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AL19 - Junket to the Southlands

AL19 - Junket to the Southlands


AL19 – Junket to the Southlands has the PCs enjoying a little R&R in southern Allatrama when a caravan comes into town. Scuttlebutt has it that some famous Bard came in with them and is giving a performance later. With nothing else to do you opt to take a listen. After hearing the tales recited by the incredible poet you opt to visit the location of her stories. Saddle up folks, you’re heading...   [click here for more]
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AL3 - River Pirates

AL3 - River Pirates


With a bit of experience under your belts, you roll into the small town of Windomere with the hopes of catching a ferry to the larger community of Sepopolis. Your initial greeting lacked a warm glow and you quickly discover why. Apparently a river pirate with the moniker of ‘Slippery Peat’ and his cronies have been causing quite a stir in the area. You have a bit of a layover…ready to do the...   [click here for more]
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AS1 - Artifact at Gegios

AS1 - Artifact at Gegios


As the year wraps up, we present another three part series this one dealing with a very special artifact. After hunting for the Pirates of Ebor along the coastline, you witness a strange event. A great colossus is seen as you travel along the coastline and you are informed that it is the “Artifact at Gegios”. As you put into port, you make inquiries and decide to investigate further, after all,...   [click here for more]
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AS2 - Vibrations from the Sea

AS2 - Vibrations from the Sea


This adventure picks up where AS1 – Artifact of Gegios left off. You return to the city of Gegios to divide treasure and determine what the strange wand is. Your return trip may have given you a clue in that travel to the east causes it to vibrate less while moving in a western direction causes it to shake more. What is the significance of this anomaly? Is your party ready to find out? Bring your...   [click here for more]
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AS3 - Peregrination

AS3 - Peregrination


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...   [click here for more]
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AS4 - Simian’s Gate

AS4 - Simian’s Gate


Filbar Friday final offering for June is AS4 - Simian’s Gate. 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...   [click here for more]
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AS5 - Ear of the Gods

AS5 - Ear of the Gods


This item was originally created for MaceCon 2018 but has been rebranded as part of the Artifact series. The party meets with the religious leaders of Liverpool and are tasked with recovering a three part artifact known as the "apparta". Their journey takes the PCs through time and space with some rather high level obstructions to deal with! This adventure setting was designed for 5th Edition AD&D...   [click here for more]
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AS6 - Stone of Sustenance

AS6 - Stone of Sustenance


An ancient relic that causes the land to prosper has been stolen. The Earl of Grinder has called upon you and your party to recover the artifact. The party will head north to recover the item and the climate change has already begun so time is of the essence! This adventure setting was designed for 5th Edition AD&D in the Filbar Artifact Series for a 6 adventurers of 11th level and a DM.  This...   [click here for more]
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AS7 Abar's Trough

AS7 Abar's Trough


With the great Wyrm destroyed, you and your compatriots look forward to a little rest but that is short lived. An old tomb has been stumbled upon and divine guidance has the party's benefactor looking for brave heroes... This adventure setting was designed for 5th Edition AD&D in the Filbar Artifact Series for a 4 adventurers of 12th level and a DM.  This adventure is easily adaptable to most...   [click here for more]
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AU1 - Sacking of Jok

AU1 - Sacking of Jok


Before Calamity, I gave our players four different options for a new campaign. This offering was set as the first offering in an evil warlord destroying your home scenario. The offering was designed to be a very brutal beginning and when we playtested it, it did not disappoint. If you need a start to a nasty campaign, give this a shot.  The scenario was designed for a quartet of first level PCs....   [click here for more]
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B1 - A Basic Dungeon Crawl

B1 - A Basic Dungeon Crawl


With this being the 50th year for D&D, we are returning to our roots and offering Basic/Expert/OSR games every month. Our first offering is a short dungeon crawl to get 2-4 new players used to the "old school" experience. We hope you enjoy! ...   [click here for more]
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B2 - A Basic Hex Crawl

B2 - A Basic Hex Crawl


With this being the 50th year for D&D, we are returning to our roots and offering Basic/Expert/OSR games every month. Our second offering is a wilderness hex crawl to get 2-4 new players used to the "old school" experience. We hope you enjoy! ...   [click here for more]
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B3 - A Basic Town Scenario

