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683 adventures found
Cover of WS1.5 The Pearl of Madness
WS1.5 The Pearl of Madness
AD&D
Levels 1–3
10 pages
0

The Pearl of Madness is a companion adventure made to go along with the events unfolding prior to the core adventure founding Folio #14 (WS1 ). It contains the information needed to run a side adventure that will help characters gain a degree of experience before setting out into the interior of the Isle of Jade. Thunder booms on the north of the isle and a dark rain falls on the inland swamps prompting the village chief to deny the characters canoes for their journey for another day. This respite offers the characters a chance to participate in a village tradition, the pearl dive. With whispers of great wealth at the bottom of a secluded cove, the players prepare for a dive that will provide more than the mundane. When the Isle of Jade begins to rumble, the islanders cancel the player's expedition to the inland. However, it is still a beautiful day for a pearl dive. Can the players find fortune in the tranquil waters of a hidden cove, or does something more sinister lurk there? This adventure is formatted to both 1E & 5E gaming rules.

Cover of WG4 The Forgotten Temple of Tharizdun
WG4 The Forgotten Temple of Tharizdun
AD&D
Levels 5–10
32 pages
0

A combination wilderness/dungeon module, first searching for then exploring the temple of Tharizdun. Tharizdun is long gone from the place, so there's no epic final fight. Rather, a mysterious Black Cyst waits at the bottom of the dungeon. The encounter with it is almost scripted, having no hazard except for careless/foolish players. Contains several monsters from the Fiend Folio. Loosely follows Lost Caverns of Tsojcanth. TSR 9065

Cover of The White Boar of Kilfay
The White Boar of Kilfay
AD&D
Levels 3–7
16 pages
0

A dangerous beast - but one with a mission. Even the gods slip up now and then, but few dare remind them of it. Ri Conn's son was killed by the white boar of Kilfay, and he has passed sentence of death upon it! What starts as a hunting expedition for the PCs ends up being a grand adventure through the forest. Several interesting set pieces on the path of the boar's rampage are included in the adventure. The path of destruction leads through a goblin camp and ends in the tower of a now-dead mage (which still holds the target of the boar's ire, a mutated bulette that the mage bred). Will the party help the boar kill the bulette mutation, or let it free? Pgs. 32-47

Cover of F15 - Caverns of the Dorgel Mountains
F15 - Caverns of the Dorgel Mountains
AD&D
Levels 7–9
29 pages
0

Caverns of the Dorgel Mountains is/was the finale in Filbar series. It features Lexicon Meridius the Ancient Red Dragon and scourge of the Dwarf Lords (F4 & F5). This large adventure represents how I look at the difficulty of taking on the deadliest dragon of the Prime Material plane. Will your party return to the Halls of the Dwarf Lords to help aid them one more time?

Cover of A1 Slave Pits of the Undercity
A1 Slave Pits of the Undercity
AD&D
Levels 4–7
24 pages
0

It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again! First part of Scourge of the Slave Lords (A1–4) TSR 9039

Cover of In the Abyss
In the Abyss
AD&D
Levels 8–10
32 pages
0

Looking for a little extra jink and maybe some excitement? It seems the Doomguard lost track of their coveted ship of chaos. It's flying about the abyss, driving the local tanar'ri even more barmy than they already are. Several factions want to get their hands on the Doomguard's stake, so there's bound to be a few job offers for bloods looking for a little action. Every sod's got a tale to tell about the abyss—it's the sinkhole of the multiverse, after all, peopled with every kind of scum a body can imagine and a few he can't. Never been there? Well, there's no time like the present. *** "In the Abyss" is a Planescape adventure for a party of four to six characters of levels 8 to 10. A simple errand to salvage the lost ship of chaos allows the player characters their first opportunity to explore the most notorious plane of them all. Of course, complications are as inevitable as the tanar'ri! The Planescape Campaign Setting and Planes of Chaos boxed sets, as well as the Planescape Monstrous Compendium Appendix, are required to run this adventure. TSR 2605

Cover of Blood On the Plow
Blood On the Plow
AD&D
Levels 4–6
3 pages
0

Beat your swords into plowshares. "Blood on the Plow" is an "interlude" adventure for a small party. It can be inserted into virtually any campaign world where agriculture is a common way of peasant life, at any time during the late summer months. A small side track adventure for adventures in the country side. A string of accidents have prevented a poor farming couple from harvesting their wheat crop. A party of adventurers could help bring in the crop with a week of hard labour. By the time they finish they'll discover the previous accidents were more than just bad luck. Pgs. 32-33 & 59

Cover of Jigsaw
Jigsaw
AD&D
Levels 4–6
20 pages
0

The legacy of Dr. Frankenstein lives on as the handiwork of a rash young scientist responds in an unexpected manner. An angry lover and an evil monster. The party must stop this monster before he kills the young lovers.

Cover of FT - Earldom of Curwood
FT - Earldom of Curwood
AD&D
Levels 1–6
15 pages
0

FT – Earldom of Curwood is a companion to Filbar offering FQ8 – Uprising of the Undead! This supplement gives an overview of one of the major cities in the Duchy of Bast and is the starting place for FQ8. The community is known for its diverse economic structure and makes for a nice respite for weary adventures!

Cover of Eye of Myrkul
Eye of Myrkul
AD&D
Levels 6–8
22 pages
0

Retrieve the bones of a dracolich to save the life of a paladin. The epic conclusion of the Mere of Dead Men series. Set in the Mere of Dead Men region of the Forgotten Realms.

