Time is measured for most by the events that are both constant and special. "How many Christmas's ago was that?" It should be no different for Halflings.
Save/Help the Halflings! They offer rewards. Material and otherwise.
Relics of an ancient necromantic faith: A few strange charms and a small black book. What power do these odd devices hide?
A mighty Kraken, the beloved of Big Red, has been infected by a horrible polar parasite, and the PCs have to find a way to cure her before it is too late...
Due to the nature of tabletop RPGs, a campaign will often start with a random group of strangers. Here are some ways to get them adventuring together, without resorting to the old Tavern trope.
“The perfect execution, painless, quiet, and beautiful”
What do you do when you're endlessly falling?
Drink deep from the Moon-Cup, let its powers quench your thirst, or even save your marriage.
No shadow may find a home within its walls.
It's so cute!
Wait, why is it glowing?
A magical pair of glasses once allowed the sharpest of minds to perceive the physical world around him. His cutting insight, throwing light on the darkest of secrets, is now housed within the spectacles.
When dealing with ghosts and the Undead in general, the right Spirit Lantern might make all the difference between a successful encounter and ending injured or even worse, dead or possessed. Here are a few of the most useful...
From beyond through veils sublime
Pass ghostly, o umbral shine
Illuminate in shadow, fade colors, so fallow
Dark dreaming does bidding thine
When was the last time you truly used, focused on, for any significant length of time, your imagination; your active, conscious, willful, artistic creativity, to get back in touch with that ability to appreciate the wonder that you yourself can create and bring forth, all from within yourself? Were you ever able to do that? Did you ever do that? Can you still do it? Do you do it when you game, as player or GM? Will you do it? Could this be missing from a lot of the newer, younger RPG'ers of today?
The follow string of Mirror-folk evolutions, Mihradhz, Mihrral, and Mihradamagus, are collectively known as The Mirr. They are all curious and slightly annoying, each in their own way. They advance through their lives by pestering the rare mortals who visit their plane.
Death and Resurrection
Life is commonly difficult, especially for those who choose a life of hardship and adventurous excitement. The cycle of life is never ending and continues its birth, life, death cycle for everyone. With divine aid and assistance, however, at times it can extend this cycle greatly, even halting it for a time. Death is different among nearly all game settings. Please read this with the understanding that it may not fit your particular game setting and style, but is an alternative.
It sure looks like a normal doorknob...Wait a second...Did it just move?!
A mighty Demon, now trapped and confused, may make for a powerful ally.
Little imp-like creatures...that eat paper?!
The extra-planar citadel of Ansern is named after its mage-founder. Ansern discovered the means to traverse the planar gulfs and created the citadel as a haven for his disciples in the art of planar-exploration. The disciples of Ansern continue his work and explore the countless worlds opened up to them by the work of the mage. They are cataloguing everything they discover in preparation for the greatest volume ever written: the Mondopedia, a book detailing many of the worlds. But the countlessness of the planes means that their book will never be finished.