Deep within the heart of the Great Woses, lies an inland sea that few care to visit. Nevermind the ogre-infested swamps that surround it, the place is just disgusting. While known by many names – the Belching Sea, the Eternal Loogie, Gluumraag's Blessing and sometimes, the Slimy Deep – most simply call it the Sea of Snot.
Of all the Kings' Items, this one is rarely spoken of in this day and age. Also known as Kingsbane, this staff has a very dark history indeed.
The Horn of Seven Seals can remove many of one's inate inhibitions, allowing for greater effectiveness in battle. This can come at a hefty price, however.
A invaluable tool for those with a thirst for knowledge.
Fueled in large part by the Bearer's own will, this crown allows the right person to sit in judgement over other mortals.
An invaluable tool for the master diplomat or spy.
For the explorer at heart; an item to ease passage through any medium.
The ultimate tool of The Hunter; a bow that comes with seven different types of arrows.
Seven first-born sons pose a unique challenge for this small kingdom.
A dagger wielded in defense of the Modoc tribe, freezing its enemies in their tracks.
If kindness is the currency
that you most often use;
Then Silverbreath may come one day
to light Good Fortune's fuse.
-- Opening to 'The Ballad of the Shepherd and the Wyrm'
An unusual set of armor.
A soul that feels no remorse for the sins it has committed in life is unfit for paradise in the afterlife. Only those who fully grasp the weight of the harm they have visited upon others and repent are offered a chance at atonement. Only those who atone for their sins are allowed to move on.
-- The Book of Reprieve, 11:36:01
Dragons are truly awesome creatures. Too awesome in a lot of ways, really. Because of their power, their magnificence and their near-immortal lifespans, a GM might hesitate to include one in a campaign as anything other than an end boss. Here are 30 non-traditional ways to bring these wonderful beasts into your own campaign.
The excited, almost frantic sound of a mallet instrument erupts from the forest to your left. Within minutes, your party is confronted by a host of short, sprite-like gnomes clad in vivid greens and earthy browns. Attempts to communicate fall flat. The gnomes seem to ignore your words entirely, and you cannot understand the humming/whistling/snapping that apparently makes up their language. Luckily for you and your fellows, however, they don't seem hostile . . .
An enchanted forest where music permeates the fabric of life, leaving its mark on fauna and flora alike.
Due to the nature of tabletop RPGs, a campaign will often start with a random group of strangers. Here are some ways to get them adventuring together, without resorting to the old Tavern trope.
The most difficult thing in life is to know yourself. - Thales
A vicious murder happens in a town that the party happens to pop in at. Under heavy suspicion as they are strangers, the party is forced to discover the perpetrator or have their reputations blackened, especially as more and more murders occur in the town, and mysteriously stop and restart when the party leaves to go kill off that evil necromancer who kidnapped the princess.
The only problem is that a demon, possessing one of the party, is the perpetrator. And the demon makes no signs that its living in the PC's head.
In fact, for all the party knows (except for the possessed person's), their companion is an evil murderer.
Do they try and execute their friend as he's a vicious murderer, and no evidence points to demonic posession? Or do they flee town with him, trusting him, and have their reputations destroyed?