061 -
Storm Season - Strange storms are plaguing Arabel, and wizards across the city are being murdered. Investigate the matter and uncover the sinister plot of other-worldly beings and prevent a full scale invasion of Cormyr.
079 - Akriloth, The - Recover a powerful merfolk artifact from the temple of a ruined city. Evade undead and unknown enemies to bring back the “Akriloth”, with whose powers over undead the merfolk can reclaim their lost city from the forces of “The Ravager”. Interesting set-up and twists, but poor, illogical maps.
084 - Harrowing, The - A trail of dead bird leads to caves inhabited by abyssal spiders and thence to the Lower Plane itself. Survive the Demonweb and rescue a powerful cleric before he is sacrificed by a daughter of Lolth who is attempting to wrest power away from her mother.
092 - Interlopers of Ruun-Khazai - A hundred year-old psychic storm has wound down, revealing a Githyanki outpost thought lost. Both Githyanki and Githzerai raiders seek to claim it, but Ruun-Khazai’s former master hasn’t left and is preparing a special reception for them. Avoid becoming caught in the cross-fire and becoming fuel for the next psychic storm the master is brewing to protect his domain.
096 - Beyond the Light of Reason - A small village has been protected from evil for years by “the Light of Reason”, a magical lamp which has gone out in a terrible storm. Enter an abandoned mine and re-light the lamp from a mystical flame created in the battle between good and evil clerics. But beware, for while the lamp words out evil from its range, the flame traps evil, and many monsters have sought shelter in the mines over the past fifty years. Includes an underground temple.
097 - Demonblade - An Evil artifact sword long lost has resurfaced, driving made those who bear it. Now the demon in the sword is free and his corrupted minions overrun the remote kingdom of Kesh.
097 - Heart of the Iron God - Storm a colossal suit of armor which has been turned into a walking fortress and stop the carnage brought by those who control it.
099 - Quadripartite - An ancient Chaos Beast ravages the countryside, and heroes must reassemble an artifact “primal anchor” created by the gods to sever its connection to the Far Realms, thereby weakening it enough to be slain by mortals. Rather than four short adventures this would make an excellent campaign if stretched out.
101 - Prison of the Firebringer - An ancient dwarven mine becomes the stronghold of an evil mage society who summon and bind a two-headed slaad. Now the “Firebringer” is trapped in the dungeons and his cultist worshippers require one mage of each alignment to complete the ritual to free him. Dungeon section is better than surface. Encampment is a converted farmhouse.
106 - Black Egg, The - An artifact capable of spawning half-fiend dragons has fallen to earth like a meteor, laying waste to the surrounding landscape. Race through the devastation to reach the artifact before it is claimed by the several evil factions seeking it, including an evil cult of half-dragons and a descendant of the wizard who last possessed the “Egg” and formerly put it aloft.
117 - Touch of the Abyss - Campaign Arc, Istivin, City of Shadows: As the city above goes mad, infiltrate the “Deeper Dungeons” beneath Krelont Keep and discover that the Marchioness has imprisoned her mad husband, lest the city learn of his condition and crumble. But the Marquis has been chosen by the dark Malgoth to serve as its Voice, and will not let him go.
118 - Shadow of the Abyss - Campaign Arc, Istivin, City of Shadows: As the characters investigate the strangeness in Istivin, the seer Algorthas goes missing. They track him to the a corrupted Temple of Pelor, and thence to a border forts now controlled by giants. But the giant they seek who knows the secret of the city has himself been traded to the drow.
119 - Wrath of the Abyss - Campaign Arc, Istivin, City of Shadows: Invade a drow stronghold and rescue a dying frost giant to learn the secret of the Malgoth. Return to Istivin and defeat first the giant-king phylactery of the demon-prince and then the bitter spirit of the Abyssal entity itself.
131 - Hateful Legacy, The - Centuries ago a band of humanoids fled their losing war with their treasure to seek safety in a hidden vale. But the undead druid who insanely guards the vale saw to their demise by releasing clouds of poison gas from the vale’s lakes. Nearly a century ago a human lord attempted to find the lost treasure, but his first foray ended in disaster and the second never returned at all. Enter the vale once more, defeat its guardians and claim the ancient treasure.
132 - Library of Last Resort, The - Age of Worms pt. 9 The druidic Order of the Storm sacrificed itself to defeat Dragortha and steal his phylactery, thereby averting Kyuss’s last attempt to invoke the Age of Worms. Journey to their extra-dimensional sanctuary and complete a series of tests to prove you are worthy of the knowledge of the phylactery’s location, but you must beat others who arrived ahead of you.