A Campaign Introductory Adventure for character levels 1-3.



INTRO1-3 The Rarest Bloom: Once more, your reputation as a god has brought the people to you in need. The wisest villager in Longhill has gone missing, and the others don’t have anywhere else to turn. Can you help him out of a sticky situation, and finish his work for him? A Campaign Introductory Adventure for character levels 1-3.



INTRO1-4 Outside Looking In: You've left the rural farms and villages behind, and made your way to Northvale, the jewel of the Agris Valley. The Church of Light doesn't want anything to do with you, so they send you off on a fool's errand. But is it really just the tip of an iceberg? A Campaign Introductory Adventure for character levels 1-3.



INTRO1-5 Knee Deep: An unruly neighbor is causing trouble for the village of Deep Marsh. The Church of Light would like you to investigate and sort out the problem. No one expects you to return, but that's only half of it. Can you get to the bottom of things, before it spills out into the world? A Campaign Introductory Adventure for character levels 1-3.



INTRO1-6 Every Day Above Ground: A tattered old scroll goes missing, and everyone is too busy to track it down. When you do, it’s clear that not the scroll, but rather the ancient ruins it described, is the real goal. Can you reach the heart of the matter, before the enemy does? A Campaign Introductory Adventure for character levels 1-3.



INTRO1-7 Another Rainy Day in Wood's Edge: The crack of thunder, the flash of lightning, the rush of wind through the trees. An immortal tempest has beset the village of Wood's End. Can you survive her wrath, or will you fall victim to the eye of the storm? A Campaign Introductory Adventure for character levels 1-3.



INTRO1-8 No Stone Unsung: Deep in the wilds of the valley lies a circle of stone monoliths. The wind between the ancient stones sometimes becomes whispers of prophecy and fortune. Visiting the oracle has become a rite of passage for immortals in the Agris Valley. Will you hear words of wisdom, or return home empty-handed? A Campaign Introductory Adventure for character levels 1-3.



INTRO1-9 A Day in the Life of a Deity: An entire city of the valley has gone silent, and something is obviously amiss. An entire city of the valley has gone silent, and something is obviously amiss. An entire city of the valley has gone silent, and something is obviously amiss. A Campaign Introductory Adventure for character levels 1-3.



INTRO1-10S As He Lay Dying: A mysterious invader has stormed his way into the Agris Valley. The Guardian has rallied you and the other immortals of the valley to the field of battle, to protect your homeland. In the end, nothing will be the same. A two-round Special Campaign Introductory Adventure for character levels 1-3, and the finale of the Introductory series.



CORE2-1 Fiends with Benefits: Your search for answers has led you to Heig Lilorean, a place that was crushed by the same Dark Lord that destroyed your past. The city is held captive by the tyranny of vicious devils, but perhaps you can find an ally within its walls. A Core Adventure for character levels 1-10, and part 1 of the Silent City series.



CORE2-2 Keep Your Fiends Close: The demon-lords of Heig Lilorean are tearing the town apart looking for you, and the resistance is getting nervous. It’s up to you to regain the advantage… but in the process, you may learn exactly what they are hiding. A Core Adventure for character levels 1-10, and part 2 of the Silent City series.



CORE2-3 Fiends in Low Places: Desperate to learn the secret of the demon-lords, you assault the Silent Citadel itself. What you find beneath its halls may change everything. Will it be for the better? A Core Adventure for character levels 1-10, and part 3 of the Silent City series.



CORE2-4 A Fiend in Need: It is time to bring Heig Lilorean’s resistance movements together, and break the chains that bind them. A traitor, however, could ruin everything. Can you unmask him, before time runs out? A Core Adventure for character levels 1-10, and part 4 of the Silent City series.



CORE2-5 With Fiends Like These: You have learned of a portal within Heig Lilorean - the link between the demon-lords that rule the land, and the dark lord that commands them. If you can disrupt it, the resistance will have an advantage. But are you prepared to deal with the cost? A Core Adventure for character levels 1-10, and part 5 of the Silent City series.



CORE2-6S A Fiend ‘til the End: The time has come – the mortals of Heig Lilorean flock to your banners. Can you overthrow the last of their demon-lord oppressors, and restore peace to the realm? A Special Core Adventure for character levels 1-10, and the finale of the Silent City series.
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This product was added to our catalog on Sunday 03 December, 2017.



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