B3 - A Basic Town Scenario


With this being the 50th year for D&D, we are returning to our roots and offering Basic/Expert/OSR games every month. The third offering sends 2-4 new players to the town of Mirfield for "safety". We hope you enjoy! ...   [click here for more]
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C17- 2 - Moscow Mule

C17- 2 - Moscow Mule


While sitting around your favorite tavern, a loud explosion shatters the serene mood of Moscow. You sprint to the source and discover the distillery has exploded. The glum populace grumble loudly. With winter setting in and nothing to do the citizens rely on the libations from this business to cheer them up. You are approached to scour the canyon area before the winter sets in to find a few extra kegs...   [click here for more]
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C17- 3 - York Towers

C17- 3 - York Towers


After handling a bit of diplomacy for the York Republic, the ruling council has asked for more assistance from you. Years before the western edge was not where it is now. A series to protective towers stretched out securing the land. Unfortunately for the country, those towers were taken by Giants of the region and pushed the York-ians to their current border. The council feels that your party is strong...   [click here for more]
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C17- 4- Temples of Darkness & Light

C17- 4- Temples of Darkness & Light


You have been sent to watch over the destruction of an ancient artifact by your liege, but arrive to find the temple sacked and the item missing. You and the other abassadors must take the famed Pick of Zander across the Kamula Wastelands. There you must track down the agents of evil and, if possible, destroy the artifact...time to earn your hero status! This adventure setting was designed for...   [click here for more]
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C17-0 - Isle of Mage Moreau

C17-0 - Isle of Mage Moreau


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!...   [click here for more]
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C17-1 - Rituals

C17-1 - Rituals


You and your cohorts have their first adventure under their belts and are now recognized heroes of the realm! You plan on building your reputations but one of your henchmen has promised his love that he would marry her. You and your group are happy to attend and quickly discover that danger lurks everywhere as bandits crash the celebration. This adventure setting was designed for 5th Edition rules...   [click here for more]
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CAC 01 - Dock Dilemmas

CAC 01 - Dock Dilemmas


Welcome to the city of Cacophony where just about anything can and will happen. In this offering, the party has a little fun on the docks. The 'job board' at the Adventurer's Guild has several options for the party to deal with and they get to choose! Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, third level PCs and set for a two...   [click here for more]
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CAC 02 - House of Wonderments

CAC 02 - House of Wonderments


After spotting the wanted criminal Jolly Roger, a short foot chase lands you in a local pawnshop after hours. Can your party get the crook caught before the shop has its own revenge? Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, third level PCs and set for a two hour time limit. If you enjoyed this offering, we suggest you check...   [click here for more]
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CAC 03 - Rock of Ages

CAC 03 - Rock of Ages


Picking up a package on the docks leads to an introduction to a visiting professor named Mortimer J. Sneed, who is on sabbatical. This strange individual is conducting an experiment when the party is thrust back in time before Cacophony is, well, Cacophony! Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, third level PCs and set for...   [click here for more]
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CAC 04 - House on Penny Lane

CAC 04 - House on Penny Lane


Reports of a haunted house peaks the interest of our trio of heroes. Formerly a stately manor owned by a retired ship captain, it has fallen into disrepair and the previous tenants arrested for cult involvement. The city has decided the eyesore needs to come down but would like the party to confirm that it is not haunted or deal with the spirit.  Cacophony is one of our home campaigns and it never...   [click here for more]
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CAC 05 - Hot Air

CAC 05 - Hot Air


Our 500th publication comes from one of our funniest podcasts to date. A trio of 3rd level PCs find new friends and a hot air balloon in the city of Cacophony. It goes south from there, or north, east, or west...party's choice! Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, third level PCs and set for a two hour time limit. If you...   [click here for more]
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CAC 06 - Trial and Tribulations

CAC 06 - Trial and Tribulations


Problems ensue in Cacophony as council members are the subject to nefarious intentions. Can the party begin to track down what is rotting the core of the city? Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, third level PCs and set for a two hour time limit. If you enjoyed this offering, we suggest you check on some of our other scenarios...   [click here for more]
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CAC 07 - Felonious Followup

CAC 07 - Felonious Followup


Following up on CAC07, this scenario continues the investigation from the previous one and takes the party of three, third level adventurers into olde town to deal with questionable porters! Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, third level PCs and set for a two hour time limit. If you enjoyed this offering, we suggest you...   [click here for more]
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CAC 08 - Chapel of Guest

