A substance, born of the cold and adapted to the warmth of the human world. Its natural state is a mercury type liquid but when held in frozen conditions the wielder may will it to take any form desired. Their only limit is the amount of liquid they have.
A great bird so rare (according to some legends only one exists), that with its high intelligence and uniqueness it deserves the status of an NPC.
An ordinary seek-the-artifact scenario gives a valuable lesson why you should always check your employer.
After a successful adventure and money in the pocket they decide to splurge and live it up. They site down and order a nice meal and it far surpasses their expectations- until halfway through it the other guests start falling over choking and vomiting.
A weapon with multiple personalities. Always a chance you can get the one you want, always a chance you won’t. Once drawn will you be able to wield it? Will you be able to use the powers and knowledge or will you be swept away by the needs and wants of this intelligent item?
Scratches are a small price to pay for the comfort and protection of the perfect campsite. At least they were a small price until members of the party aren’t waking up.
A PC awakes in a cell plastered with blood. On the floor lies a crucifix necklace. She escapes, chased by the guards and soon the terrible truth of her situation dawns on her…
It is a magical bug, that will allow the owner to hear what is said in the immediate vicinity of the “bug.”
Aurelius is a hermit slightly different from the others. If you think you can provoke the gods without a punishment, you should meet him.
The Despotic Queen of Shiant has decreed that a competition will take place in the month of Oconerry. She will have built a labyrinth through which the contenders must pass in order to win the ultimate prize: her hand in marriage.
During their travels through a dense wooded area the high pitched sound of a scream tears through the peacefulness of the forest.
Two sly-looking men turn up in town accompanied by a third man who says very little and who they don’t allow to be seen much.
The war has returned. But now the enemies of the enemy are no longer dwarfs. Men must stand against the host, and to do so they need weapons. The mines of the dwarfs in the Elathon valley must be re-opened, and their fruits mined.
A century ago a power hungry noble sacrificed all the first born children of a nearby town in hopes of gaining the Dark Lord’s favor. The plan failed and his plea for power was ignored. The townspeople trapped him in his tower and destroyed it allowing it to topple down onto him. His last words spoke of his will to return and enslave the town. Now the towers has been seen standing, but what it means is anybodies guess.
The task easier than usual, escort a group of pilgrims from the sleepy town of A to the dwarven forges of B, get the bell and return. But…
Adventurers are hired by a local guild to collect some overdue debts.
This adventure is based around a witchcraft trial. The (innocent) witches have to adventure around trying to collect evidence and witnesses to prove their innocence, which is surprisingly difficult when people slam their doors and window-shutters out of suspicion whenever you hove into view. The prosecutors have to get witnesses who can testify to having seen the witches at their satanic practices.
The well-known glassmaker and -blower Rinaldo substituted certain components in old recipes with others, cutting the price to a half, without loss of quality. Great business for him, but who will be hurt?
~ I’k atal si hen-uethian Kalorsani, hnath uetht-er k’atal Lueni.
~ To spill the blood of the Kalorsan is to spill the blood of men.
An environmentally-minded dwarf who opposes the mining of the Kalorsan, the exploitation of goblins in mines and the poisonous, choking fumes from the furnaces of Tr’S-Nang. He is an active member of “Green War”, the dwarfish environmentalist sect, who (though they have renounced their innate dwarfish industrialism) have yet to reach the stage of pacifistic demonstration.
You meet a large number of villagers, walking and weeping beside the coffin of an old bearded man (or adapt to your funeral customs). If asked properly, you learn about an old wizard, a wise man that long helped the tiny village to grow and prosper. Even after death he shows his favour: he gave most of his possesions to the poorer members of the community. All the villagers show him now respect this way. Why do you ask, are you adventurers? (As a last wish, he left a tiny case for the first group of adventurers that crosses the village).