A group of adventurers are thrown forward in time by a spell. They must find a way to return to their own era before they are turned into living museum pieces.
The 8th Abern Adventure. Johetroal has to fetch a snowball from the underworld. Each of his comrades has a similarly difficult task. For level 5-7, a D&D game vs modern world adventure.
Adrift on a derelict ship on the open ocean, you risk strange creatures, dangerous people, and the edge of the world in your attempt to return home to your covenant. Magic might not be enough...
You’ve got to be kidding! Them knucklebones don’t have a brain in dere heads! Nobody tries that with us—nobody! (Comments at a hastily-called meeting from the staff of Baron Harkess.)
You, the trusted friends of the King, have been selected to test the security of his newly constructed castle. The guards have NOT been notified and instructed against killing.
The capital has fallen to the Paladins from the north, and now you find yourself racing across the plains to locate your king before they do, or else you won’t get paid.
Within the yin-Sloth Jungle many leagues from the last of civilization is the tomb of the
dragonlord and legendary dragon helm. Easy prey for brave warriors but does the dragon-lord’s spirit rest still?
It is rumored that a wizard of chaos is in search of a shrine built by the Jrusteli. It is also rumored that the wizard is an elf. Computer assisted adventure.
Our intrepid band of thieves have escaped King Andraz by cleverly having themselves enslaved. Now if they only had a file...An 8-player team AD&D adventure for experienced players.
A Cure For The Kingdom. The medallion of everlasting vigor, key to the continuance of the Royal Line of Jarvik, has been stolen. If you don’t get it back, the Kingdom will be plunged into chaos.