CAC 08 - Chapel of Guest


Archdeacon Henson from the Church of Guest has come to the Adventurer's Guild in need of assistance. Apparently a ghost has inhabited the halls and has been causing for staff and the members. The job has fallen to you...are you ready? Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, fourth level PCs and set for a two hour time limit....   [click here for more]
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CAC 09 - Golden Canard

CAC 09 - Golden Canard


A problem of catastrophic purportions requires the Cacphony heros to go back in time to retrieve a rare plant...their 2nd such foray into the past! A little history lesson can go a long way. Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, fourth level PCs and set for a two hour time limit. If you enjoyed this offering, we suggest...   [click here for more]
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CAC 10 - Performance Problems

CAC 10 - Performance Problems


An assassination attempt has been uncovered against Mortimer J Sneed. First off, you need to find him in Cacophony... Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, fourth level PCs and set for a two hour time limit. If you enjoyed this offering, we suggest you check on some of our other scenarios as well! ...   [click here for more]
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CAC 11 - Refuge Cove

CAC 11 - Refuge Cove


A child has fallen through a crumbled portion of the roadway and the heroes are nearby. What they discover goes a bit deeper than a kid falling... Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, fourth level PCs and set for a two hour time limit. If you enjoyed this offering, we suggest you check on some of our other scenarios as...   [click here for more]
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CAC 12 - The Delinquent

CAC 12 - The Delinquent


THe party has saved once of the councilmembers but are now tasked with seeking out a runaway. The girl is the daughter of another councilmember so it is rather important that they are successful.  Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, fourth level PCs and set for a two hour time limit. If you enjoyed this offering, we suggest...   [click here for more]
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CAC 13 - Fauntleroy's Function

CAC 13 - Fauntleroy's Function


When the boss has a birthday, it is time for a celebration. This tongue-in-cheek sets the PCs on a quest to retrieve items necessary to pull off a successful party! While fun, there is still a chance for serious problems... Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, fourth level PCs and set for a two hour time limit. If you enjoyed...   [click here for more]
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CAC 14 - Box of Enlightenment

CAC 14 - Box of Enlightenment


Fair warning - this scenario is a followup to the mini adventure of Zephyr Zubak in the Cacophony campaign. While it can be used in other campaigns, it would require a bit of retooling to make it fit. The concept is solid but it was written VERY Cacophony specific! Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, fourth level PCs...   [click here for more]
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CAC 15 - Diplomatic Immunity

CAC 15 - Diplomatic Immunity


The trio is tasked with shadowing a princess in the city of Cacophony as she arrogantly looks around town. Her mouth and attitude are only a few of the problems they will encounter as escorts. Running this game was hilarious as it gave me a chance to "bother" the PCs.  Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, fourth level...   [click here for more]
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CAC 16 - Purloined Coins

CAC 16 - Purloined Coins


Fake currency has found its way into the city of Cacophony and it is up to your team to get to the bottom of this problem! Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, fifth level PCs and set for a two hour time limit. If you enjoyed this offering, we suggest you check on some of our other scenarios as well! ...   [click here for more]
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CAC 17 - Petric's Palace

CAC 17 - Petric's Palace


With the trade convention in full swing, a strange problem has arisen at the docks. A domicile of sorts has become...lost? Can the party handle this strange problem in a timely manner? Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, fifth level PCs and set for a two hour time limit. If you enjoyed this offering, we suggest you check...   [click here for more]
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CAC 18 - Night of the Long Passing

CAC 18 - Night of the Long Passing


Guild master Fauntleroy has called you into the office and presented you with a problem. This evening is called the "Night of the Long Passing" which hisotrically drags on for an extended period. The council has requested some adventurers aid with guard duty for the evening. With the former guild master on the council, there really isn't a question...you're stuck as a guard! Cacophony is one of our...   [click here for more]
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CAC 19 Finding Rodrigo

CAC 19 Finding Rodrigo


When the Lord Protector of Toman goes missing, the trade conference comes to a halt unless he is found safe and sound. While suspects are plentiful, current councilman/former guild master sends you out to find the Dwarf. He suggests the "seedier" locales from reputation alone! Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, fifth...   [click here for more]
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CAC 20 - Shipwright's Talisman

