Spires of crystals reach in the barren sky, glittering like the teeth of some long since slain carnivore god…
Tainted. Witch. Hellspawn. Freak. Monster. How often does one have to hear this until ... she makes the decision to stand up, stand up for them all?
Have you or anyone you know ever been accused of a crime you didn’t commit? Been sent to the Hangman knowing you were innocent? Have you ever welcomed the noose to prove it?
Anything is possible with the capricous power of this Glyph.
Darken Flind is capable of harnessing the raw power generate from sacrifice and forge the struggling soul-essence into magical runes and charms. Bloodforging, as the practice is known, tends to be less subtle and benevolent than other forms of magic. However, a bloodbound object can be incredibly potent and deadly in the wrong hands.
A hunting party realizes a druid has been foiling it’s hunting efforts and shifts it’s focus from hunting wild game to hunting the druid.
The wristbands look ordinary. Sure, they may be a couple centuries old, but they weren’t iron. They were another, magical metal, and they were strong enough to stop even the biggest sword, if you’re fast enough. But they also draw the attention of another, who will hound you to your grave.
Sinister, enganging plot involves a powerful tool fallen into the wrong hands. Only the players can set things right. They have a piece of the tool, but first they have to figure out how the tool works, why two opposing forces are persuing them, whom to trust, and what to do next. Murder, accusation, betrayal, diplomacy, combat, and constant mystique force the players to make incredibly difficult decisions.
This powerful magic item was created to augment Alienists, a prestige class in the Tome and Blood.
Circlet of Amplus Ater Iris meaning “Circlet of The Great Dark Messenger” (Amplus - great, important; Ater - dark, malicious; Iris - messenger of the gods. Thought by some to mean Nyarlathotep)
The leather has held out nicely over the years, of course, it’s magical. And their surefootedness is quite remarkable. Pity everyone thinks you’re daft for wearing them.
A slightly worn looking, and rather thin book. Its cover is red, but also holds some inset jewels, and the words “Eventful Evenings with Magic” written on the cover in gold leaf. While not a misnomer, it is interestingly deceptive.
This small orb, perfectly spherical, a deep, but transparent red, and very reminiscent of a standard marble, but also holds and imp who can also speak to the mind of whoever holds it. It is one of a set.
Set a number of decades after part one.
Prince Tibalt survived his unique birth into the world and is now grown into the King of Jaegerwald. Jaegerwald is no stranger to werewolves, but when members of the kings staff and council start transforming with no apprent contact with werewolves, the PCs are charged with finding and destroying this hidden monster.
Carelessly tossed aside in the middle of some forgotten tomb, this breastplate has survived the rigours of age perfectly. It’s obviously extremely valuable, but it possesses a dark secret.
Set in a heavily wooded kingdom of reknown werewolf hunters.
A princess on a hunt goes missing. Rumors of a new, more fierce werewolf surface. The party needs to find the princess before she or her seven month pregnancy are in danger.
A symbol of the guardina of the faithful, the Pilgrim’s Torch is carried from one holy site to another, ensuring the safety and continuity of the faith..
A place more holy than any other
Seemingly cast out of vast sheets of crystal, glass and ice, the Sorcerer’s Palace is a breath taking wonder of the city. Few doubt the benevolence of Emet the White who makes his abode within the palace that is as much a work of art as it is a home.
Destined am I to hunt down and slay the half breed called Rachat, for only his demise can bring me what I yearn for…
A product of chaos storms and waaaaaaaaaaaay to much caffine, Beet has boundless energy and the single mindedness of a stick.
These magical boots empower the wearer with several abilities at once. Wondrous leaping, water-walking, and even flying! Yet the boots possess an insidious curse upon them as well. A deep and almost unfathomable (by others) feeling of listlessness, boredom, and even apathy affects the boots' wearer at all times whenever they are donned. Magic will not dispel the effects.
And so while the wearer of the boots can perform great feats of action during combat or at other opportune times and key moments, they'll never really want to do so, complaining "Meh, what's the point of it all anyway?" or "I would fly up and save us all guys, but sigh, maybe uhm, soonish, mkay? Bit bored by this whole burning tower at the moment."
Naturally the boots wearer's fellow PCs will grow quickly frustrated with this arrangement. There have been numerous occasions when one angry PC literally tears off the boots from his companion's feet in anger, and dons them in turn, only to immediately suffer from the same effects.
The solution lies in constantly "motivating" the boots' wearer with successful rolls, involving threats, flattery, fiery speeches, or even bribery.