The town of Silverfox Mill was a quiet place for many years, but this peaceful town has begun to unravel. The arrival of the Usury Guild drained the populace of their livelihood, forcing many into poverty, alcoholism, and prostitution. Complicating this trying time the town has recently lost its most beloved citizen, the wizard Osric Skanderbag. With his absence it seems the long-dead witch Anna has been raised to murder and poison, but this may be a front for more contemporary threats.
A journalist is preparing a story on Agency 17. Predictably, the Agency would like it if the story died...
The players are sent on their first mission for Agency 17: Stealing Sarin from a right-wing militia group in rural Texas
This is a study of the effectiveness of not the individual but a group of individuals. This is an Open Ended Plot which will not be fleshed out by a single person but by who ever chooses to add content.
When the Caliph-Emperor of the Dunes hear about his son's heart attack at the northern front, his rage is unstoppable. For his son was only nineteen years old, and a trained athlete. Grief stricken as only a parent bereft of their child can be, the Emperor finally rouses the Empire into action.
So, when reinforcements finally arrive to the beleaguered veterans at the front, they are accompanied by the the Imperial Necromancers in their gold laced red silken robes, as well as the three old triplet hags of Devananon, seers and prophets who use narcotics to enhance their trance visions.
As the Prince's corpse is carted to the Spires of Devananon, where the necromancers and the triplets will work their magic, the PCs will have to conjure a plan of their own. For they are to blame for the Prince's death.
This plot is set five months after the happenings of "A Dark Moon over Sagranz", but could be adapted by any GM to fit his setting and need.
The players; survivors of an elite squad of mercenaries, are assigned to an assassination mission. Their task; to penetrate enemy lines during night, enter the fortified Holzberg Monastery where Sagranz has his command, and kill the elderly Hexenjaeger in his sleep.
If only it was so easy...
The Sneel are causing trouble again.
Not quite Science Fiction…
Someone wants Prince Philoj dead. Or?
Wherever the PCs have gone recently, they have heard the talk. The Doomsday Machine of Toothless Amalgam has stopped spitting out birdseed. The End is nigh.
There is a new threat to mankind coming and it’s all due to poor craftsmanship…
Shadows gather…and linger.
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?
In the quaint little town known as Golothei, the infamous black legion makes it’s last stand against the mountain tribes of the Ugeroth. On the Asylum River Island the battle rage most intensely, legionary squad mages barely holding their own against the onslaught of chaos worshipping tribal sorcerors. To this location the PCs are destined to travel in search of the powerful artifact known as the Tallow Candle. But not all is as it seems within the halls of the asylum.
Should you wish to pluck a rose, or to caress it, beware its thorns, its dangerous beauty.
A hunting party realizes a druid has been foiling it’s hunting efforts and shifts it’s focus from hunting wild game to hunting the druid.
Set a number of decades after part one.
Prince Tibalt survived his unique birth into the world and is now grown into the King of Jaegerwald. Jaegerwald is no stranger to werewolves, but when members of the kings staff and council start transforming with no apprent contact with werewolves, the PCs are charged with finding and destroying this hidden monster.
Set in a heavily wooded kingdom of reknown werewolf hunters.
A princess on a hunt goes missing. Rumors of a new, more fierce werewolf surface. The party needs to find the princess before she or her seven month pregnancy are in danger.
The PC’s find themselves thrust into a whole new world during what they had thought would be a boring trek through the plains…
Once every decade on the eve of St. Poskov's Day during mid-winter, the coastal city of Tiyabon experiences a horrific event. Quool's Tide rolls in, depositing hundreds of bloated, fish-eaten corpses upon the pebbly shores of Tiyabon's wide bay. This singularity is to this day unexplained, though countless theories abound. It is said for example, that these corpses are not eaten by the myriad fish of the seas completely, due to the fear all creatures of the seas hold for Quool.
Named for Quool, a terrible, antediluvian god of seas and storms, who no longer exists for he has no worshipers, the Tide chokes the beaches and surf with the countless rotting bodies of those who had perished at sea in a violent way.
Almost immediately, the lifeless corpses are fed upon by crabs, gulls, and worse things that await the horrid feast. The townsfolk let nature take it course with disinterested disgust, though lately some enterprising adventurers have taken to searching along the beaches of flesh for former deceased companions, with intentions of raising them again!
Surprisingly no undead ever rise from among the many corpses. This is also a mystery.