CAC 20 - Shipwright's Talisman


The discovery of a strange talisman in the water by the dock sends the party on a wild adventure. In our podcast, this was the origin story of "Eunice Monkslayer". A legendary hero of Cacophony. Cacophony is one of our home campaigns and it never fails to provide some fun. This scenario was written for three, fifth level PCs and set for a two hour time limit. If you enjoyed this offering, we suggest...   [click here for more]
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CAF17 - Problems at Vanessa's Point

CAF17 - Problems at Vanessa's Point


I know we told you that we closed out the convention scenarios for 2017 but we were wrong! One of our favorite conventions (CafCon) is named differently and therefore overlooked! Problems at Vanessa’s Point is a nice little urban adventure that was made for six, 4th level players. The party hits town during a big celebration and is presented with a business opportunity. The local militia is out seeking...   [click here for more]
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CAL1 - Cãlor

CAL1 - Cãlor


A nice kickoff to any desert campaign, this scenario takes four, 1st level players and puts them into a town with some problems. We used this to kick off our own arid campaign! Although set in a Desert Campaign, this adventure setting 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! Remember to follow @FilbarRPG...   [click here for more]
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CAL2 - Chasing Fame

CAL2 - Chasing Fame


The party has made a name for themselves in Cãlor, now it is time to move on to expand their fame. The party prepares for a journey east to explore the desert! Although set in a Desert Campaign, this adventure setting 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! Remember to follow @FilbarRPG on Twitter...   [click here for more]
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CAL3 - Lost City of Qasr

CAL3 - Lost City of Qasr


Their trek across the desert has reached its finish! The lost city is spread out in the mountain pass. What riches will be found in this "deserted" community? Although set in a Desert Campaign, this adventure setting 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! Remember to follow @FilbarRPG on Twitter for...   [click here for more]
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Con 221 – Sorghum Valley

Con 221 – Sorghum Valley


One of our "base" convention scenarios for 2022, this sandbox has a plethora of quick and involved scenario opportunities. The DMs that ran the offering received plenty of positive feedback and even used parts in their own, home campaigns! ...   [click here for more]
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Con 222 - Barbary Coast

Con 222 - Barbary Coast


Pirate hunting is a nasty business and takes people willing to kill. At conventions, you have plenty of opportunists for that job! One of our "base" convention scenarios for 2022, this is the more linear of the convention offerings for the year. The DMs that ran the offering received plenty of positive feedback and even used parts in their own, home campaigns! ...   [click here for more]
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Con18 - 1 Moroni Mirror

Con18 - 1 Moroni Mirror


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 setting was designed for 5th Edition rules...   [click here for more]
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CON18 - 10 Stalking Game

CON18 - 10 Stalking Game


Today's offering was our convention scenario for SkyCon 2018. The scenario was written for younger gamers with some combat challenges along with a lot of roleplaying opportunities. It is easy enough to drop into your own campaign for an entertaining little adventure. This adventure setting was designed for both 5th Edition rules for the Filbar Campaign for five, third level adventurers and DM. This...   [click here for more]
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Con18 - 2 Hurricane at Mage's Mark

Con18 - 2 Hurricane at Mage's Mark


A hurricane has struck the coast and you have been sent to Mage’s Mark to aid a wizard. The Mage’s tower has suffered some damage and several items have gone missing. As the enchanter is currently busy, he requires 3rd party assistance to recover his lost belongings. This item was originally “marketed” as a tournament scenario and played as such at several conventions during the 2018 season!...   [click here for more]
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Con18 - 3 X Marks the Spot

Con18 - 3 X Marks the Spot


After seizing a treasure map from a hoard, you obtain a ship and head to a Stickpin Island. The map doesn't divulge the treasure but shows an "X" on the island. Much to your dismay, the island turns out to be in the shape of an "X". Aarrrg! But hey, every island has something interesting right? This adventure setting was designed for both 5th Edition rules for the Filbar Campaign for four, fourth...   [click here for more]
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Con18 - 4 Scriptorium of Carolinus

Con18 - 4 Scriptorium of Carolinus


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? This adventure setting was designed for both...   [click here for more]
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Con18 - 5 Abduction!

Con18 - 5 Abduction!


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... This adventure setting was...   [click here for more]
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  Basic Roleplaying: Universal Game Engine