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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...   [click here for more]
Adventures in Filbar  $3.00

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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...   [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...   [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...   [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...   [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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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...   [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...   [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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Con18 - 6 Requiem for a Hero

Con18 - 6 Requiem for a Hero


A respected warlord is dead and now, it is time for him to be interred. You and other envoys of local leaders have arrived to carry the body to his final resting place. The problem is that the deceased lives in an area prone to humanoid threats and unknown to you, those problems are being led by a frozen foe... This adventure setting was designed for both 5th Edition rules for the Filbar Campaign...   [click here for more]
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CON18 - 8 Cluster at Kamloops

CON18 - 8 Cluster at Kamloops


This scenario was created for Kamloops RPG convention in British Columbia. Like most of our convention offerings, this scenario offers the DM a great amount of flexibility for encounters thrown at PCs. We have included more than enough adventures for you to use as a whole, or disect for entertaining one shots. The reviews were awesome and led to this year's offering of Cluster at Kamloops II! This...   [click here for more]
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CON18 - 9 Star of Death

CON18 - 9 Star of Death


We created this scenario as a tongue in cheek to fit CharCon '18 for their Star Trek v. Star Wars theme. The adventure has the PCs island (world) hopping to achieve their goal. As will all of our convention scenarios, the DM can mix/match the encounters depending on the time available! This adventure setting was designed for both 5th Edition rules for the Filbar Campaign for six, fourth level adventurers...   [click here for more]
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Con19 - 1 Swamp of Shattered Dreams

Con19 - 1 Swamp of Shattered Dreams


Last night's party was just what you and your associates needed after coming in off the frontier. Your morning starts with a search for a meal but is quickly interupted by a young boy stating you are needed in the town square. Moments later you learn that a young child and her dog have gone missing in the swamp next to town. Pull up your waders, you're gonna get wet! This adventure setting was designed...   [click here for more]
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Con19 - 2 Posse Comitatus

Con19 - 2 Posse Comitatus


Our other staple of the convention season last year was Posse Comitatus. You and your group have just finished rounding up some bandits and are enjoying a relaxing moment in the city of Alcatraz. Your tranquility is disrupted with a loud noise and you quickly discover that there is a jail break in progress! This adventure setting was designed for 5th Edition rules for the Filbar Campaign for six,...   [click here for more]
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Con19 - 3 Growth Spurt

Con19 - 3 Growth Spurt


While headed to the big city, you and your group approach the village of Nodnarb. Screaming is heard and you rush to show off your heroism. As you enter the community, you discover you are too late to save the cobbler but are informed of unusual issues going on in the area... This adventure setting was designed for 5th Edition rules for the Filbar Campaign for six, second level adventurers and DM....   [click here for more]
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Con19 - 4 Shafted!

Con19 - 4 Shafted!


You and your group are finishing up supper as a group of beaten and bloodied miners enters the tavern. They explain that their work has been disrupted by a group of Grey Dwarves. These foul demi-humans exist in the submerged caverns and tunnels. Until these invaders can be driven out, the mine can not be worked. All eyes turn to your group as they expectantly await an answer! This adventure setting...   [click here for more]
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Con19 - 6 Fall of Hanor's Landing

Con19 - 6 Fall of Hanor's Landing


The old school (1st/2nd edition) trek through Loredale continues! The adventure picks up with word of a rogue mage and minions causing problems. This was the 2019 RockCon offering and picks up where the 2017 collection (3) left off! This adventure setting was designed for both 2nd Edition rules for the Filbar Campaign for six, upper level adventurers and DM.  This adventure is easily adaptable to...   [click here for more]
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DQ1 - Yoke of the Slavers

DQ1 - Yoke of the Slavers


Today we bring out a scenario for a pair of budding first level adventurers. Originally used to teach D&D to a novice, this fleshed out into a trio of adventures set on the northern island of Esaq off the coast of the ancient Greyloch Kingdom. Home to a Halfling population, the adventure takes two young people on a thrilling adventure after the duo’s home is raided by slavers. The novice...   [click here for more]
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DQ2 - Chasing the Slavers

DQ2 - Chasing the Slavers


The chase to save your family continues! After your encounter at the cove, you head south across Esaq to try and catch the slavers. With some experience under your belt, you are feeling more confident about your fighting ability, but it is about to be tested yet again. This scenario picks up where DQ1 left off and is the middle of a trio of adventures. Although set in the Pangia Campaign, this adventure...   [click here for more]
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DQ3 - Demise of the Slavers

DQ3 - Demise of the Slavers


Retribution and revenge are yours for the taking! Demise of the Slavers pits you against the forces responsible for turning your life upside down and kidnapping your friends and family. The original pair of adventurers have come a long way and with the help of friends, it is time to end the slavers hold on your homeland of Esaq! Don’t miss this exciting conclusion for the DQ series. Although...   [click here for more]
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DS10 - Probing Black Isle

