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306 adventures found
Cover of PL2 - Issue in the Canyon
PL2 - Issue in the Canyon
5th Edition
Levels 2–4
17 pages
0

Adventuring in the Principality of Lockerbie continues with Issue in the Canyon. Your party has enjoyed the advantages of being considered a hero but as the days’ progress, it is back to normal in Gormell. After having a bit of ale at the local tavern you notice a wagon caravan has arrived in town and the people are abuzz over their arrival. Noticing that some of employees are a little beat up, you find yourself in the sheriff’s office being told of a brazen, humanoid attack on the merchants. Looks like you just found a job opportunity!

Cover of SQ3 - Hatadage Cult
SQ3 - Hatadage Cult
5th Edition
Levels 1–3
17 pages
0

SQ3 – Hatadage Cult takes a group of initial adventurers on their first challenge. This short adventure allows a group of new or low level PCs hear news of a kidnapping from a nearby thorp. Role playing will be key to learning more about the disappearance before heading into the hills near some old ruins. This is the site of a group of cultists that have kidnapped the young woman and mean to use her in a sacrifice!

Cover of GC16 - Legend of Pula Noa
GC16 - Legend of Pula Noa
5th Edition
Levels 4–6
51 pages
0

After resupplying equipment, health, and morale, you have heard of a job opportunity available at a nearby pub. After first missing out on the chance, your fortunes change and get the job. After boarding the Gnome airship, the “Marietta”, you head off across the sea to locate the captain’s missing brother. You find out you will be going into the jungles of the lost Pula Noa tribe. Rumor and legend surround these natives as having streets and buildings paved in gold, silver, and death! This adventure setting was designed for 5th Edition rules D&D for the Filbar Campaign for mid-level adventurers and DM. This adventure is easily adaptable to most any game and system. Save yourself some time and utilize it for a one shot adventure or a continuing campaign!

Cover of FN14 - Myric's Elemental Maze
FN14 - Myric's Elemental Maze
AD&D
Levels 8–12
20 pages
0

The conclusion of the Filbar North series this adventure puts the party in front of a large and dangerous maze and home to the power of the Elementals! Each section has a riddle that the party must solve in order to obtain a key and continue to the center of the maze where the party will face off with a very special adversary. This adventure is not for those with little experience and will require the ability to solve riddles!

Cover of FD7 - Needle of Patti
FD7 - Needle of Patti
AD&D
Levels 2–4
20 pages
0

While doing due diligence going over some dusty tomes you have discovered a scrap giving you a clue about some magical items in a strange obelisk somewhere in the vicinity. The adventure takes the PCs across the Torgoth’s Causeway into the frontier. A few coins to a local sage and you will have a better idea on where to go…or so it would seem.

Cover of FP13 - Odie's Staff
FP13 - Odie's Staff
AD&D
Levels 7–10
26 pages
0

This adventure has it all for an upper level group of players. With the rumor of a lost wizards staff on an island, the chase is on to find this powerful piece of magic. Arrival on the island leads off in over three directions and each path has a different set of challenges and rewards. Can your party locate the staff?

Cover of DS10 - Probing Black Isle
DS10 - Probing Black Isle
AD&D
Levels 8–10
21 pages
0

A mining operation in the vast desert has failed to check in with the owners of questionable repute. The crime boss “Marmalook” wants to employ the party to go check on the mine and have them explain why there has been no contact. The journey to the mine will not be easy and the party had better pack plenty of water. This item was played at CampCon convention this past year in Pennsylvania last year!

Cover of FP10 - Church of Scakla
FP10 - Church of Scakla
AD&D
Levels 5–8
13 pages
0

The Holdfist Mountain range hosted many battles during the Troll Wars and during the dark years many villages, shrines, and castles were destroyed. When the fighting was over the villages were rebuilt so that farmers could resupply the duchy and the former strongholds were lost to the sands of time. One of these forgotten areas is the Church of Scakla and is said to be home to lost magical items...

Cover of FT - Corsair Bay
FT - Corsair Bay
AD&D
Levels 1–6
17 pages
0

Clover Island is home to one of the wildest towns in the world of Filbar. While the town of Corsair Bay is recognized as the home of the Pirate Kingdom it is a fully functional town. This location sits at the midway point for those crossing the Newmack Sea and is a resupply stop for most commercial traffic pirate and otherwise. The ruler of Corsair Bay is the legendary, and somewhat retired, pirate named Hannibal the Black. This fearsome pirate now enjoys ruling the community and most of the explored areas on the island but his ship still waits in port for him should he decide to set sail again

Cover of FQ9 - Quito Del Marco
FQ9 - Quito Del Marco
AD&D
Levels 5–7
21 pages
0

After saving Earl Feva D'Auvay’s bacon at Curwood, the ruler has graciously offered his waterside retreat to the party. A few days of rest and relaxation will help you recover from the hazards the undead group caused. With servants waiting on you hand and foot you enjoy the easy life. A few days into your vacation the Earl’s new toy arrives, a glass bottomed boat. After taking it out for a quick spin you quickly discover that Crater Lake holds the ruins of an old city. It would appear that your vacation will give way to your curiosity…

Cover of OP13 - Pursuit of Jessy Jane
OP13 - Pursuit of Jessy Jane
5th Edition
Levels 4–5
2 pages
0

Your time at the Riverside Cafe is cut short as you witness the wanted criminal Jessy Jane tearing through the area. As the guards fumble the pursuit you recall a hefty reward for this nefarious woman. What the hell, the Etharia Tea was too hot anyway. Rising from your seat, you head off after the woman!