Cover of Beauty Corrupt
Beauty Corrupt
AD&D
Levels 4–5
12 pages
0

Silent alarm. Who put the dip in diplomat? A small costal town is being attacked by witch's and its up to the party to put a stop to them. Pgs. 58-69

Cover of Jammin'
Jammin'
AD&D
Any Level
9 pages
0

From the magazine: "A rotting ship holds the secrets of all the universe, but its crew wants you only for the 'fuel' you carry." This scenario is useful for launching players into a Spelljammer campaign. The players are tasked with investigating a derelict ship that fell from the sky. The ship is captained by a spectre and crewed by a host of undead enemies. Clearing the ship gives the players the possibility of a Spelljammer ship as well as access to several wheel-lock pistols and ammunition (the biggest treasure from the adventure). The adventure takes place in the Forgotten Realms setting, though it may be easily altered to fit any other campaign world. Module LC1 Gateway to Ravens Bluff, The Living City, would be helpful, as the city of Ravens Bluff is suggested as the PCs' starting point for this adventure. Any other city can be substituted without difficulty. Pgs. 29-37

Cover of Pyramid of Light
Pyramid of Light
AD&D
Any Level
8 pages
0

This adventure was originally designed as an AD&D scenario and run at GenCon XIV Convention. However, due to copyright reasons, it was published in "Adventure Gaming" as a generic adventure, suitable for any fantasy RPG. Your homeland, the small, but happy and prosperous country of Bel-Vedere, has been attacked by insidious black sorcery. All of the country's wise men and mages have failed to block the attack, which has taken the form of mass confusion, fear, and frightening illusions. After studying ancient manuscripts, the mages determined that Bel-Vedere's only salvation lay in their obtaining an artifact called the "Pyramid of Light". A plea for adventurers to undertake the quest to locate this artifact was issued, and you ten were chosen from those responding. A torn parchment, found with the manuscript which told of the Pyramid, bears a map to the temple, which is the legendary home of the artifact. The parchment also contained the enigmatic phrase "Three keys only will open the door to enlightenment". Equipped by the mages, your party has followed the ancient map for 20 days, through the southern wastelands, stopping at the oases marked. Mid-morning of the 21st day, you come upon a huge, pyramid-shaped structure nestled between sand dunes. Approaching it slowly, your adventure begins...

Cover of Things That Go Bump in the Night
Things That Go Bump in the Night
AD&D
Levels 3–6
22 pages
0

Giants and ghost trees and foul undead beasties... What happens when elves, giants, and a mysterious witch all decide only you can settle their troubles. Strange new tree species! A hobgoblin fort! Unexplained noises during the day and different noises at night! Investigate and explore the Bretonwood to get to the bottom of its problems. The adventure provides an overland open-world style map of the Bretonwood which the players are encouraged to explore. Many set and random encounters are provided. There are opportunities for combat in this area, but players should be ready to handle some problems out of combat to get the most satisfying experience. Pgs. 22-43

Cover of Mountain Sanctuary
Mountain Sanctuary
AD&D
Levels 1–3
6 pages
0

It's the little things that count. Obnoxious little problems can easily become obnoxious big ones. Although designed as a companion to "Grakhirt's Lari" (which appeared in issue#1), a copy of that module is not required to enjoy this one. Pgs. 3-8

Cover of When Black Roses Bloom
When Black Roses Bloom
AD&D
Levels 4–6
64 pages
0

The nightbound realm of Sithicus is dying! The grey forested crags scarred by jagged rifts echo with the laments of the dying elven nation. But the lord of the land sits uncaring on his blackened throne in the charred castle of Negragaard, lost in ancient memories. Through his passion and hatred the nightmare haunted death knight, Lord Soth, permitted catastrophe to befall his native world of Krynn. Now trapped in the Realm of Terror, Soth has once more brough calamity to his home. Abandoning rule of his twisted realm of Sithicus, Lord Soth has retreated to a still more distorted domain: the mad fantasies of his own history. To save the land and themselves, the heroes must venture into banshee-haunted Nedragaard Keep, and there into the warped mindscapes of a tormented darklord. TSR 9476

Cover of Easy Money
Easy Money
AD&D
Levels 4–6
6 pages
0

Jack Mooney owner of the "Jack Mooney & Sons" Circus. Wants to hire the PCs to capture a great cave bear with a brilliant golden coat.

Melody
AD&D
Levels 6–8
6 pages
0

While traveling a mountainous road, the party hears a "song, echoing faintly through the hills around you--a single, achingly beautiful feminine voice that burns its sorrow straight into your gut. The words are Elvish, but you don't have to speak that language to understand the sense of loss and heartache that fills every note." --from the adventure. Includes map of the tower.

Cover of FQ3 - Outpost of the Humanoids
FQ3 - Outpost of the Humanoids
AD&D
Levels 2–4
23 pages
0

FQ3- Outpost of the Humanoids is the third adventure for the Filbar Quest Series. As you make your way to a meeting with the Baron of the Knolls you come across a roadside inn and a pair of old adventurers that have a small task for you near some old abandoned ruins. Sounds easy enough right? For some reason it never is easy, especially in Filbar!

Cover of FT - Antioch - Kingdom of Nirack
FT - Antioch - Kingdom of Nirack
AD&D
Levels 1–7
16 pages
0

Welcome to the Port City of Antioch! This sprawling community is the seat of power for the Kingdom of Nirack and has more than a few sights to see! This setting was created for a desert (fore coming) series and was used as a base of operations for the adventurers. Many strange sights await those wishing to visit the area. Note in the player testing version there was a language barrier until a Dwarven slave was located to translate for the party! This is of course optional. Welcome to the exotic world on the southern shores of the Newmack Sea!