DS10 - Probing Black Isle


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...   [click here for more]
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EX1 - Trinity Trio

EX1 - Trinity Trio


Don't you just hate it when you have a bit of downtime but some of your players need a bit more experience? Perhaps your group is fractured and only a pair of players could make it. Today's offering gives you three scenarios for a pair of adventures at three different levels! This offering helps you plug campaign holes with short encounters certain to challenge a pair of PCs! These adventure settings...   [click here for more]
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F10 - Priory of Enyndeth

F10 - Priory of Enyndeth


A small valley in the Basalt Mountains is home to a small farming community and a priory for the deity Enyndeth. Here young acolytes study to be full-fledged clerics of their faith. The priory was built into the side of one of the mountains when the community specialized in mining. This town should be able to provide road weary adventurers a reprieve from problems….or will it? This adventure...   [click here for more]
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F11 - Prison of Oxidosus

F11 - Prison of Oxidosus


As your party closes in on the coast of the Newmack Sea you are greeted by a large group of the duke’s military. After gaining an audience with General Zulta you discover that your reputation has preceded you. The general asks your party if they could assist him in the capture of the rogue mage Oxidosus who is currently trapped in his island fortress. A cautionary note, if the players make poor...   [click here for more]
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F12 - Bastion of the Giants

F12 - Bastion of the Giants


For years the Verbeeg clan on Clover Island has lived peacefully with the human settlement of Corsair Bay. A peace treaty has remained in effect that both groups attested to and have lived by. Recently the annual tribute that is to be paid to the giants has not come and now the giants are preparing for battle. Can your party go and act as an envoy to the giants or will they choose to go to war against...   [click here for more]
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F13 - Necropolis of Sutama

F13 - Necropolis of Sutama


A cemetary is nice but an entire city of the dead.....THAT'S an adventure. At 29 pages this adventure a large number of challenges for a party of higher levels. Set in the famed Adurite city of the dead this adventure offers many challenges to a party. What lies within? What treasures may be found? This adventure is not for the faint of heart. With over ten area maps and multiple pictures of areas...   [click here for more]
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F14 - Bog of Jelaneus

F14 - Bog of Jelaneus


The world of Filbar was built upon the remnants of the Adurite Empire an ancient empire that extended among the continents. Centuries ago a curse befell the land and the empire causing its destruction. In the campaign the players were given the opportunity to discover a very difficult way to lift the curse. While this adventure can be used as individual fillers it also offers campaign players the opportunity...   [click here for more]
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F15 - Caverns of the Dorgel Mountains

F15 - Caverns of the Dorgel Mountains


Caverns of the Dorgel Mountains is/was the finale in Filbar series. It features Lexicon Meridius the Ancient Red Dragon and scourge of the Dwarf Lords (F4 & F5). This large adventure represents how I look at the difficulty of taking on the deadliest dragon of the Prime Material plane. Will your party return to the Halls of the Dwarf Lords to help aid them one more time? This adventure setting...   [click here for more]
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F4 - Hall of the Dwarf Lords

F4 - Hall of the Dwarf Lords


Getting there is half the fun? The town of Timel is suffering under a plague and the townspeople need the cure that Havendale has! The safest way to Timel is through the Dorgel Mountains where the Hammerskin Dwarves operate some kind of system that allows for faster travel. Hopefully the Dwarves will allow you to get to Timel faster! This adventure can be played with a group of adventurers of 2nd...   [click here for more]
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F5 - Liberation of Irongate

F5 - Liberation of Irongate


Who is up for a little mini-wargaming!! Tragedy has struck the Dwarven Kingdom of the Hammerskin Clan. Recent quakes have opened the Dwarven mines to a humanoid invasion that have taken over the Stonegate and Irongate sections of the kingdom. On your last foray into the Dorgel Mountains you were tasked to deliver a plague cure for the town of Timel. On your way through the trade route you discovered...   [click here for more]
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F6 - Euriduis of Santos

F6 - Euriduis of Santos


The caravan master Santos Boromite was personally assaulted and his Euriduis, the symbol of caravan power, was stolen. The item signifies full authority over all legs of the caravan and in the wrong hands would wreak havoc. You have been summoned to speak with the Governor Lando Shardo at once to save Timel yet again! Can you find the bandits responsible for the theft and bring them to justice. Timel...   [click here for more]
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F7 - Challenge of the Minotaur

F7 - Challenge of the Minotaur


Near the Southern end of the Border Hills between Gortelburg and Havendale is an area rumored to be the home of a Minotaur. Recent reports have begun to surface in Havendale of the surrounding farms and villages that a huge Minotaur has begun to disrupt life in the area. The governing board of Havendale has offered a bounty on the beast to anyone who can track it, kill it, and return proof of its demise....   [click here for more]
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F8 - Grotto of Torla Mir

