Yeomanry Scenarios

A Curious Diversion [YEO7-01]
by Matthew Crook

You have heard that the mines in the mountains are having problems with bandits, but what is that woman doing lying in the road? A one-round Yeomanry adventure for character levels 1 to 9 (APLs 2 to 6). Note: This adventure will be of particular interest to members and students of the Academy of Lore.

Skin Deep [YEO7-02]
by Kenneth Austin

Students from the University at Loftwick are disappearing without a trace. The city watch is mystified. The students are terrified. The president, in desperation, calls on a group of adventurers to get to the bottom of the mystery before another tragedy occurs. An investigative Yeomanry regional adventure for APLs 2-6. Note: This adventure will be of particular interest to members of the University at Loftwick and military characters. Militia: Yes

YEO7-03: Another Bride Another Groom?
By: Beverly Eldred

A wedding, an investigation, and a mysterious groomwhat else do you need to know?
A Yeomanry regional adventure for APLs 2-6, and Part 2 of the Brides series.
Note: Having already played Part 1 YEO5-IS1 Here Comes the Bride is recommended but not required. However, you may not play YEO5-IS1 after playing this adventure.

Militia: No

YEO7-04: Dusty Tomes
By: David Gloss, MD.

Reference materials have been stolen from the University at Loftwick. Can you help recover them without losing your head? If the clash of steel on steel is your only love, you might choose another locale.
A Yeomanry regional adventure for APLs 2-6.
Note: This adventure will be of particular interest to members of the University at Loftwick.

Militia: No

YEO7-05: Honor Among Friends
By: Jay H. Anderson

Men and women of the Yeomanry are known for always answering the call of duty. What happens when one's personal honor to one's fellow man is threatened before the completion of that duty? Can you help someone satisfy his personal honor and complete his Yeomanry duty? Or must one be sacrificed for the other?
A Yeomanry regional adventure for APLs 2-8.

Militia: Yes

YEO7-06: A Betrayal Most Foul
By: Thomas and Jessica Robichaux

The city of Loftwick goes on its day-to-day workings. Markets thrive, citizens hustle about, and children play; however, in the Tower of High Sorcery, things are missing. A master has been betrayed and the call has gone out to loyal Yeoman and any others who fight on the side of justice. Heroes should be prepared to root out an ungrateful thief and return what is not rightfully his.
A Yeomanry regional adventure for APLs 2-8.
Militia: No


YEO7-07: Dark Gate Stalkers (Two Rounds)
By: Ron Lundeen

Brave Heroes: Our town of Dark Gate is being terrorized by forces unknown. Someone or something is kidnapping residents who step outdoors after dark. Some say the ghostly Lerara Suel are to blame, ranging out at night from Slerotins Passage. The Border Guard here in Dark Gate are brave, but are stymied by these attacks. If you can help us, please hurry to Dark Gate. Spokesman Olmir.
A two-round Yeomanry regional adventure for APLs 2-12.
Militia: No

YEO7-I01: Barroom Brawl
By: G. Havard Albright, Jr.


A speculator has purchased a waterfront dive in Longspear and seeks to turn it into an adventurers bar, since adventurers always have so much extra money to toss around. An open call has gone out: a free tankard of ale to anyone who comes to tell an adventurers tale. The bar has filled with adventurers and there can only be one inevitable outcome to such an event.
A Yeomanry regional interactive for APLs 2-14.

Note: This adventure will be of particular interest to everyone who ever wanted to see where they would stand in a barroom brawl with their friends.

YEO7-S01: Guards for Hire

By: Jack Jeffers

Need a job? The Merchants Guild of Loftwick needs adventurers to serve as caravan guards to accompany caravans and merchants traveling the heart of the Yeomanry. Travel between the major towns of the Yeomanry and earn gold. Adventurers must posses their own equipment, but horses and rations will be supplied by your employer.
A Yeomanry regional adventure for APL 1.
Militia: No               
   


 
Campaign Year Seven, 597 CY