How hard is it to despatch a troublesome swan? A lot harder then you might think.
PCs are hired to assassinate a local Count. Designed as the opening mission of a war-based campaign.
Two local merchants were found dead last night, both seemingly poisoned. Everebody is clueless as to what happened. Will the Heroes uncover the truth?
A young nymph gives up her life to encounter the PCs, begging them as she dies to save her sister nymphs from extinction and promising that they will be well rewarded for their trouble.
Do the PCs dare to go and raid the tomb of the Pharaoh Upshi?
You have to infiltrate a warzone, get engineering data, and get out. Simple. The twist: The data is on the large moon tantalus IV. Better known as "Hell" by its inhabitants. Good luck…
Parties have a habit of getting out of hand, especially when it’s the young and wild generation. Sometimes, parties get a little more than out of hand, if the spirit moves the guests.
An offer, a long voyage, a bitter ordeal, and a knife in the back.
Your average posse of adventurous types is hired by a wizard to stop the attacks on a small village.
One of Corleone’s commander has come up with an exquisite trap for the newly forming armies of Ignus. The only problem? He needs bait for the trap, and he’s just hit upon the perfect idea…
War has begun, and the troops have begun to move. Lying on the border between Esteov and the God’s Spine Mountains, Kerrengen Keep secures the main source of fresh water for the capital of Esteov, Lake Kerrengen.
“Please sirs, my grandmother lives just beyond the forest”
Someone wants Prince Philoj dead. Or?
On an outlying farm, the sick grandfather of a family was kidnapped. Can the kidnappers be stopped before they deliver him off-planet?
A town is besieged by a changing culture and is desperate to hold on to its oldways. But that gets harder as the next generation starts to leave the traditions behind. The drive of some people to resist change and hold on to what they have is so great that they will not only fightthe undead but eventually embrace them.
Missions for any campaign in any city of any realm. As long as crime exists, you will be able to use this submission.
To trap an ancient demon you need an ancient ritual.
And where do find such a ritual?
In the tomb of an ancient priest, of course.
And that’s where the trouble begins.
The Empire is growing and demanding more resources. The PCs are hired by local authorities to draw up a map of the nearby mines abandoned by dwarves about two centuries ago.
Now, this ol' ramblin fellow tends to walk his talk a bit too far down the train sometimes.. So I'll be brief in my recantin' of how it was my Tavern "came to bein'" on the multiverse as a weave of it's own spell.. And how I'm even alive to tell the story!
You see it's simple really, trust me.. that's my specialty, keepin it elementary. And you can trust this old Bard.
Anyway, this one night these wizards get a ramblin' on about the temporal exististance of space and time and how it could be manifested in a weave of super dimensional space. whereupon the folded space would give rise to an infinite number of entrances and exits to one or many spaces. Now, seein' how my talkin' sometimes get's locked into the way us folks used to talk back in the ol' west. These wizards didn't know I was a master of the word. and I had heard everything they said. They were also a bit over the wagon, while I was steerin' the show.
So that's how it came to pass, I struck a bargain with the wizards. They come to me in the morning and conjure up their idea into reality and I'd pledge them my life, my existance.. in essence my soul. but in a much nicer sense of the word. So they came by in the morning a half remembering our talks the prior evenin'. And I recanted their words verbatum, and that's how it came to be. The spell was complete that afternoon. My tavern would be the super dimensional cube that would exist in this weave of space and time, folks could come and go as they please, knowin in mind some of the rules and limitations set forth.
A few of 'em as follows.
No feller can be causin a ruckus inside any of my fine establishments, as always rule number one god damnit.
n' second the portal works kinda tricky. When ya outside ya cast the spell and lend your will to luck a bit and regardless the doors to the bar will appear, the windows a luminescent amber.. you can hear the chattee but ya can't see in. And the catch is the door might be locked, in which case you chalk it up to lady luck and go walk off and try again in an hour. Now most times the door pops right open and from the outside you always come in the front door, immediately greeted by myself or one of our many fine patrons of Hooper McFin's Ale & Steakhouse.
Now when ya cast the spell from inside the Tavern, another catch comes up. The back door is mainly a secret for the non-initiated staff and the regulars but for sake of the prose let's assume we all know there's a secret door in the back with a portal there. Now when you go on through this one, you got two scenario's you oughta be aware of. One is ya pop outside relative to the same spot you came out. The other is, you walk back on into this one or another of our many Hooper McFin's Ale & Steakhouse.
so it's a clever quantum railroad I got my tavern and my people's caught on. But, Hey the show's sure as always goin. ohhh' rutin tootin skidoodle -
** And that's it.. that's the only notes I found on the spell, apparently out there somewhere is a Tavern caught on the mighty ebb and flow of the multiverse. Well. at least I can put to rest my torment as to the condition now referred to as "Hooper McFin's Teleportation Paranoia".
Dr. Clarke T. Mulligan - Professional researcher of Time & Space.
Hooper McFin's Ale & Steakhouse