Warning: Trickster’s Tankard may result in alcohol abuse, random bar fights and very angry dwarves, half orcs, orcs, giants and anyone else who enjoys their drink.
Use with caution
"Poor girl seems to be losing her mind. She’s always losing that necklace it seems. Makes me wonder why she takes it off at all." - Concerned Mother in regards to how absent minded her daughter has become
Zombies make horrible dinner guest. Trying to eat the brains of the host tends to ruin things.
Well, now you can tell them to fork off with this handy little item.
If your gonna bury someone, you may as well make sure they stay buried, right? Well, this will definately help.
If drawing your sword won’t send people running, then maybe this sword’s singing will.
Got a small character who can’t knock as loud as you would like? Or maybe you’ve got sensitive fingers? Worry no longer, the portable doorknocker is here!
Beauty is siad to be in the eye of the beholder. Well, now it can be in the hand too, depending on what the peeping tom in you wants to look at with this bag.
There are those magic users in the world who will go to great lengths to keep their secrets locked away from the wordl. There are also those magic users in the world who are always losing their keys. Well, one such magic user couldn’t believe he didn’t think of this key sooner.
While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.
The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.
The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.