Something strange has infected the land. Plants and Animals are taking on the characteristics of other plants and animals. Many are harmless, others have become monsters. The effect has spread from the near by wilds and into the populated areas. The first person has been infected by this strange malady.
What appears to be a foul smelling olive oil, is actually one of the Grand Enchantments of the Alchemical craft. It is an alchemical tool used to make flesh as moldable and mergable as clay.
A mighty force is building in the East, and all of Strolen’s Citadel must band together if we are to have any hope of defeating it.
The Queen of Thieves is a mysterious person. All that is know about her is that she’s the greatest living thief in the world. Some even say she doesn’t exist. Oh, she exists all right. And maybe it’s a good thing no one knows about her…
Firearms & Artillery rules to simplify the addition of such weapons into a campaign setting.
It is said that somewhere in the wilderness, there is a well with miraculous powers. Some said that it bestowed eternal youth. Some said it contained all of the knowledge in the world. There were other rumors. But they remain only rumors, for of all of those that sought the well, only two returned. And they did not return the same…
In the wake of the old king’s murder and an ambassador’s summary execution, two rival kingdoms are prepared to fling themselves into a terrible war.
A magical herb that keeps things cool…for a long time.
A flamboyant warrior with a knack for astounding his foes.
A sturdy metal heater shield with properties useful to the battle commander or the individual soldier.
The Storm Globe is the avatar of the Druidic Storm God. Besides being the mouthpiece of the God, it allows the Druid council or high Druid to manipulate the weather anywhere in the world. Little to the Druid’s know, this orb was created by Corvus the Mad.
The Ring of Fire is an ancient artifact that possess great power over fire, according to the legends. It has passed from the fingers of heroes to the finger of heroes many time over the ages. It is a pity the bards don’t record the annoying details of this item, another Legacy of Corvus.
The Glow Lights of the Great Library. This set of five unbreakable crystal balls provide bright magikal light so people can read among the rare books and scrolls in the Great Library without risking candles. These innocuous items are often overlooked. They would not be, if anyone knew their origins were with Corvus the Mad.
The Dragon Carved Egg, is a perfect crystal egg, the size of a goose egg, etched with images of a pride of dragons. It grants the one holding it immunity from Dragon. This item is another Legacy of Corvus the Mad. In fact, his signature is written in tiny script in the edtchings.
The Crystal Sphere of the Throne is another expensive knick knack kept in the royal jewels by the force of tradition. Unbeknownst to all but the Ruler and the Heir, The Crystal Sphere is an immortal intelligent item giving advice to the Ruler and Heir.
Tired of losing followers to inept searchers, The Eastern Rabbit decided to *motivate* searchers to find the hidden eggs.
This item is Silly.
The Grand Sword of the Warlord is a weapon of destiny. It has been wielded by most of the greatest warrior leaders in History. It is their compaion. It is also, unknown to most, a legacy of Corvus the Mad.
The Orb of Corvin is a powerful, though unwieldy, magik item in the hands of a magik user. It allows one to view the world, see where trouble is brewing, and cast spells on the area being viewed as if you were there. Unknown to most, this legacy of Corvus, has its own agenda.
The Dark Eye is an immortal intelligence bound in a mystic staff, a legacy of Corvus. From its hidden place, it influence the world for its own purposes and the purposes of its Dark God.
The Balgrians, a persecuted people, are fed up. They’re rising up and fighting and Midwessel will see bloodshed before it’s over.
While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.
The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.
The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.