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.
Sinister, enganging plot involves a powerful tool fallen into the wrong hands. Only the players can set things right. They have a piece of the tool, but first they have to figure out how the tool works, why two opposing forces are persuing them, whom to trust, and what to do next. Murder, accusation, betrayal, diplomacy, combat, and constant mystique force the players to make incredibly difficult decisions.
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 Players are asked to escort a prisoner to a point where he can be exchanged. But first they have to break him out of the dungeon…
Defenceless villagers, highway bandits, and primitive tribesmen.
But who has the magic crystals a young shaman needs?
And how do you get hold of them?
The peaceful sounds of mid afternoon were brutaly interupted by the swears and jeers of a fight erupting on the edge of the market near an alleyway. Seeing three armored humans fighting a young boy, the fight seems a bit unfair. Not seeing anyone rushing to the aid of the elf and with no watch in sight, the elf doesn’t seem to have a chance. Cries of thief echo from the lips of the three humans.
An ancient ruin, a pair of boastful teenagers, and a bunch of indifferent gargoyles - but who let the demonic spirit out
The PC’s find themselves thrust into a whole new world during what they had thought would be a boring trek through the plains…
Treachery, murder, magic and an army of the dead, all in one rather confusing escapade.
“Return to me,” she said, and as he died, he said: “I shall return”.
And though the years flew like sparrows from disturbed nest, he did return, year after year…
Some legends are history, some are mere stories, and some have a basis in fact. This may not be quite what it seems.
The PCs traveling through the mountain end up in the the small village of Bitterfruit, this tiny village is the epitome of paradise, but even paradise has its secrets.
subterfuge abounds in this royal rumble over the kings road project. The road is way behind schedule and someone needs to find out why.
A contest between good and evil. You choose the winner. Shall it be the betrayed or the betrayer who conquers?
a clan of Mountain giants believe a human mage can lead them to victory against the slightly superior Mist Giants of a neigboring mountain…their ancient cave drawings (think Bayern Tapestry on cave wall) tell them so…
Political ambition, religious confusion, ancient artefacts, and a mad ghost.
A long forgotten atrocity and crime left unsolved.
At what point does the quest for justice become a desire for revenge?
And when does revenge become another atrocity?
In the middle of nowhere, followers of nature religions meet for a great festival. Also, the new druid for that region of the world is going to be “elected”. Not all of the 4 contestants are initiates, however…
"It is said that among those people they have a loathsome custom- that they keep a spotted dog always waiting beside the gate of the yard where they bury the dead, and that in every funeral they allow this spotted dog to feast upon the dead, so that it grows fat and wise with the knowledge of the dead... Many necromancers do seek out these spotted dogs, and ask of them sciomantic knowledge, or take them as familiars." -Author unknown, "The Ways of the Necromancers"