“Ye’ve ‘eerd th’ one ‘bout th’ king who’ll send 3000 gold royals te th’ lucky man thet sends ‘im a letter back t’ test th’ Royal Mail, an’ ye heerd aboot th’ succubus that makes off wi’ mens’ kitlins after she ‘as ‘er way wi’ em, but ha’ ye heerd aboot th’ beggar lad that wants a stone from ever’ village in th’ kingdom?
I’m beging to wonder if there can be victory? Please don’t let this go on…
Memoirs of the Nameless soldier
Clerics in roleplaying. Some ideas for incidents that might occur to them while at their chapel.
Two characters, one player, and no way to tell which is the real one.
The PC’s have to help a disenfranchised young man reclaim his village.
Lying prostrate on the floor, his documents and scrolls strewn beneath him, was Taewoo Kin - clearly dead, with gruesome marks around his neck that suggested strangulation by something of disturbingly inhuman origin…
A commoner has run into a LOT of money! Unfortunately, everyone knows it. Good luck getting out of town in one piece!
The local lord has been deprived of his prize family heirloom, the thief isn’t exactly a thief, but rather an absent minded wizard. Get the heirloom from the kindly but absent minded professor. Simple, right? Well, except for the fine print.
One Immortal. One nation. One wizard. Can you foil his evil attempt to attain immortality?
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.
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?
An ancient ruin, a pair of boastful teenagers, and a bunch of indifferent gargoyles - but who let the demonic spirit out
Some legends are history, some are mere stories, and some have a basis in fact. This may not be quite what it seems.
A jolly night with friends turns out to have long-lasting consequences. Can a hardened adventurer handle infinite responsibilities of a single dad - especially when there’s an evil mage out there looking for the adventurer’s child?
Jaelric the Black, Shatterer of the Countryside isn’t feeling up to par. And he needs a little bit of help.
Children have been disappearing from a herding village for the past 3 years. The superstitious locals blame it on the “gatha”, a troll living in the woodlands.
The greedy demon, Shikan, terrorized the countryside of the North, killing whomever and plundering whatever he fancied. No one dared to challenge his might, and his ego and reputation grew bloated and over-ripe…
Most unexpectedly, an omen of fire appears in the sky, bright in the darkness, visible during the day, panic ensues…
With regard to the plot "Sleeping Mines of Elathon":
You manage to get the water wheel in the mine working which operates a pump to clear the flooded lower levels. As you explore the dank tunnels of the lower galleries, you can hear the creaking of the wheel above. You enter a low-ceilinged passage and are crawling on your backs, when the creaking stops. The water starts seeping wetly around the back of your head...