Made by an anarchist trying to seed dissent, the potions actually work better than normal potions of understanding languages ... sort of.
This item is silly.
A druid obsessed with Nature’s cycle of death has created a horrendous spore in a plot to rid the lands of a swiftly growing town that has begun to encroach upon his forest.
A metal found deep in the bowels of the earth. It stays warm even after years away from the forge.
Soft of voice, light of eye, dark of hair, and also of heart, Hippomenes the Fearful holds the province of Colistia in an iron grip.
A particularly volatile element, Imuricum is found in Adamantite covered by Red Mui’aan Fungus. Only the greatest of alchemists dare attempt extracting Raw Imuricum; only the most foolish metallurgists mix it with inferior materials, and only the bravest blacksmiths will create weapons from this rare and dangerous metal.
A natural stone with a hole in the center and gift from the earth to the lucky finder.
A sword made by ancestors, of ancestors, for desendants. The spirits of the warriors gone before help serve this blade’s master in battle.
Invented by a pragmatic clothier and a wizard-for-hire, the Tourniquet Tunic is made for use on the battlefield.
...In the hallowed halls of the University of Linnarson a glimpse may sometimes be caught of the Senior Masters, learned sages and masters of knowledge. They seldom leave their dusty studies full of learned tomes, other than to dine - each evening they will be found shuffling down the dimly lit corridors to the dark and shuttered Great Hall. After feasting at high table by candlelight they will be gone, returning once more to their studies. None but they know of their pact with death, how they have willingly embraced an eternal undeath in which to pursue knowledge, yet this is the reason for the darkened corridors and the shuttered hall, for those who are undead cannot abide the light of the sun…
A curiously designed ring - but not uncommon. Similar in design to most traditional ‘magi-rings’, which often hold enchantments on them. But unlike those rings, this one may take quite a hold on you…
To the primitive tribes on the plains of North, life changes rapidly from season to season. In summer, food is abundant. In the winter, death from starving is never far. A natural phenomenon helped one such tribe.
Most advenurers have been forced to do a stint as caravan guards at some point in their career, just to see them through hard times. One would hope that they’d learned enough from the experience to pull off a successful raid themselves. The only catch - they mustn’t kill anybody.
Carmo keeps a shop in the backstreets of Erezi. It’s not often visited, Carmo makes people feel…uneasy. Even the veterans of the Erezi underworld are uncomfortable being alone with Carmo. But they need to buy their traps from somewhere…
There was He, and there was She. And She was shy of men at first, always being told to distrust them. But He taught Her what love is, and promised Her everything he could. And they lived in happiness, and their love was perfect, for the rest of their lives.
This ice-crafted armor is a gift from the three-aspected Goddess of Water to her chosen.
A beautiful warrior woman, with a sword and soul of ice.
A little prank that has found its uses. Shaving razor.
The bronze half plate of the Flame Knight, this armor serves to protect the wearer with the blessing of the Lord of Fire.
In the darkness in the south transept of the Cathedral of Isielles stands the resplendent Clock of Shadows. It tells more than just the time of day…
The home of the reclusive Monk-Smiths of Moldan, unparalleled practitioners of the art of smithing.
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.