An old and respected fortune teller is dying of disease and seeks out the help of andventurers to secure the heir to the fortune teller's power.
That’s no moon ...
A wrong turn in an other wise well meaning curse leaves the PC’s in a tight spot…
Each year, One member of the two sides of the tribe is chosen to Acend. It is a deep ritual used to maintain the contact the tribe has with its two gods. Sometimes, you gotta go out with a bang.
Set a number of decades after part one.
Prince Tibalt survived his unique birth into the world and is now grown into the King of Jaegerwald. Jaegerwald is no stranger to werewolves, but when members of the kings staff and council start transforming with no apprent contact with werewolves, the PCs are charged with finding and destroying this hidden monster.
Set in a heavily wooded kingdom of reknown werewolf hunters.
A princess on a hunt goes missing. Rumors of a new, more fierce werewolf surface. The party needs to find the princess before she or her seven month pregnancy are in danger.
On the 6th world, there are a few lands with no dragon-lord to guard them. These lands are called the lost lands and the land and the people within face hard times every day, and winter is no easier…
When valuable fish start floating downstream dead, the people of Shori fear for the worst.
A wraith turned a wandering fairy into a a fairy wraith. It turned on it’s own people and destroyed the entire nest of faries. Except one. And now that one needs your help.
And you thought they were always cute all the time…
A siren has seduced a noble overboard and gifted him with watery breath. Now his family is preparing to go to war with the mer-people, blaming them for his kidnapping. They mer-people have beseeched the players to explain that the siren isn’t even one of thier people and help rescue the noble from the siren.
Problem is, the noble is now daddy.
A magical plauge is disrupting the city of Blue Marina. Victims are found poisioned and covered in weals and, oddly, pennyless. Can the players solve this crisis before rich and poor are destroyed?
Inspired by Ria Hawk’s “Lifecycle of the Dungeon” discussion.
The PC’s come across a cave system that isn’t on their map. The cave is in plain view and hard to miss. Once inside, several odd and unusual things are found.
A village is being terrorized by a demon. Daerun, the Dragon-lord that claims this territroy, has decreed that before he will help any cause, he must have a gift to show that the cause needs his intervention. Now you must go and kill/capture some of the demons underlings to present to Daerun or the village is doomed.
Two religeous sects are approching open war after members of each sect are found brutally beaten to death.
The village’s spiritual leader is fevered and babbling about ghosts. Is what’s plauging him an assault from beyond the grave, or of a more earthly source?
Chaos and Law have reached a comprmise and stopped thier warring. This truce holds as long as the respecitve priests honors the other’s ways for one day of the year. Lawful preists must incite a large decadant celebration or carelessness and the chaotic priests must chaperone the event and keep the party from turning ugly while remaining out of involvement. Thus the warring of the gods has been kept in check for decades and all is well. At least untill the materials for the party come up missing two short weeks before the truce day…
The accepted mode of getting otherwise unobtainable information is to go visit the cranky old hermit living in the mountains. It's just the sensible thing to do. So, naturally, everyone takes their monthly excursion to the hermit's hovel to consult him on everything, from lock-jaw to lovesickness, necromancers to nasal viruses.
Now, if everyone's always visiting the poor old hermit, there's going to be an enormous queue... "Wellcome to the Hermitt's Hovele, Please Take Ye a Number and Have Ye a Seate" reads the sign outside the packed dwelling.
Imagine the poor hermit, having retreated into the mountains to escape this precise situation...