Deep in the ravine known commonly as the Greymist Trench, there lies a labrynth of caves home to many raiding humanoids. The labrynth has proven to be a veritable den of treasure for those brave enough to risk challenging the
inhabitants to their ill-gotten gains. Can your party reach the inner caverns to retrieve the fabled Blade of Eljrick and return to tell the tale? Characters will be provided.
Within the quiet realm of the Dry Wood Elves something sinister has driven the mushroom men of Mauren’s Cave to raid the peaceful settlements of the hairy men. The elves have assembled a team of adventurers to investigate the depths of Mauren’s Cave and return peace to the inhabitants of the Dry Woods.
Throughout the last decade the Ogre-Fens encroached upon Dunnhallow Keep. It was abandoned and quickly entrenched in the muck and slime of the foul smelling swamp. Many humanoids moved in claiming the Keep for their own. Many of their daring raids into settled lands provided them with vast treasures. With the recently receding swamp waters, the Depths of Dunnhallow Keep are a source for riches and fame.
The once renowned Greystone Abbey, a victim to disease and time, was a thriving center of learning and the arts. Now, two decades later, it is a dark foreboding ruin of fallen towers and crumbling walls. Rumors are now being told that the secrets of the Doom Key still lie within the lower regions of the abbey. A brave party should have no problems obtaining these secrets, right? Some Knowledge of AIF will be helpful but not necessary.
A group of adventurers are hired to remove a dragon from a mountain pass. The few remaining soldiers of the Duke say they managed to kill most of the dragon's minions before they had to retreat. This event will use the Basic and Expert rules printed in 1981.
Glenwood is in trouble. Something sinister lurks upon the High Road killing travelers. The lone survivor from one encounter returned to Glenwood raving mad. Your band of adventurers was assembled to clear the High Road and return peace to the residents of Glenwood.
The Taberg outpost is being abandoned. An armed escort has been assigned to protect a ground shipment of parabatteries and supplies, too large to be evacuated by aircar. The road to Salt City is overrun by bandits and dangerous wildlife. The trek will not be an easy one. This event will use the Alpha Dawn rules printed in 1983.
The trade route over Blood River has been abandoned due to a menacing band of reptilians taking up residence near the bridge. The Marshal of Kegbrook has already lost many men trying to clear the bridge. A promising group of adventurers may succeed where guards have failed.
Meadbrook Mine is in trouble. Something sinister has entered within the mine killing the workers. Your band of adventurers was assembled to clear the menace and return peace and operations to the miners.
The dwarven stronghold Kaindurg was sealed shut with a mighty glyph years ago. Recently a wizard has discovered the means to disrupt the glyph. The time has come for a brave band of adventurers to seek out the lost riches within.