The evil mage Zarakoth is dead, but with his death the world has gone mad. The aging characters are confronted on all sides by rot, death and decay whilst around them the world regresses rapidly to the stone age. Furthermore, Zarakoth seems to have miraculously not died - and to be more powerful than ever.
Once a year, and each year in a different place, the wandering bazaar and social gala that is the Thieves Convention is held. Invitations Only!
This is a study of the effectiveness of not the individual but a group of individuals. This is an Open Ended Plot which will not be fleshed out by a single person but by who ever chooses to add content.
There was He, and there was She. And She was shy of men at first, always being told to distrust them. But He taught Her what love is, and promised Her everything he could. And they lived in happiness, and their love was perfect, for the rest of their lives.
What initially appears to be another trek through wintry mountain landscapes will be revealed as a true struggle for survival. For the mountain known as the Kiebral is an ancient evil, its secrets are countless and its power is immense. Can the PCs outwit a power from the dawn of time, or will they succumb and be trapped for all eternity?
From beyond through veils sublime
Pass ghostly, o umbral shine
Illuminate in shadow, fade colors, so fallow
Dark dreaming does bidding thine
This is a scroll for every rumor or tale you might here from a friend or in a bar.
In the quaint little town known as Golothei, the infamous black legion makes it’s last stand against the mountain tribes of the Ugeroth. On the Asylum River Island the battle rage most intensely, legionary squad mages barely holding their own against the onslaught of chaos worshipping tribal sorcerors. To this location the PCs are destined to travel in search of the powerful artifact known as the Tallow Candle. But not all is as it seems within the halls of the asylum.
An alliance between bitterest foes in a desperate bid for their survival, thus was the beginning of the Shrew-Wars
A dangerous romp across the Soviet Union in a race to rescue the eccentric Dr. Pegasus before he can complete his secret design.
Shadows gather…and linger.
How many roads must a man walk?
A simple mission for a Dragon, but of course, nothing is ever simple with Dragons.
When a wizard named Mendalus develops a spell that summons an obedient woman named Catherine--exactly like any other summoning spell--it creates chaos in the wizard-metropolis of Meltheria, as many interested parties struggle to understand the nature (and legality) of the Catherine spell, while vast fortunes hang in the balance.
Unknown to anyone, a glamorous ball for the Duke of Erezi will turn into a confusing and chaotic bloodbath.
When a mysterious man hires them to slay Baza, the Yellow Priest, will the heroes find more than they bargained for?
When a very old ring is anonymously sent to the authorities accompanied by a cryptic note, they are confused. But much more is at stake…
Two characters, one player, and no way to tell which is the real one.
According to Ars Geotia the standard formations of power consist of ley lines, confluences and founts. this system has been long accepted, and is quite incorrect…
Starts like a regular investigate/slay/recive reward adventure, but with a macabre twist in the end that should get your players thinking… a low level adventure
The Water-Rift is a massive crater in the center of the desert, in the center of which sits a large, unfathomable machine that produces water. Thusly, it is a veritable paradise in the center of the burning desert, and a unique culture exists there.