The Ark of Eden was created to be humanity’s future, now it is the future of humanity that lies lost in the blackness of space.
"To truly be wise, one must learn from all life."
(A sage and wise man for any oriental fantasy or modern day campaign)
How to make combat interesting and more than: "Well, I’m going to hit him with my sword."
A ambitious cook who uses steam technology and a love for all things edible to make the world a tastier place.
A unique order of monks suitable for any steam punk setting.
Quick effective tips on making adventure design and gming a little easier.
"I can acquire the item you seek, for a price… No I assure you the presence of dark tainted evils will in no way impede my ability to recover this artifact for you, now let’s discuss the details…"
(A character for the Warhammer Fantasy rpg setting, but can be easily adapted to any fantasy setting.)
A young Kumbra seeking knowledge from humans and fulfilling the unlikely roll of protector of a trade route.
This a post apocalypse adventure/horror novel, the prologue of which I’m putting up here and will be updating with further chapters.
Rated R for graphic violence and some profanity.
A strange group of ghosts plague the grave yard, only seen under the light of the full moon and known to drive most men mad that hear their gibbering speech.
(A simple plug in side-quest with a twist, that is left a little generalized to fit in with any fantasy campaign with minimal prep work by a gm.)
A mutant mouse with a few surprises.
This submissions was desgined for a modern supers campaign, but could be adapted to other super campaigns with a little work. http://www.strolen.com/content.php?node=1901 )
"You do not need to be a cleric to bring light into the world."
(a Mage follower of Isis, npc suitable for any fantasy campaign with gods of light.)
A college campus for modern day settings, where things are more than they seem at first glance. (Good for a horror or mystery setting)
These pale mutations may have once been children, or perhaps monkeys, now all that remain of their former origins is the humanoid shape of their bodies, all else having been twisted into a gross mockery of life…
A modern day horror story focused around an (supposedly)abandoned insane asylum
In the darkness you notice a point of light erupt no bigger than a candle, quickly followed by several dozen more and a soft metallic sound, like a man at the dinner table sharpening his knife against a fork.
A swarm of what appears to be small gray chips of concrete leap and skitter across the ground from the shadows of the ruins towards you…
You hear a loud electronic buzzing, almost as if a runaway lawn mower mated to a taser gun is rampaging through the slimy cattails and weeds towards you before a swarm of huge flies erupt from the low scrub in front of you, electricity dancing between their mandibles.
A modern day doctor who’s lack of morality has led him down dark demoniacally unnatural paths he hopes will give him complete control over his patients lives.
Rage, lady assassin of the streets and defender of the downtrodden.
The old clock tower stands tall, but the bulk of the uppermost storey is crumbling and unsafe, with gaping cracks in the walls. The metal struts and girders supporting the great bronze bells are still intact, though, and the bells survive. The grotesque gargoyles and arabesques which decorated the original design have either fallen into the street (once or twice a year more bricks fall from the tower, prompting calls for its demolition) or have been defaced, but the main doors to the clock tower are still intact and show signs of being kept in working order. This is the home of The Captains, clad in raggedy clothes, with sooty faces, and perpetually runny noses. But behind each set of eyes is the look of a survivor. They live to stick together and make it through each day. Older than their years in many ways, the friendship they share with each other and Wims ghost keeps the core of a childs innocence and hope alive in each. But they are still very suspicious of outsiders. They are a group of street children who live in the clock tower. Some are orphans, some runaways, and some nomads who occasionally return to their homes. But they’re all poor, dirty and perpetually hungry, as well as being wily, unscrupulous and mischievous in a fairly brutal way. Enough of them have suffered at the hands of adults for all of them to be wary of any grown-ups, particularly ones who ask too many questions, although with hard work and a lot of food it might be possible to win the confidence or even the trust of a few of them.