For those seeking high level adventure in the dead lands of the Adurite Empire the trail leads through Qualtorian’s Gap. This area was once a breadbasket of agricultural success that fed a great deal of the empire. Qualtorian, a retired general, knew that the best friend to an army was its filled stomach. After leaving the military he set to creating vast wheat fields and arbors for food and drink needs. Decades after his death and the fall of the empire this land is teaming with humanoids and other creatures to challenge your PCs!
In this adventure, designed to last for a 3-4 hour session, the player characters encounter (or are directed to) a mysterious object in the mountains: A strange, silvery disc around one hundred feet across. If they make it past the deadly laser turrets and the very hungry sole survivor who lurks inside the only viable entry, they can explore the derelict craft. They will find several magic items, including a solar-powered laser pistol, as well as evidence of the ship's dead masters: The brain-eating illithid. But with technology comes other ways to stay alive over long periods of time, and the greatest danger is accessed by pushing the only lit button in the entire ship...
Your party has finally made it to Queen’s Point only to discover that the military was already aware of the approaching humanoid army and dealt with them. After a rest and training period in the large city you now have to decide what to do next. The large seaport has plenty of options but a curious problem has been brought to your attention. A large giant north and west of the city is harassing the shipping lanes with random boulder tossing. Word has it that a nice reward is available to anyone able to solve this problem. Did I mention a Medusa also has a proposition for the party?
This material was originally published as three separate adventures: G1 (STEADING OF THE HILL GIANT CHIEF), G2 (THE GLACIAL RIFT OF THE FROST GIANT JARL), and G3 (HALL OF THE FIRE GIANT KING). Contained herein are referee notes, background information, maps, and exploration keys for three complete adventures using the ADVANCED DUNGEONS & DRAGONS rules. This module can be used alone or as the first in a series of adventures that includes Dungeon Modules D1-2 (DESCENT INTO THE DEPTHS OF THE EARTH), D3 (VAULT OF THE DROW), and Q1 (QUEEN OF THE DEMONWEB PITS). TSR 9058
Ever feel like you just want to snatch all the blankets and pillows you can find and hide in your own warm little nest? Goblin Heist is a chaotic Tier 1 adventure where 1-6 players take control of goblin characters on a mission to steal as many cozy things as they can from the sleepy winter village of Little Humbleton. But be wary... the town has hired an adventurer to stop you! Can you and your goblin gang survive the cold, sneak into houses, steal the cozies, and escape before daybreak all without being caught? Goblin Heist is highly replayable, and features: - A choice of four adventurers protecting the town, each adding their own difficulty and flavour to the game - Variable weather conditions - Pursuit mechanics - Randomly generated challenges - Cozies - Stuffing sweets in your face
Nestled high in the mountains of the Holdfists is Karnack, known for a millennium as the ‘city of the gods’. Known for its multitude of shrines, one in particular has caught the attention of the party. Annwyn is the legendary Plane of Magic for Filbar and can be used to recharge magical weapons that ‘lose their edge’. This adventure was used to help the party recharge one of their weapons they had, but this setting can be used for a variety of different purposes including a visit with a rather nasty neighbor beyond the city borders….it ain’t easy being green!
The Shades of Bodach Ridge Whitepeak has a dark history of black magic originating with the evil witch Skruul the Reaper. The dark rituals she conducted seemed sure to plague the region, until a plucky group of adventurers thwarted her plans sending her into a state of perpetual fractured undeath. Now souls scatter from her old haunt on Bodach Ridge. What could have set these souls free?
Soburin’s human nobility are not the only rulers that are in need of outside agents since the corrupting fogs reappeared; even oni warlords have found the Mists of Akuma to bring challenges, obstacles, and threats beyond their ken. Yona, the undisputed master of the secret city of Tsukisasu, lost control of her throne only a few weeks ago to a strange creature that capered out of a storm intermingled with the supernatural haze, and her agent Xiqzoxix is keen to remove the usurper as soon as possible. The PCs are the group ze has chosen for this momentous task and should they accept the oni bengoshi’s offer, a deadly set of trials await them on top of the mountain—though the longer they dally, the more powerful their adversary grows. To defeat Obiemashita the party will have to first find Tsukisasu, covertly investigate the town, and then disrupt the yai sovereign of storm’s rituals and slay it before all hell breaks loose, spilling untold violence down onto the already embattled lands of the prefectures below! Will you conquer Tsukisasu or be subsumed by the storm? In The Yai Sovereign of Storms you’ll find… A monstrous adventure set in Mists of Akuma, an eastern fantasy noir steampunk campaign setting for the latest edition of the world's most popular roleplaying game The secret monstrous city of Tsukisasu and a collection of its oni citizens 2 maps by cartographer Mike Myler: the hidden settlement of Tsukisasu as well as Yona’s Fortress The Mists of Akuma themselves and the new misted condition 2 new attributes to posit the unique aspects of the campaign setting in the minds of your players: Dignity and Haitoku The adeddo-oni template and 10 new monsters: adeddo-oni hunchlings, adeddo-oni samurai, adeddo-oni ninja, gaki, hebikontorra, monsuthant, tikbalang, Xiqzoxix the oni bengoshi, the Katana of Rizushi Kantaro, and the Yai Sovereign of Storms Obiemashita
Eurich Gunshoff IV, Count of Kleaves, is beset by powerful enemies. The King to the north has laid waste his holdings beyond the Tot River and even now threatens the river castles. Only the coming winter holds him at bay, giving the Count time, if only a little, to muster his strength. Long have the people of Kleaves worshiped the gods of the south, and it is to these people that he turns, striking a bargain with the powerful King of Kaymor. In exchange for a precious gift the Kayomarese promise to aid Eurich and his people, but it is Eurich’s charge to deliver the prize. He can spare few troops, and with spies all about he cannot be too careful. The prize he sets in a wagon in a caravan and as escort he calls upon those who dwell upon the fringes of society, adventurers who seek fame, gold and glory. They are charged to cross the wilderness and deliver the wagons safely. But the road is fraught with danger. Walls of stone block the road and winter upon the open plains carries dangers beyond the biting cold. But more than stone and frost, the end promises fire without comfort. Designed in 3 parts Giant’s Rapture offers overland travel, dungeon, and intrigue and pits the character’s wits against the open road and one another.
