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
No shadow may find a home within its walls.
Apprentice: “Master, this ritual must be performed under an eclipsed sun. We'll be here until next winter if we want to complete it!”
Mage: “Ah, but you are forgetting that we have a portable eclipse handy! Observe carefully . . .”
While traversing the tractless deserts of Shezmu, the pc's come across a travelling caravan led by Vual, the Demon-Camel, the Lord of Lust, the Thrice-Humped...Vual is cursed to only be able to assume one form outside the Abyss, that of a rather large, golden-skinned three-humped camel,with a frog-like, black, barbed tongue......
Vual is the demonic manifestation of Lust...his followers, a cult of truly disturbed individuals, engage in bizarre orgies, travelling the desert towns, "entertaining" the desert folk with their perverse antics...
Vual's Rapture is what the cultists call their monthly festival, where they perform perverse rites to honor Vual...ofcourse folk come from great distances to witness the festivals, despite themselves, and the Cult of Vual welcomes all...
Surprisingly for such a hideous creature, Vual has the power to beguile and charm with his magical voice. His voice will always sound to pcs as the voice of the person they most desire...his followers also gain this ability slowly over time...
When the pc's meet with Vual, he tries to seduce them into joining his cult. If for whatever reason the pc's resist..well then... Vual would probably kill them for sport, as a lesson for those who "resist Vual's love"....