When a stranger warns of demonic activity, should you take him at his word?
Witch trials are common enough in the Kingdom and few who stand accused have any hope of escaping the hangman, despite the fact that it is rare for the accused to have any real magical power, malign or otherwise.
When armed men barricade the road and demand money, be careful how you respond.
They just might have a legal right to do so.
The King is dead.
So who killed him?
Sometimes a simple breakdown can lead to all sorts of trouble
A tree, a length of rope, and a (maybe not so) innocent victim.
Wotcha gonna do?
Savage orcs, intelligent apes, desperate ghosts, and one very lucky little girl.
A curious little side-trek for starting level PCs.
To trap an ancient demon you need an ancient ritual.
And where do find such a ritual?
In the tomb of an ancient priest, of course.
And that’s where the trouble begins.
A dangerous beast is loose in the forest.
Does the circus have anything to do with it, and if so can they help catch it?
More to the point, will they admit it?
Defenceless villagers, highway bandits, and primitive tribesmen. But who has the magic crystals a young shaman needs? And how do you get hold of them?
An ancient ruin, a pair of boastful teenagers, and a bunch of indifferent gargoyles - but who let the demonic spirit out
Some legends are history, some are mere stories, and some have a basis in fact. This may not be quite what it seems.
Political ambition, religious confusion, ancient artefacts, and a mad ghost.
If you want to add a "supernatural" touch to your campaign, define the rules of magic and the universe. Make your players comfortable with those rules. Then your new supernatural creatures must then break those rules.