subterfuge abounds in this royal rumble over the kings road project. The road is way behind schedule and someone needs to find out why.
Political ambition, religious confusion, ancient artefacts, and a mad ghost.
A long forgotten atrocity and crime left unsolved.
At what point does the quest for justice become a desire for revenge?
And when does revenge become another atrocity?
There are sewers beneath the cobbled stone streets, carrying the filth of society away, rather than letting it pile up into steaming heaps of refuse. Something has moved into the sewers and is now coming to the surface to feed.
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.
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?
The queen hired a theif to steal the information for the bodering country she’s at war with, but the thief is having some trouble…
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 bell calls from its lonely tower, ringing across the valley. For whom does the bell toll, it tolls for thee…
Someone has been raiding the coast. The PC’s are dispatched to help - but can they trust the local authorities?
The PC’s are walking along a forest path when they hear the sobbing of a young woman, but when they investigate further…
A famous hero has died, but his dying request was the be buried beneath the willow, and he has asked the PCs if they will carry his body there and bury him.
The mentor of one or more (lawfully-inclined, socially ambitious) PCs is vulnerable because of a past action Ã¢â?¬â?? an action that was justifiable at the time. But opponents can now use changing circumstances or new information to discredit or destroy the mentor and damage the PC. The mentor is unwilling/unable either to respond or escape the consequences. The PCs can take action, but not in the open; ‘kill the monsters’ is not likely to solve the problem. Failing to act will doom the mentor and damage the PC; taking action may also doom the PC.
Arriving in a small village the adventurering party is drawn into a meeting of the Parish Guild…
The Sentinel has always wondered who he was, his past covered in lies and deception, he wishes to seek the truth. But sometimes the truth is hard to take….
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…
An area known for sweeping mountain vistas, and sleepy alpine hamlets has all but exploded with miners, adventurers, and thieves. Dwarves are showing up in troops, while orcs are churning towards the valley. The reason? Simple…
There’s gold in them thar hills!
For years trading ships have come to the Islands of Teanoi seeking treasures of gold, pua shell, and exotic herbs and spices. Trade has dwindled, and ships vanish without a trace, but the trade is too valuable to give up, and thus the ships still come. The islands also lay close to a shipping lane, and are a regular stop for ships seeking only to take on fresh supplies of foodstuffs and water.
Soon merchants begin seeking outside aid to protect their ships from the unknown menace that the islanders call Teanoi…
The PCs are hired to remove splinters of discontent and desertion from the feet of the Prince’s Army…
When the Prince of Thalavor is found dead, floating down the river in a Hero’s Voyage, the King Espegil sends the heroes upriver into unexplored lands to discover the bane that slew him.
A tribe of barbarians appear wearing necklaces of bear claws and great cloaks of brown fur. They are physically much larger than normal humans, much stronger, and shrug of the most vicious of wounds. They call themselves the Aklak after their totem spirit.
- From the Inuit word for Grizzly Bear