When Cortez captured the Aztec leader, Moctezuma, he and his conquistadores demanded a room full of gold as ransom. The soldiers of Gkar’tell wants quite a bit more in return for the leader of the Lizardfolk…
A wraith turned a wandering fairy into a a fairy wraith. It turned on it’s own people and destroyed the entire nest of faries. Except one. And now that one needs your help.
And you thought they were always cute all the time…
Another continuatio of the heroes’ journey through Daemonland.
An ancient spirit known as the Elephant God said to them “Thou hath defeated me, and thou shalt have thy prize: All the valleys and forest beyond yon cliff art for thou and thine.” Having beaten the not-so-malevolent spirit and laid it to rest, the heroes now stand at the edge of the greatest cliff in all the world. The land they see is know theirs, but what does it hold?
A great Evil has settled across the land. A sage of your acquaintance thinks he have a solution. He found several references to an older tome of healing that details such a crisis and gives a solution. The Tome of Klorak. However, all copies were destroyed a century ago, as the clerics call him a heretic. One copy might remain. It is in the royal library in the lost city of Asylum.
Once a year, the army rounds up the Mad and takes them to the City of Asylum. While you are travelling on the road, you encounter an army unit escorting 30 insane people dressed in tattered clothes. Yet one might not be mad….
Sometimes things are simpler then they look…
The players are sent to find an ancient army that has sworn to protect the land. Beware, nothing is as it seems…
The great mage Cicero Talaten and his family suddenly vanished one day two hundred years ago. The bodies of his wife, daughter, and one of his sons were found on the grounds of his ancestral home. But what of Talaten himself, or his other son?
A young queen, beautiful and cruel.
A war for limits.
An ancient fire, a civil war.
The conspiracy has begun.
Unknown to anyone, a glamorous ball for the Duke of Erezi will turn into a confusing and chaotic bloodbath.
Floating cities, legendary spells, sinking islands, and a missing king.
The heroes are ninjas of the Kakemetsu Clan, hired to assassinate the Lord Kuganara Daijo. But when they infiltrate the Kuganara Castle, they find that there is more to this than there seems to be.
Old swords, ancient kings, and forgotten cities. Once the greatest city in the land, now guarded by darkness and death. Akibara was one of the hubs of the east, gateway to the sea, entrance to the lands. Now it lies amid a forgotten desert of ruin and death.
A siren has seduced a noble overboard and gifted him with watery breath. Now his family is preparing to go to war with the mer-people, blaming them for his kidnapping. They mer-people have beseeched the players to explain that the siren isn’t even one of thier people and help rescue the noble from the siren.
Problem is, the noble is now daddy.
“Winds and waters keep,
a hush more dead than any sleep”
- W. Allingham, Ruined Chapel.
The trade ships from Menast have failed to arrive, but why?
A continuation of the heroes’ journey through Daemonland.
They have passed beyond the mysterious circling armies and entered the burning, poisonous desert of Outer Daemonland. Can they find the way across before the Elephant God beats them to it?
In the savage wastes of Daemonland the More, three armies chase each other in a circle for all eternity….
An icky sideline plot to a forest adventure.
An enigmatic ship arrives through the mists…
Something strange has infected the land. Plants and Animals are taking on the characteristics of other plants and animals. Many are harmless, others have become monsters. The effect has spread from the near by wilds and into the populated areas. The first person has been infected by this strange malady.
One day a a wind begins to blow out of the West. The next day it gets stronger. And stronger still the next few days. Eventually (and fortunately), the speed of the wind tops out at a steady fifty miles an hour, but continues to blow. Soon an entire kingdom is wondering why it's not abating. The weather mages deem it unnatural but can't seem to banish or control it. The priests of various faiths claim it's divine. The End-Of-Days crowd is having a field day with their predictions of doom. No one knows why the gale persists. When inquiring with neighboring kingdoms, it seems they too suffer from a persistent western mistral. Eventually the populace begins to adapt to living with a twenty four hour a day wind. Always from the West, and perpetual. What could be causing this? A raging Elemental king? a curse from the gods? an unearthed artifact? Or has Nature itself gone haywire?