Seven twisty canyons for the PCs to pass through and explore on their way to carry out their main quest.
PCs one way or another often end up disturbing tombs and barrows and robbing graves. So what might they find there?
Where the rule of law is seen as being absent, weak, or too oppressive to want, and crime of all kinds flourishes, sooner or later people will take the law into their own hands and become vigilantes. Here are seven such gangs.
Not all armour works as it should do, and these thirty suits of armour all have something wrong with them. (Until I can get it fixed somehow, only the main page link to this submission is working.)
Thirty books, some the kind you could pick up in your local library, others that are carefully hidden away from the general public for good reasons.
The Regal Tombs of Orbis were the place where the richest of the rich were buried, and Bert was sure that if he could break in to a recent two-month old burial he would be wealthy for at least the rest of the year. Since tomb-robbing could get somebody the gibbet, he had gone alone, and now he cursed as he fought hand to hand with the bulbous, distended, decomposing corpse that had leapt up when he tried to steal the grave goods and now beat and clawed at him and swiped at him with a rapier. Every wound it inflicted on his body, he got a little weaker and to his horror, it grew a little stronger and a little less rotten. Not long afterwards, a seemingly living man left the tomb, leaving the body of a grave robber behind. A body that would soon rise...and walk...
It's not that common that humans gain gifts from the Fair Folk, but it does happen.
Seven Scuttling Scary Spiders for the arachnophobic adventurer to face.
Seven more pretty princesses, each with their own distinct personality.
Seven naval commanders with the power of life and death over their men when at sea. Theirs is a lonely post, as they are responsible for their men and the ship that they sail in. Some are legally appointed, others are mutineers with not much to lose.
Seven sharp, steely swords to stab, stick and slice with.
The Xan-Axe is said to be a wonderful weapon-those who wield this battle axe seemingly fell no fear. Until, that is, they put it down, if only for a short time.
So often, magic is used for either raising Undead, hurting people in some way, or healing people. Nothing else. When there are so many other uses for magic in any magic-rich society. Uses like...
Seven more magical rings, each with a very different enchantment on it.
The humble scarf can be used for a large number of things, some legal,others not
Thirty more nasty, notorious Necromancers to disturb the eternal rest of the Dead.
Seven rings were made long ago in the days of the Queens of old, seven highly magical rings to help a ruler to rule, but they proved anything but helpful.
"Come on,, chop chop, I haven't got all day." The last words of Sir Percy Quantril before being beheaded for his attempted coup against Queen Yocasta.
The PCs are in a graveyard, when as they are passing a noble tomb with a certain symbol embossed on the door, the magic user in the party hears a voice from being the tomb door begging to be let out. What do the PCs do?
It seemed like a great place to camp. The clearing was good sized and sheltered from the wind. The brook just a few feet away. There is a natural hallow to keep the horses.
Then the night came.
It was like it became a different place. The temperature dropped. The wind, which does not seem to disturb cloth, almost cuts through you like an arctic wind. No one can sleep, as the soft ground has turned hard. The horses are uneasy. The Bats are flying over and stopping in the trees.
And then there is the eyes. There are glowing eyes just inside the tree line watching your group. The mages and clerics can detect nothing, but there is still something there.
(yet there is nothing at all... The Darkness will do nothing unless the players do something to it. And even then it will all seem to be a conincidence.)
Of course, in the morning, it all becomes sweet and light.