A journalist is preparing a story on Agency 17. Predictably, the Agency would like it if the story died...
The players are sent on their first mission for Agency 17: Stealing Sarin from a right-wing militia group in rural Texas
Someone wants Prince Philoj dead. Or?
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 village of Far Tragin is deep within the dangerous Northen wastes. Yet somehow it has avoided destruction by the monsters who dwell there. The PCs discover that it is a deal with an unlikly ally that protects this town. However, this deal may be failing and Far Tragin is in jeoprady.
In some regions, various occupations might be exclusively staffed by members of a particular race or ethnic group. As examples, a city's butchers might tradtionally have orcish blood, or all the dwarves in an area could be expected to join the miners' guild (even if they personally have nothing to do with mining). Those who violate these stereotypes may find themselves in conflict with local customs or idiosyncratic laws.