F8 - Grotto of Torla Mir


Your group has been requested by Archbishop Telamor Constran from the Church of Koassak to go on a rescue mission for one of his missing brothers who was taken by pirates. You have been enlisted because of your growing fame to barter a release out of the Pirate Lord Hannibal the Black. After three days of storms you awake to a really bad sound....Abandon Ship! This adventure is part of the Filbar...   [click here for more]
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F9 - Quest for the Golden Rose

F9 - Quest for the Golden Rose


Off the Coast of Clover Island and less than a league away from Corsair Bay is the wreck of the Golden Rose a ship of fame. The Tome Lord from Corsair Bay is looking for a few brave adventurers to go out, find the ship or what remains of it and locate a specific item for him. While the mysterious sage won’t explain what the item is he will tell you that it is protected by mighty magical glyphs...   [click here for more]
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FA5 - Gortelburg Pass

FA5 - Gortelburg Pass


This setting was used in the F series and was used as an area for multiple adventure opportunities as a separate crossing of the Border Mountains. This mountain area has several travel sections to get from the civilized area to the frontier. With a multitude of side adventures this area helps mid-level adventurers increase their experience point base. In the Filbar campaign it was commonly used to...   [click here for more]
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FA6 - Qualtorian’s Gap

FA6 - Qualtorian’s Gap


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...   [click here for more]
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FA7 - North Sordack Valley

FA7 - North Sordack Valley


North Sordack Valley is set northeast of Commerstance and was originally slated for the Filbar Dual series but the players didn’t go in that direction. This area is filled with individual challenges synonymous with the Filbar Area series. This ‘sandbox’ style adventure has multiple different encounters can be used in a variety of ways. The general setting allows you to customize it...   [click here for more]
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FA8 - Numb Island

FA8 - Numb Island


Numb Island sits in the north seas and is home to Miles Away a struggling settlement with a variety of problems. This adventure setting has a variety of different side adventures that can be used in a continuing campaign or as individual scenarios. Each of the scenario has a level recommendation so that you, the DM, can pick and choose what the party may be ready for and what adventures are better...   [click here for more]
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Fam1 - Köppen Tomb

Fam1 - Köppen Tomb


Your fledgling adventuring career appears to be a bust and you consider going home. What happens next may define the rest of your life. You roll into the small community of Argyll after hearing rumors of a recently discovered tomb complex. Stories you’ve heard is that a group of adventurers attempted to conquer it but failed. In the hopes you can do better you seek out the sole remaining member...   [click here for more]
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Fam10 - Reliquary of Sir Torrick

Fam10 - Reliquary of Sir Torrick


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...   [click here for more]
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Fam3 - Opair Keep

Fam3 - Opair Keep


The small village of Angst in western Famore has a humanoid problem. A missive on the message totem is calling for help to dispatch these pesky raiders. It is believed that they are working out of the abandoned Opair Keep. Locals gasp in amazement as the locale is well known to be cursed! Although set in the Pangia Campaign under 5th edition rules, this adventure setting is easily adaptable to most...   [click here for more]
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Far1 - Underbelly of Phoenix

Far1 - Underbelly of Phoenix


Far1 – Underbelly of Phoenix is an adventure based in the city of Phoenix in Fartook. The offering takes a group of would-be adventurers and has them start their adventuring career in the sewers below the city. Dangerous monsters and wanted men all inhabit the urban tunnels. Is your group ready to start their road to legend? Although set in the Pangia Campaign, this adventure setting is easily...   [click here for more]
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Far10 - Quabo’s Golgotha

Far10 - Quabo’s Golgotha


A bar bet leaves without coins but with something far more valuable...information. Turmeric the Rake found himself with not enough funds to cover his poor gambling skills but has given you some intel on a long forgotten golgotha, or tomb. A little research has revealed that Quabo was a person and not a place. A mage's crypt usually has good stuff right? This adventure setting was designed for 5th...   [click here for more]
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Far11 - Archives of Steinhäuser

Far11 - Archives of Steinhäuser


Far11 - Archives of Steinhäuser involves a group of mid-level PCs that have a conundrum. In their previous adventure they discovered a strange magic item that no one in Fort Myers can identify. After receiving the suggestion that a trip to the capital may be in order, a different tip points out that there is Steinhäuser. This location is known as a vast repository of knowledge. You set out...   [click here for more]
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Far12 – Necropolis at Manheim

Far12 – Necropolis at Manheim


Today’s Filbar Friday offering is Far12 - Necropolis at Manheim. After a string of successful adventures, you find yourselves reequipping gear in the small community of Tarten. After an unusual currency exchange in the mercantile, the party learns that a group of adventurers had encountered some Goblins possessing old currency belonging to the Co-Tai people. Well, it ain’t grave robbin’...   [click here for more]
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