Cover of NQ19 - Venzor Trench
NQ19 - Venzor Trench
5th Edition
Level 9
17 pages
0

Venzor Trench is set for a group of characters hired to deliver a magical item between two warring countries. The sea voyage becomes tumultuous and the ship goes down. With the mission unfilled the players utilize the magic item to survive on the bottom of the sea floor and continue to trek their way towards completing their misson through the legendary Venzor Trench!

Cover of FC5 - Leptis Magna
FC5 - Leptis Magna
AD&D
Levels 7–10
37 pages
0

The Adurite Empire once ruled a major portion of Filbar but when the culture lost the favor of the gods it spelled doom for the entire civilization. In the wake of the carnage that followed the major cities fell to fires, plagues, and other disasters both natural and magical. In the centuries that have passed the cities are now in ruins but rumored to still hold magic and wealth. The most famous of these cities was the port city of Leptis Magna. The city was once the crossroads of the empire and was known for trading, agriculture, and magic. What treasures remain in the ruins so fierce that even pirates avoid the area? This was also the adventure played at Gen Con 2014! "I step over his body and go inside..."

Cover of FVS9 - Penchant for Adventure - 5
FVS9 - Penchant for Adventure - 5
5th Edition
Levels 5–6
17 pages
0

Penchant for Adventure – 5 takes a single PC and DM back to a popular ‘haunt’. With the normal group taking a little time off your PC hears of a gambling tourney in Penchant which coincides with the annual Reaping Festival. Give your player a chance to “howl at the moon” in this quick but dangerous adventure! Remember, Penchant is not for the faint of heart…but have no fear, the adventure is free so no risk in that regard.

Cover of Con18 - 5 Abduction!
Con18 - 5 Abduction!
5th Edition
Levels 4–5
23 pages
0

This scenario was presented to Gryphcon's 30th anniversary last year. The party finds themselves coming to the Triland on their way to Taco Del Toro. This island chain is unique in that it has a land mass made of clouds, hovering over the island. Upon landing, your group discovers that the governor's child has been abducted by a Cloud Giantess. Time for your hero hats...

Cover of Con18 - 4 Scriptorium of Carolinus
Con18 - 4 Scriptorium of Carolinus
5th Edition
Levels 4–5
25 pages
0

At last year's CafCon we put together this little gem. After locating strange golden scrolls on your previous adventure, you have gotten word that the sage has been able to transcribe them. Much to your amazement, you learn that the sheets lead you to the lost scriptorium! What magic & spells will you discover within the ancient temple of learning?

Cover of FP1 - Yasmine's Tower
FP1 - Yasmine's Tower
AD&D
Levels 1–3
20 pages
0

Deep in a secluded vale is a place known to the locals as Yasmine's Tower. It is said that she is an evil witch who uses magic to bend lost travellers to her will. Can your party put an end to this evil?

Cover of C17 - 0 - Isle of Mage Moreau
C17 - 0 - Isle of Mage Moreau
5th Edition
Levels 1–3
44 pages
0

After having one adventure under your belts you set sail to deliver a package across the open seas. A problem with nature causes their vessel to make an unscheduled stop on a small island that was home to a spice dealer for water. Problems ensue on the island and the party quickly discovers they aren’t “feeling themselves”. This item was played at WhosYerCon convention this past year in Indianapolis!

Cover of KN3 - Fraternity of the Dragon
KN3 - Fraternity of the Dragon
5th Edition
Levels 4–6
23 pages
0

The Triad Series comes to a head with the party be called upon to again save the land. While successes against both the Goat and Lion branches of the triad have been successful, the toughest group, the Dragons, has formed the army and is moving against the forces of good. Can your party meet the force that General Barsoon has assembled?

Cover of TS1 - Heart of Darkness
TS1 - Heart of Darkness
5th Edition
Levels 4–5
32 pages
0

With your last adventure complete you head to town to sell off loot, replenish supplies and to find a bard to tell your tale to so that your fame can increase. As the group goes their separate ways you are wandering through the muddy streets when a shriek is heard. You see a man stab a merchant and attempt to escape. With no time to gather your associates you call for your mount (or borrow one) and give pursuit! This scenario is a true solo meaning you don’t need a DM to officiate. It is suggested that a 4th level be used for “meatier” characters or 5th for those of less daunting stats.