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.
The war has returned. But now the enemies of the enemy are no longer dwarfs. Men must stand against the host, and to do so they need weapons. The mines of the dwarfs in the Elathon valley must be re-opened, and their fruits mined.
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.
The task easier than usual, escort a group of pilgrims from the sleepy town of A to the dwarven forges of B, get the bell and return. But…
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.
The well-known glassmaker and -blower Rinaldo substituted certain components in old recipes with others, cutting the price to a half, without loss of quality. Great business for him, but who will be hurt?
~ I’k atal si hen-uethian Kalorsani, hnath uetht-er k’atal Lueni.
~ To spill the blood of the Kalorsan is to spill the blood of men.
Deep in the woods, something has gone wrong. Travellers are disappearing like flies and the townspeople are wary of passing under its shady eaves.
What happens if you actually get what you have been looking for, all the time ?
She has everything: stunningly good looks, sharp brains and oodles of power: she's going to be a Queen. The only drawback is that she doesn't want to be a Queen.
The players unknowingly awaken an ancient army. Viewable by all, yet unseen by the players, people flee in fear of the marching army of spirits on the path to a major walled city. On arriving at the city the players cannot figure out why the gates are closed, the towers are manned and on the defensive - from them…
The characters must travel to Muspells-heim, the Nordic underworld, to find Wanrefax (DarkMane) the Black Dragon, subdue him, and ride him to joust with the Sky Wolves, releasing the sun from the cavernous belly of Hati
The characters are unwittingly embroiled in a rebel organisation, and must lead the Black Shield fighters to victory against the evil Halar, seeking out new hideouts, rescuing people from towns and generally doing what Robin Hood would have done in their situation.
The king is having a new wine celler dug when they find a ancient opening to a hidden dungeon.
It seemed like a great place to camp. The clearing was good sized and sheltered from the wind. The brook just a few feet away. There is a natural hallow to keep the horses.
Then the night came.
It was like it became a different place. The temperature dropped. The wind, which does not seem to disturb cloth, almost cuts through you like an arctic wind. No one can sleep, as the soft ground has turned hard. The horses are uneasy. The Bats are flying over and stopping in the trees.
And then there is the eyes. There are glowing eyes just inside the tree line watching your group. The mages and clerics can detect nothing, but there is still something there.
(yet there is nothing at all... The Darkness will do nothing unless the players do something to it. And even then it will all seem to be a conincidence.)
Of course, in the morning, it all becomes sweet and light.