2006 Core Update
Another 12 months have passed and a new year is hurtling towards us. As is traditional I thought it would be cool to share with you some of the exciting stuff we have planned for 596 CY. Questions or comments can be sent to me at email@example.com.
Core Reviewer Team
To facilitate the 2006 release schedule I have dragged two old Living Greyhawk luminaries back into the campaign’s clutches. I am happy to announce that I have bestowed upon Chris Chesher (formerly of the Ket triad) and Sam Weiss (formerly of the Keoland triad) the sinister title of “Editor/Deputy Supremo.” Expect to see their malign influence on all year six core adventures.
I am also on the look-out for a “stat block monkey” to speed up the reviewing process of the vast number of stat blocks in core adventures. If this position interests you and you don’t mind not playing the core adventures you review, please email me.
I cannot yet release definitive information regarding which core adventure premieres in which month. However, I can share the general flow of releases for 2006.
In past years, Living Greyhawk has premiered a special event at Origins which is subsequently released for homeplay, however this year we trying something a bit different. Thus we have converted the Origins special event into a convention-only special event available to all conventions running in June, July, August or September. A homeplay version will be released in 2007.
Next year’s special is tentatively titled COR6-02 The Pits of Azak-Zil. It is part of the Blight on Bright Sands arc and follows on from clues found in CORS5-02 Mines of the Eye and COR5-20 Phantoms on Bright Sands.
Blight on Bright Sands
The Blight on Bright Sands arc concludes in 2006 with the final five adventures of the series. Don’t forget that while the series is pretty flexible in terms of the order in which you play individual adventures playing them in the optimum order enhances a player’s enjoyment of the arc.
For 595 CY the optimum order to play the adventures was: COR5-06 Blood on Bright Sands, COR5-08 Gateway to the Bright Sands, COR5-11 Dark Deceit on Bright Sands, COR5-17 Time’s Tide on Bright Sands and COR5-20 Phantoms on Bright Sands.
It is important that PCs playing any of the COR6- adventures have played COR5-11 Dark Deceit on Bright Sands as they will have a much better idea of what is actually going on. Most of the adventures for 2006 however can be played in any order. Obviously though all other adventures should be completed before a PC plays the two-round finale adventure – tentatively scheduled as COR6-16.
As a final I note I cannot stress how important sending in Campaign Consequences for the series is. The authors base subsequent adventures on the result of previous events as much as possible (given the release schedule). If you don’t send those results in I get to decide what happens in those adventures, and as anyone who knows me will tell you I am definitely on Rary’s side (he’s just misunderstood!)
©1995-2007 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved. Wizards is headquartered in Renton, Washington, PO Box 707, Renton, WA 98057.