Matronly owner of the local tavern.
A Magical Puzzle Key for opening a door. Innocuous, somewhat simple, but fun to solve, if you like puzzles.
A magical barrier of acid blocks your path. Solve the puzzle to unlock the door.
A combination lock, possibly to open a chest or door or other entry point. A magical puzzle, for those interested.
Checkerboards on floors of dungeons… is there any greater bane to adventurers?
The Doll House holds what you would expect it to hold, dolls. With one minor detail.
Looking for a wild time on an exciting vacation? Head down to Ceriloth, the party nation on the south side of the continent. Every sin of the flesh can be found there, but be aware, you better bring your weapons.
In a country without real law, the Courthouse, a wondrous ampitheater of death, is the only place the commoners will recognize that disputes are settled permanently.
If the adventurers are smart, they can solve this riddle and get the information they need.
The bureaucrat in the Office of Interior Development expects us to solve a riddle before he will even SEE us? You’re kidding me right? Oh, you’re not kidding…
A commoner has run into a LOT of money! Unfortunately, everyone knows it. Good luck getting out of town in one piece!
An old, wise and learned wizard, he tends to forget more about the world than most people have learned, most often the most basic things.
The local lord has been deprived of his prize family heirloom, the thief isn’t exactly a thief, but rather an absent minded wizard. Get the heirloom from the kindly but absent minded professor. Simple, right? Well, except for the fine print.
Fairly small and innocuous looking, appearing to be little more than broken trinket, a dissassembled "ship in a bottle", this artifact of immense magical power only starts to show it’s power as you meticulously rebuild the ship in the bottle.
One Immortal. One nation. One wizard. Can you foil his evil attempt to attain immortality?
It has been many years since the War of Decay, but the fallen still keep steadfast vigil over the border, even if they were once fallen enemies.
There is a place of mystery and wonder located to the east of the Prosary Midlands. Three towers on a plain of mirror shined obsidian that ring a fourth tower that is entirely supported by nothing more than thin air, above the spires of the other three towers. Volturn’s Towers are considered a magical wonder to behold. Tales of the towers agree on one thing: there’s a lot of strange things happening there!
A socially inept and ugly human monk, with a smattering of arcane skills, on a quest of vengeance to find his mentor’s killers.
This tome looks like a haphazard collection of random notes on different types of paper stitched together and bound within a wooden cover. The pages describe all of the 300,000 gods of the world, each in the language of the people who worship them. The book is stored high in the mountains, kept safe by an order of monks. Reading the entire book confers a deep understanding on the nature of the cosmos and access to incredible power. This only works, however, if it is read without translation, meaning that the reader must master each language contained within. The various monks know these languages but there is typically only one alive at a time who knows them all. This monk would be an excellent source of information and/or magic. IF the PCs learn about it; IF they can find the monastery; IF they can convince the monks to help them; AND if they can understand the convoluted riddle given as an answer.