Made by an anarchist trying to seed dissent, the potions actually work better than normal potions of understanding languages ... sort of.
This item is silly.
A druid obsessed with Nature’s cycle of death has created a horrendous spore in a plot to rid the lands of a swiftly growing town that has begun to encroach upon his forest.
A shard of Typhoon set into an exceedingly large amber, this powerful pendant grants clarity of sight and temper to the wearer, as well as several other powers over the storm.
Krie is a sort of Oceanic world that might be what you would like to see in a fantasy role play.
After 25 years of the nightmares of the destruction of his village, he is back. Back again to strive for revenge and cleanse the nightmares from his sleep.
What really happens when an angel falls from grace?
On the 6th world, there are a few lands with no dragon-lord to guard them. These lands are called the lost lands and the land and the people within face hard times every day, and winter is no easier…
Lancid is. Lancid does. Lancid cares not.
A metal found deep in the bowels of the earth. It stays warm even after years away from the forge.
Soft of voice, light of eye, dark of hair, and also of heart, Hippomenes the Fearful holds the province of Colistia in an iron grip.
This rod was created by the great mage Nani. She died before the final incantation was finished and so the rod lacks much of its intended power…
This weapon was given to WindSong by a Draconian prince as a gift for her loyalty to him and his children and her bravery in battle. The prince called it the Dragon’s Blade, hoping WindSong would be the blade for his people.
She’s a were hybrid (hybred?) Her mother is fox were her father is wolf were. She’s a healer, but also a warrior. She does not like to fight, but will if she has to. And she will to defend what she thinks is right. She is skilled in everything else needed to survive in the wilderness. Such as tracking, hunting, etc. She is always accompanied by her spirit guide, SkyStar, a large male wolf. They can speak telepathically to one another. And they also share a common language, wolf.
Using the three simple spells enchanted into this dagger,a clever player can acomplish great things.
You awake in a strange city, with no knowledge of how you got there, only to find that you are not the only one with amnesia
“Ever in my hand, lies the Blade of the Mad. It’s straight, simple craft is so alluring to me… It drives me to evil, but I love what it does. For the first blood the blade tasted was that of a human.”
A particularly volatile element, Imuricum is found in Adamantite covered by Red Mui’aan Fungus. Only the greatest of alchemists dare attempt extracting Raw Imuricum; only the most foolish metallurgists mix it with inferior materials, and only the bravest blacksmiths will create weapons from this rare and dangerous metal.
“Across my back rests the Scorpion’s Tail; a long, narrow, scythe-like thorn forged of Bronzed Imuricum, tempered with the blood of the Dragonkind, those ancient scourges of man, and sharpened against scale and talon alike.”
Torn from the heart of the Earth, this axe is a potent weapon against the forces of Nature.
And behold the fabled mists of the necromatic sorceror, E’grole. Fifteen square miles do they span, the unnaturally thick, eerie fog instilling a sense of dread in even the most hardy of adventurers.
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).