The Golem Wars are over now. There is a great peace around the world, but something evil and powerfull has been awakened in the darkness.
The Sword has returned from long and ancient exile. Can it’s glory be kept from falling into the wrong hands?
Inspired by Ria Hawk’s “Lifecycle of the Dungeon” discussion.
The PC’s come across a cave system that isn’t on their map. The cave is in plain view and hard to miss. Once inside, several odd and unusual things are found.
To help someone is a good deed. Will you still help, if, well, it is a tribe of Orcs that asks for your help?
Another dirty job, this time heavily guarded weapon works have to be stopped.
Starts like a regular investigate/slay/recive reward adventure, but with a macabre twist in the end that should get your players thinking… a low level adventure
An ordinary seek-the-artifact scenario gives a valuable lesson why you should always check your employer.
A PC awakes in a cell plastered with blood. On the floor lies a crucifix necklace. She escapes, chased by the guards and soon the terrible truth of her situation dawns on her…
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.
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.
What happens if you actually get what you have been looking for, all the time ?
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…
This mountain chain was once vast and impenetrable, but had the misfortune to named in the binding spell of a mighty demonic(godly?) being, namely that when the Great Mountains are forgotten, then shall it be free.
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 king is having a new wine celler dug when they find a ancient opening to a hidden dungeon.
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.
The heroes find a small crypt somewhere and being brave adventurers they want to check it for evil forces (=graverobbing). Or for any other reason.
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.
In a village the characters hear rumors of a man that recently came through screaming of demon attacks and murderous insects.
These magical boots empower the wearer with several abilities at once. Wondrous leaping, water-walking, and even flying! Yet the boots possess an insidious curse upon them as well. A deep and almost unfathomable (by others) feeling of listlessness, boredom, and even apathy affects the boots' wearer at all times whenever they are donned. Magic will not dispel the effects.
And so while the wearer of the boots can perform great feats of action during combat or at other opportune times and key moments, they'll never really want to do so, complaining "Meh, what's the point of it all anyway?" or "I would fly up and save us all guys, but sigh, maybe uhm, soonish, mkay? Bit bored by this whole burning tower at the moment."
Naturally the boots wearer's fellow PCs will grow quickly frustrated with this arrangement. There have been numerous occasions when one angry PC literally tears off the boots from his companion's feet in anger, and dons them in turn, only to immediately suffer from the same effects.
The solution lies in constantly "motivating" the boots' wearer with successful rolls, involving threats, flattery, fiery speeches, or even bribery.