The exciting artifact series concludes with AS3 – Peregrination. With a pair of control rods in hand you are guided to an ultimate prize, a Gnomish flying vessel! The rods have directed you to a crashed ship buried in the sandy beach. A check of the debris sheds light on the mystery of the artifact and a description of how to repair the intricate machine. Apparently finding the vessel is just the start!
Tucked away in a volcanic hideaway is the home of the feared and wanted mage known as Arcanous the Black. This evil man is feared only slightly less than his original master Sabu the Witch King. In this adventure the party has the opportunity to deal with this fugitive from justice and claim the 5000gp reward!
Your foray on the frontier has been fruitful but you all need a break. As you reach the walled city of Harper's Ridge, you notice that you are not alone on the road as the famous Dingling Brothers Circus is also wanting entry to the city! Looks like you are just in time for a fun festival Finally a break from mayhem!
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...
With survival being the hardest thing at low levels it’s important that PCs are careful and find help where they can. Xavier’s Wand offers a fledgling adventurer the opportunity to shine on their own and find a little help on the road as well. This adventure pits your new “hero” up against a bully and other challenges that will bolster a young adventurers experience and pockets! A thorp, humanoids, and potential henchman are some of the encounters in this adventure.
After a successful mission for Earl Phenwick you return to receive your accolades. Upon your arrival it is discovered that the earl's child is missing. His daughter was last seen around a mirror of unknown power and an advisor believes that she may have made her way into a different world via the magical portal. Time to put on your hero hats!
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?
FVC12 – Trollhaven Manor begins with the party finishing up a retrieval mission and finding themselves enjoying the safety of Shadyhaven city. During their stay they are approached by a wandering cleric with an intoxicating personality. He presents the party with a strange item that he is willing to part with…for a price. The padre also offers to show the party where he got it only a few days away. Will the PCs trust this stranger to risk more wealth and fame? Will Trollhaven Manor provide more mystery than answers? Will the PCs pick up some of their famous grapes while they are there?
Tucked away in the Springwood Forest is the Elven settlement of Silvantri. The town is filled with those Elves who left their ancestral home in the Treetop Forest. The community is elevated and suspension bridges link the buildings together. This setting will allow those enjoy Elven backgrounds to further their joy.
OP5 – Corsair Cove is a short scenario involving the recently discovered lair of a pirate ship. With raids becoming a huge problem, the local magistrate has enlisted your group’s assistance to resolve the issue. The hidden lair has been found and you are being sent directly into this hidden cave along the cliffside to deal with them. Only a lightning raid stands the best chance of solving the problem.
Welcome to the Port City of Kak! A jewel in the Duchy of Starryshade and near the disputed border of Pryston Realm. A mecca for traders and gamblers this city has something for everyone. While the city is under the control of the duke, Lord Fargo Mellathan is the sole voice of law in this city. The 8th Viscount yields to the duke on most issues but does not allow military units inside the city limits that are not controlled, or willing to be controlled by Fargo. Traders abound the city limits with items and goods from the corners of the known world. The city is nestled in an easily defensible harbor and the viscount’s men protect the port area with large war engines from the bluff. All adventurers of any experience can find items of interest within the borders of Kak and even locate multiple types of transportation here. Whether the party wants to gamble hard earned gold at Ohmar Mylo’s gambling hall or needs to do research in the Hole of Manuals library, your PCs are sure to find a variety of interesting spots ripe for exploration in Kak. Many rumors can be heard, verified, or quashed along the cobblestone streets of this bustling port city. Flesh out the businesses or better yet, have your players tell you what they expect! This adventure setting was designed for the 5th Edition rules and used in the Filbar Duchy of Starryshade campaign. It is easily adaptable to any campaign or setting. Save yourself some time and utilize it for your own!
The Precept of a Paladin order has called upon your group to do a favor. Recent initiates have gone to their island pilgrimage where the greatest member of their order is buried. Their vessel is long overdue and the commander feels they may have experience vehicular issues and no cause for 'major' alarm. A vessel has been obtained for you to head that way. Currently the other Paladins are all busy on assignment.
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…
Half a century ago the legendary mage Delekin reached his zenith but began a fall of monumental disaster. After being betrayed by his party the mage changed alignment and began a cruel tirade against the residents. He was finally taken down by the Lords of Evil and imprisoned in a tomb created to lure good adventurers to their death. Many have entered the unholy locale and none have returned. Whatever evil is present in the tomb is powerful, and most likely very wealthy. This adventure is one of the Original series i.e. an early work!
When adventurers are in the same area its nice to have a base of operations. The Village of Tomore rests between adventures pertaining to two different campaigns in the Filbar region. The quaint village has a caravan stop and will allow PCs to come into contact with a wide variety of personages and rumors for exploration. This area can be utilized as a base of operations near the areas of the FN or F series campaigns or just as a rest stop for the party.
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!
After enjoying a bit of free time in Cullifield while some members of your party finish their training, you hear word of a quick trip out to sea. Further investigation leads you to understand a certain list needs fulfilled and a drunken sea captain is willing to split the profits. Well, no need to sit around on your hands…let’s hit the waves!
Far3 – Xiomara’s Globe puts the players inside a glass ball, owned by a strange enchantress. Once stuck inside their transparent prison, the players must search for a way out. The cursed fortress inside the globe has quite a few dangers to be overcome before an escape is even possible! One version of play was recently featured on The Bard's Podcast (Soundcloud).
For those who trekked through Jeopardy Caverns and Urgoth’s Canyon a short trip to the north will land them on FV3 – Road to Kak. From this location the party can continue on their quest of fame and fortune with a variety of different encounters. Much like the canyon adventure this one presented different options of travel for a group of young adventurers.
As you continue to pursue the lost pages from the Codex of Gamber Dauch (Daw-sch) you receive a missive from your cleric’s church. With your fame building the Caravan Masters have gone to the church to request your assistance with a strange humanoid uprising in the west. After a bit of research, you discover the area may/may not be home to a magical crozier. The trouble is in a rural area and home to the community of Rantoul. A meager humanoid incursion shouldn’t cause you too much trouble and you decide to accept the mission!