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.
This is the conclusion to the Prophecies of Redemption Campaign. The characters have sojourned through mountains and lowlands to reach the forest in which the entrance to the demon lord’s citadel can be found.
But the Citadel is not what one could expect. Can the PCs find their way in and survive to tell the tale?
Near the summit of mount Arak’nui, the remnants of the elven race still lingers. Their hearts darkened, their spirits broken, they have turned to evil and embraced demon-worship.
Darkness and bitterness has consumed them, and they have turned away from their gods and summoned demons to inhabit the flesh and souls of the willing. Shadow dancers these elves are called, and they are an instrument of revenge, wreaking havoc wherever they dance into the midst of the enemy. It was an alliance hastily made in those desperate days three centuries ago, but as the elves witnessed the agony and change visited upon the shadowdancers they regret the decision more and more.
This is a scroll for every rumor or tale you might here from a friend or in a bar.
Each year, One member of the two sides of the tribe is chosen to Acend. It is a deep ritual used to maintain the contact the tribe has with its two gods. Sometimes, you gotta go out with a bang.
On one of the adventurers’ many journeys through the lands, they one day enter a very strange village surrounded by a palisade. Therein all villagers seem to be sleeping, their hair long and flowing and their nails ever growing. Snow has settled on the land and the few found outdoors are covered in a thin layer of powdery white snow. Nothing can be done to awaken these mysterious sleepers and there seems to be no escaping this village either.
Then the night falls…
The nobleman’s daughter must be escorted from place to place, but her addiction may make the journey far harder than it need be..,
Winter time is a wonderous time for adventure.
Beginning adventurers have a hard time to find the right employment… let us try and help them!
A dangerous beast is loose in the forest.
Does the circus have anything to do with it, and if so can they help catch it?
More to the point, will they admit it?
Imperial debacles, heroic last stands, the valiant defence of an island, arduous desert crossings and a deadly hunt with the PCs as prey, not predator can all be found in The Variscan War, a mini-campaign (25-40hrs) for medium-high level characters.
When the world is changing and madness descends, can a group of stalwart villagers save a bastard newborn from the clutches of an unknown enemy?
This campaign follows the group on their desperate flight from hostile forces, both covert and overt. This Campaign centre around their perilous journey through the highlands, the lowlands and within the cities of men. Will they survive long enough to reach the relative safety of the sacred Ulukhan? And how will they react to the hidden truths and internal strife they encounter on their journey?
This is a fully fledged campaign. One that will span many, many table top sessions.
Clerics in roleplaying. Some ideas for incidents that might occur to them while at their chapel.
Two characters, one player, and no way to tell which is the real one.
The PC’s have to help a disenfranchised young man reclaim his village.
Lying prostrate on the floor, his documents and scrolls strewn beneath him, was Taewoo Kin - clearly dead, with gruesome marks around his neck that suggested strangulation by something of disturbingly inhuman origin…
When does a boon become a bane? The wise often falter and make foolish mistakes under the guidance of those who are treacherous in design.
A commoner has run into a LOT of money! Unfortunately, everyone knows it. Good luck getting out of town in one piece!
The local lord has been deprived of his prize family heirloom, the thief isn’t exactly a thief, but rather an absent minded wizard. Get the heirloom from the kindly but absent minded professor. Simple, right? Well, except for the fine print.
One Immortal. One nation. One wizard. Can you foil his evil attempt to attain immortality?
Far to the north amidst the endless ice-flows it is rumored that a dwarven Walrus Totem clan exists. These rumors have been unsubstantiated to date, unless the dwarven sage Glurt Goblinguts is to be believed. He claims to once having encountered a troupe of huge dwarves, each standing a beard’s length higher than the tallest known dwarf. These dwarven “giants”, their hairy chins crusted with frozen shards of ice and dirt, hauled gargantuan yellowed horns or tusks upon their wide shoulders, and their helms, likewise, sported massive, down-ward pointing tusk-horns. Glurt Goblinguts later speculated that the impressive size of these dwarves was most likely due to their arctic diets, almost exclusively fat-based.