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.
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.
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.
How many roads must a man walk?
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.
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.
When arcanotech fails, it fails spectacularly
Shadows gather…and linger.
A simple mission for a Dragon, but of course, nothing is ever simple with Dragons.
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.
Deep beneath the central tower laid the chambers of the Arcane. This is where the mages, witches and warlocks place those creations they deem to dangerous. The crystal bell Ã?Â Beloth Ã?Â was such a creation. Shortly after it was created by Magnus of Cormalth, it got into the hands of a cunning mercenary captain known as Harlan Marcus. Let’s shorten the tale and just say that the mages in the college valley did not like to have Harlan and his men roaming about the valley, helping themselves to the mages valuables. The bell rendered the college magic useless, and the mages locked themselves in, awaiting Harlan, armed with brooms, pottery and kitchen utensils.
The bell was later recovered, together with Harlan himself, and both were locked away in the chambers of the arcane.
The PCs are setting up camp at the end of their first day of walking through the Esh-Inel Mountains, when they hear in the distance a low rumbling, like thunder. It grows progressively louder until it echoes off the mountainous bowls around them, then dies away again. At its worst the ground starts trembling. It happens every day at this time, and it is the noise of the Great Carts on the dwarfish underways returning home after a day mining, laden with many tons of ore.