Two sly-looking men turn up in town accompanied by a third man who says very little and who they don’t allow to be seen much.
The war has returned. But now the enemies of the enemy are no longer dwarfs. Men must stand against the host, and to do so they need weapons. The mines of the dwarfs in the Elathon valley must be re-opened, and their fruits mined.
This adventure is based around a witchcraft trial. The (innocent) witches have to adventure around trying to collect evidence and witnesses to prove their innocence, which is surprisingly difficult when people slam their doors and window-shutters out of suspicion whenever you hove into view. The prosecutors have to get witnesses who can testify to having seen the witches at their satanic practices.
~ I’k atal si hen-uethian Kalorsani, hnath uetht-er k’atal Lueni.
~ To spill the blood of the Kalorsan is to spill the blood of men.
The characters are wasps from the devastated nest of Ys’drktha. The other survivors from the cataclysm are being held and tortured in the pits of the neighbouring Ak’thaan nest, being slowly dismembered and eaten by drone wasps or fed to the writhing masses of larvae.
Deep in the woods, something has gone wrong. Travellers are disappearing like flies and the townspeople are wary of passing under its shady eaves.
The conclusion to “The Blue Books: Part I”, in which the characters are arrested, condemned to death, escape, find out the awful nature of the Blue Books and must face the arch-Necromancer Alcylar Ahem Zed in his Ziggurat Maze. And they might just be in for a surprise…
She has everything: stunningly good looks, sharp brains and oodles of power: she's going to be a Queen. The only drawback is that she doesn't want to be a Queen.
Trade in the City of Erezzi has long been dominated by two rival consortiums: La Mace d’Ars (the Crimson Mace) and L’Orzi Verci (the Ebony Ring). But the two are forever at each others throats. In 1282 membership of such an organisation was made illegal and both went underground. Now with a quasi-mafioso presence they pervade the city’s businesses, providing security for their members, but causing sectarian tensions between communities.
The characters are stranded on an island, where a wizard, corrupted by the powers of the first Blue Book, has been killed by his own magical experiments. They will discover the awful truth that lurks in his subterranean workshop, and a seed of evil will be sown…
The characters must travel to Muspells-heim, the Nordic underworld, to find Wanrefax (DarkMane) the Black Dragon, subdue him, and ride him to joust with the Sky Wolves, releasing the sun from the cavernous belly of Hati
The characters are unwittingly embroiled in a rebel organisation, and must lead the Black Shield fighters to victory against the evil Halar, seeking out new hideouts, rescuing people from towns and generally doing what Robin Hood would have done in their situation.
In a city where the justice system features judicial dueling, plaintiffs and defendants are permitted to request a champion to take their place in the duel: Someone chosen by lot from among the foreigners in the city. When anyone first arrives, they are given an enchanted ceramic pendant that marks them as a candidate for "court duty".
Wealthy folk entering the city are often escorted by burly guards, paid to carry pendants on their behalf: They elude court duty in that way.
Adventurers may seek work as a rich man's proxy or may find themselves magically summoned to serve as a champion.