Travel broadens the mind… If you survive the journey. A collection of Tales of Adventure
In every great film, the seed of a corny adventure can be found…
I will sail my vessel, until I happen upon…
You’re walking through the forest when you encounter…
How many roads must a man walk?
The Demon Archivist, organizer of Hell’s Caravan
What initially appears to be another trek through wintry mountain landscapes will be revealed as a true struggle for survival. For the mountain known as the Kiebral is an ancient evil, its secrets are countless and its power is immense. Can the PCs outwit a power from the dawn of time, or will they succumb and be trapped for all eternity?
On one of the adventurers’ many journeys through the lands, they one day enter a very strange village surrounded by a palisade. Therein all villagers seem to be sleeping, their hair long and flowing and their nails ever growing. Snow has settled on the land and the few found outdoors are covered in a thin layer of powdery white snow. Nothing can be done to awaken these mysterious sleepers and there seems to be no escaping this village either.
Then the night falls…
When the world is changing and madness descends, can a group of stalwart villagers save a bastard newborn from the clutches of an unknown enemy?
This campaign follows the group on their desperate flight from hostile forces, both covert and overt. This Campaign centre around their perilous journey through the highlands, the lowlands and within the cities of men. Will they survive long enough to reach the relative safety of the sacred Ulukhan? And how will they react to the hidden truths and internal strife they encounter on their journey?
This is a fully fledged campaign. One that will span many, many table top sessions.
The PC’s find themselves thrust into a whole new world during what they had thought would be a boring trek through the plains…
On the 6th world, there are a few lands with no dragon-lord to guard them. These lands are called the lost lands and the land and the people within face hard times every day, and winter is no easier…
An impious old mariner feels the lure of wanderlust. He leaves his family and home, but have the gods forgiven his blasphemy?
The nomads are a neglected people, universally hated and persecuted. Let your characters experience this life…
In the savage wastes of Daemonland the More, three armies chase each other in a circle for all eternity….
On the road you meet… a fiery fire dragon! The mighty Xeatoxx is not some random encounter without purpose. He, though he is the last to admit, has a serious problem.
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.
As a mage walks through the forest a sprite appears on a branch in front him (or her). The mage will be the only one that will be able to see the sprite. The sprite demands that the mage release him from the forest.
If it was a castle, it was the strangest one he had ever seen.
He of course saw the main tower - taller than anything he had seen outside of Stoneholt, the spire looked fragile and was topped by a glassed-in chamber.
The outer wall was so gently sloped that it would have only stopped a horde of hobbling old men, an able-bodied soldier could stride up to its crest with little effort. Within one saw a huge, nearly perfect bowl-shaped area with the base of the tower in the centre, covered in hundreds of mirrors.
This structure is a massive solar collector designed by the Wizard-King Aardwal in centuries past. He used the concentrated light in his investigations into the magic of light, and in the fashioning of flash crystals.