032 -
Pearlman’s Curiosity - In this comic adventure, residents of the town of Grinley Crossing seem to have gone insane. Everything is upside-down, backwards or reversed. From the people to the animals no one is acting as they should ... usually the complete opposite. Investigate and put things right. Hint ... can you say “nilbog”?
033 - Alicorn - A goblin chieftain has fallen ill and only the horn of a unicorn can save him. They’ve already shot the local unicorn with an Arrow of Wounding, and without aid it is only a matter of time until the majestic creature dies.
033 - Seige of Kratys Freehold, The - When militia patrols are recalled to aid the city after a disastrous fire, outlying communities are left to fend for themselves. One bastion the orc hordes desire to see fall is the freehold of Terran Kratys, and it will take a healthy blend of inspired creativity and raw courage to withstand their siege.
034 - Euphoria Horrors - The cries of a distraught child ring through the woods as he searches for his lost play-companion “Drake”. The search for his missing friend leads to a tribe of tasloi who have become addicted to the Euphoria Gas breath-weapon of Drake, the faerie dragon.
036 - Troll Bridge - A Troll has recently taken residence beneath a small bridge, demanding that tolls be paid by any who would cross. But how vicious is that “troll” ... and did I really catch a glimpse of a gnome hiding nearby?
039 - Below Vulture Point - Merchants along the High Road have recently been plagued near Vulture Point by attacks from kobolds and trained, dive-bombing vultures. Rout the monsters from their lair and recover captured tradegoods.
041 - Way With Words, A - A gnome scholar seeks brutish but historically inclined adventurers to recover a tome of Gnomish poetry he believes was stolen by a pretty bard. But the bard herself has been the victim of robbery, having been waylain by a band of literate goblins who believe the tome of sappy love poems is a powerful spellbook.
045 - Rudwilla’s Stew - The Duke has a secret to keeping the Bugbear hordes from attacking. Every year he has the witch Rudwilla prepare a special stew as a “Birthday Tribute” for the chieftain. Now his birthday is only three days away, and the witch is short a few vital supplies, from hogroot to troll’s warts.
046 - Dovedale - The stream flowing by Dovedale has run dry, and the farmers blame the goblins. They’ve got the right culprits, but for the wrong reason. Put things right, and find out what the whole affair has to do with a goblin chief’s passion for fishing.
047 - Fraggart’s Contraption - When the gnome Fraggart was taken hostage his family quickly gathered and paid his ransom. But now he has sent a not claiming that he refuses to return home until he has finished with a recent “discovery”. A rescue is clearly in order.
048 - To Bite The Moon - Gnolls have been raiding the local traderoutes. Sneak into their cavern lair, but become the victims of an accidental “wish” that transforms the entire party into a band of gnolls themselves.
048 - Them Apples - The famed apple trees of Wistil are stricken with a disease and the halflings suspect sabotage. A delegation received an antidote from the local druids, but were then captured by a hill giant while returning home. Rescue the halflings, regain the antidote, and find out who caused the blight in the first place.
051 - Bandits of Bunglewood, The - Terrible monsters, possibly even monstrous spirits, have begun raiding travelers upon the highway through the Bunglewood. Put an end to these attacks, but keep focused on finding the real culprits rather than get distracted by a band of mere kobolds slinking about the forest.
051 - Ailamere’s Lair - A sage specializing in dragons has learned of a “spectral dragon” in the vicinity of a small village. Undertake a research expedition to learn the habit of this new species. Be aware, however, that the villagers want the monster dead, a situation the goblins hoping to invade the region wouldn’t mind either.
054 - Redcap's Rampage - Goblins are massing in the wilds, and the villagers need to repair the local keep for their defense. Unfortunately the keep seems to be haunted and the resident spirit has injured several workmen. Now it has followed the workers back to the village and has been systematically killing them in their homes.
058 - Flesh to Stone - A gnome “statue” stands (well, runs away) before the entrance to a mine. Follow the mine to a hidden vale and sort out the problems involving a Stone Giant couple, their free-range “evil chickens” and their recently acquired “statuary” in the form of “gnomish poachers”.
063 - Huzza’s Goblin O’War - Overcome a pirate ship captained by a Giant, and crewed by Goblins and Margoyles.
068 - One Winter’s Night - Rescue a woodsman trapped under a fallen tree on a snowy evening before nightfall and the arrival of worg-riding goblins.
077 - Visiting Tylwyth - The reclusive Uncle Tylwyth, an elven master woodcarver, has gone missing. Follow the trail of a pack of kobolds, and make certain that the local witch hasn’t done something nasty to the kindly whittler.
083 - Depths of Rage - A small town has lost its best warriors to a band of bezerking goblin barbarians. Track the goblins to their cavern lair and destroy them, but beware their howling rage and survive an earthquake that may seal the caves forever.
085 - Ever-Changing Fortunes - A kobold arrives at the gates of town pleading in the dwarven tongue for help rescuing “his people” from the “lizards” who have taken control of their mine.
092 - Swarm, The - A party of dwarves has returned to the site of an old battle to stake a claim to a rich iron mine. But the mountain is still the abode of an old enemy their father thought dead, and this old goblin has new allies.
100 - Old Embers Never Die - Two part adventure. In Part 1, a dragon-cult of powerful kobolds has animated the skeleton of a slain red dragon in their lair. In Part 2, that same dragon has been cloned by a githyanki wizard, and must be found and slain in his new lair.
109 - Devil Box, The - The kobolds have accidentally opened their “devil box” and released a very bitter kyton and three imps. They’ve hidden in a human town until they grow back to normal size (1 week), and the only kobold who can recapture them (a grotesquely fat moron) has been sold by the tribe to a Freak Show as the “reptile boy”.
115 - Sylvan Ambushes: Bleeding Destrider - Goblins use a “wounded unicorn” to lurk would-be heroes into an ambush
145 - Distraction, The - Badlands gnolls who once protected the borderlands overrun the remote provinces since the Lord demanded fealty and tribute. Refugees stream to Fort Chance but the gnoll army masses across the river and the spring floods will recede before the cavalry arrives to save the fort from certain destruction. Sneak across the river and behind gnoll lines to cause a distraction that slows them long enough for help to arrive.
150 - Kill Bargle - The evil wizard Bargle has fortified himself in a ruined keep, protected by a band of kobold, traps and assorted monsters. Old-school dungeon-crawl ... in the worse sense.