This high level adventure returns the PCs to Helvana. A recent adventure has netted the party some Adamant, a rare ore in Filbar that is excellent for constructing weapons of amazing quality. As you arrive in Vorshmorgan to locate a smith you quickly discover there are problems in town. The scenario was designed to give upper level players a challenge and pits them against one of the most feared creatures in the land!
An ancient secret is discovered in an overrun border town, long ago forgotten by the elves of the east. It is a magical key—so obscure that history does not remember its form or even what it unlocks. But an unseen evil searches tirelessly, even as the lost knowledge finds its way into the most unlikely hands. The adventure contained within these pages will take a group of heroes from city to ruins, from wasteland to dungeon, and from despair to hope. It presents new creatures, spells and magic items. Published by Sovereign Press.
Amunrahx the Intrepid is your typical red dragon, with one important difference. He draws power both from the size of his hoard and the amount of trade and commerce flowing through his domain. Amunrahx is a Tyrant—proud, egotistic, and self-centered. “The Intrepid” is a self-given title. He is powerful and dangerous, but he is no match for a party of heroes and can’t stand up to an army on his own. Amunrahx depends on minions and lieutenants to deal with obstacles and constantly seeks to acquire more forces. As his domain grows, he gains ever-greater influence over the surrounding economy, creating a vacuum of wealth and skilled talent that chokes the life out of nearby cities while Amunrahx lounges and savors his victory. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. Amunrahx is one of these villains, and his adventure takes up 33 pages (pg 74-93). Published by 2CGaming
A gnomish settlement is plagued by inexplicable earthquakes, the wrath of an Earth Elemental. Can the heroes save the gnomes? Do the greedy gnomes deserve to be saved? "Valanche's Eye" was inspired by a desire to write an adventure which blurs the line of who the bad guy actually is, or indeed whether or not there's a really tangible villain. It takes the "patron hires adventurers to clear dungeon" trope and twists it – the patron turns out to be a pretty rotten bastard, and the monsters in the dungeon are just trying to live their lives. It starts when gnome gem-miners strike the mother lode of emeralds and sapphires, only to find themselves run off their claim. First they accidentally broke through to the Elemental Planes of Earth and Fire, and mephits burst out to annoy them. When they were just about done dealing with the mephits, they disturbed an earth elemental who just wants to be left alone, and emeralds are its favorite snack. The mine boss hires the adventurers to come kill all the elementals. But should they?
FN11 – The Amulet of Dorian Beldor begins as a race to catch a fugitive from justice and quickly escalates into a much larger problem. With over 40 pages and 8 different maps this adventure has your party stumbling onto a former city covered by a rock slide now inhabited by a large group of humanoids. Buried deep within the complex is the ancient relic that controls elementals and will be quite useful as the Filbar North series winds down.
When the members of The Red Drakes adventuring party go missing with precious cargo, it's up to the characters to find them before a blizzard hits. Can the group survive the grisly revelations waiting for them in the remote peaks of Frostfall Pass? The Snow Stalkers is an ice-cold horror adventure for 5th-level characters. It's a one-shot that takes about 3-5 hours to complete and includes: -A race against a deadly blizzard and abominable enemies -Three new monsters that relentlessly stalk the characters -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
Heroes are needed in the mountainside town of Shibai—though thought to be spared from the horrors of the demonic Mists of Akuma, recently the supernatural haze has started to fall onto the settlement and a monster lurks through the evil fog. Despite the presence of the infamous Mubo Brothers, hired by the local mayor, a Sukochi bengoshi calls upon the party to get to the bottom of what ails Shibai. The truth of the matter lay within Robai Shita Temple, though what the adventurers find inside may see them undone!
When the water source of the city-state of Guerino is poisoned and its citizens enchanted, a group of adventurers must follow the treacherous path deep into Mistfall Mountain and restore balance to the kingdom. Pgs. 91-97
Every priest in the city dreamed last night of a forgotten temple carved into the side of a nearby mountain. In the dream, a storm raged deep within the temple, and the dreamers knew instinctively that evil forces sought to unleash that storm upon the surrounding lands. Pgs. 120-125
This week’s Filbar offering is an introductory level adventure pitting fresh adventurers against a variety of opponents. As they head out to make a name for themselves the young group will first need to pass by the Horn of Delmar. This mountain landmark was once home to a mighty fortress felled centuries before hand. While many have adventured to the top they have returned ravaged with injuries and reports of strange and foul creatures. This adventure features an old tower, bandits, undead, and an old dungeon complex for those who search hard enough.
Deep within the Kraken's Maw, a brutal maelstrom of ocean that devours ships, lies the mysterious Isle of Jade. Long forgotten in the memory of men, the island has served as a bastion for an ancient sect of female Corsairs, but their power is waning, and the threat of the outside world is at their shores in the form of a necromancer from Roslof Keep. Now a party has set out from Taux seeking the necromancer. Their course will take them directly into a conflict of high magic, ancient warrior religions, marauding fern goblins, and primordial dinosaurs. Will you take up the challenges presented by the Isle of Jade? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.