The crown of King Lorin has been stolen! Upon leaving the city the players are searched and the crown is found in their possession. They plead their innocence and are given a task, that task leads to another, and to another?
Old swords, ancient kings, and forgotten cities. Once the greatest city in the land, now guarded by darkness and death. Akibara was one of the hubs of the east, gateway to the sea, entrance to the lands. Now it lies amid a forgotten desert of ruin and death.
There is an assassin on the loose and nobody knows where he will strike next. Two seemingly nonassociated merchants got the knife in the back of the neck, and that was just the week ago. Rumors have it that some guilds are cleaning house and there are numerous other contracts pending. A large scale guild war seems inevitable.
The job of a lifetime. The King’s very own Security Advisor has redesigned the security of the armoury and has chosen the PC’s to give it a test run. If they break in and out, they will win much respect. If they fail, then they simply prove the armoury security is unbreakable. Can’t lose, until after the ‘test’ break-in the armoury really is broken into and the most valuable weapons of the kingdom are now missing…and the PC’s are the prime suspects.
War is brewing over the new fertile lands next to the Otane River. Trade has ceased and conflict is thick in the air. Contacts must be kept and messages must still be sent to allies in each of the cities. Spies are untrustworthy and the loyal ones cannot be spared. The need for those competent and smart enough to deliver state secrets is desperately needed.
Every five years the wandering nomads of the land have a large gathering bringing them together from all over. Unfortunately a town has sprung up on top of their gathering place. Live in peace and deal with each other or will the overlapping of two entirely different cultures clash in a bad way?
After a successful adventure and money in the pocket they decide to splurge and live it up. They site down and order a nice meal and it far surpasses their expectations- until halfway through it the other guests start falling over choking and vomiting.
During their travels through a dense wooded area the high pitched sound of a scream tears through the peacefulness of the forest.
A century ago a power hungry noble sacrificed all the first born children of a nearby town in hopes of gaining the Dark Lord’s favor. The plan failed and his plea for power was ignored. The townspeople trapped him in his tower and destroyed it allowing it to topple down onto him. His last words spoke of his will to return and enslave the town. Now the towers has been seen standing, but what it means is anybodies guess.
Adventurers are hired by a local guild to collect some overdue debts.
Needed-An ethical character with a long history of promiscuity and/or, preferably, a past love relationship.
The players unknowingly awaken an ancient army. Viewable by all, yet unseen by the players, people flee in fear of the marching army of spirits on the path to a major walled city. On arriving at the city the players cannot figure out why the gates are closed, the towers are manned and on the defensive - from them…
The king is having a new wine celler dug when they find a ancient opening to a hidden dungeon.
They enter a town and see a large crowd surrounding something that cannot quite be figured out. They soon realize that the town has gathered around a woman tied to an old wooden construction that is created to allow her neck to hang over an open a crack in the earth.
The entire city is in an uproar. Two factions proudly identify themselves to each other by wearing red or white scarves or handkerchiefs on their bodies in plain site, or hanging them from their place of business identifying themselves and their belief. Apparently a very respected high priest of the local religion has recently disappeared and so has the entire church coffers leaving it penniless. A city divided on the possible guilt of the missing.
An elderly woman beggar is found at the site of a murder of a very wealthy store owner. For lack of other suspects and the town’s outcry for quick justice, the corrupt justice system quickly condemned her and sentenced her to public execution. As she was tied to the stake and the fire started below her she shouted words that would haunt the city until her death avenged.
A small group of cannibals has started roaming farther out from their remote home and have come into contact with some farms.
Nearby the village is a large lake said by the villagers to contain a water god. They tell the party that if they want good luck on their journey they should hire a boat and go to the center of the lake and give a donation to the god.
They go over a small rise that reveals a lone tree with silhouettes of people hanging off of it. Upon closer inspection they find three young men that are all naked and unconscious, a slight breathing in each of them can be detected.
While in a deep forest a fairy will take a liking to one of the players.
A typical wand with offensive capabilities (magic missiles, fire, fireball, lightning bolt) that was either damaged in combat or made just under par. When the wand is discharged, there is a 1 in 4 chance that it fires an additional 1d6 charges simultaneously or in rapid succession. Wands that shoot fire may incinerate innocents and friendlies, or burn whole buildings and even villages down. Those which shoot fireballs have a considerable radius, and lightning bolts that bounce upon contact with ground and stone can cause catastrophic random collateral damage. Those who have paid large sums for such a device may go seeking a refund, possibly even retribution.