The Duke Wars have torn apart the kingdom. Now, two dukes battle for supremacy. Will the heroes help the ambitious and noble deSandreaux or the beautiful and brave Christine?
The city of Yoralaruk knows how to keep it’s secrets, and it has many to hide. It is up to the heroes to discover what the truth behind it’s darkest secret.
A magical plauge is disrupting the city of Blue Marina. Victims are found poisioned and covered in weals and, oddly, pennyless. Can the players solve this crisis before rich and poor are destroyed?
Deep within the bowels of the earth, the great structure of reality finds itself at siege.
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?
A village is being terrorized by a demon. Daerun, the Dragon-lord that claims this territroy, has decreed that before he will help any cause, he must have a gift to show that the cause needs his intervention. Now you must go and kill/capture some of the demons underlings to present to Daerun or the village is doomed.
Two religeous sects are approching open war after members of each sect are found brutally beaten to death.
A continuation to the plot The Dreamweaver. This time, the PCs might not be so lucky…........
The village’s spiritual leader is fevered and babbling about ghosts. Is what’s plauging him an assault from beyond the grave, or of a more earthly source?
Chaos and Law have reached a comprmise and stopped thier warring. This truce holds as long as the respecitve priests honors the other’s ways for one day of the year. Lawful preists must incite a large decadant celebration or carelessness and the chaotic priests must chaperone the event and keep the party from turning ugly while remaining out of involvement. Thus the warring of the gods has been kept in check for decades and all is well. At least untill the materials for the party come up missing two short weeks before the truce day…
The job of a lifetime. The King’s very own Security Advisor has redesigned the security of the armoury and has chosen the PC’s to give it a test run. If they break in and out, they will win much respect. If they fail, then they simply prove the armoury security is unbreakable. Can’t lose, until after the ‘test’ break-in the armoury really is broken into and the most valuable weapons of the kingdom are now missing…and the PC’s are the prime suspects.
This combines both a blackmail scheme and mistaken identity in a fun way!
Another dirty job, this time heavily guarded weapon works have to be stopped.
A double life as a city guard and a master assassin may prove the most difficult of all when a PC is asked to solve a murder he committed.
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.
The Despotic Queen of Shiant has decreed that a competition will take place in the month of Oconerry. She will have built a labyrinth through which the contenders must pass in order to win the ultimate prize: her hand in marriage.
Two sly-looking men turn up in town accompanied by a third man who says very little and who they don’t allow to be seen much.
It is rumoured that a sort of little people living deep in the green woods have magic acorns. If they throw and hit someone with by one of these acorns the victim will experience temporary madness for a small duration of time, making the babbling victim easy to capture of kill.