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.
The characters are wasps from the devastated nest of Ys’drktha. The other survivors from the cataclysm are being held and tortured in the pits of the neighbouring Ak’thaan nest, being slowly dismembered and eaten by drone wasps or fed to the writhing masses of larvae.
Snowflake is a white-scaled dragon that has gone slightly mad: not only does she like people (not for lunch,that is!), but she wants them to be happy and fine, even if it is not to their liking…
Deep in the woods, something has gone wrong. Travellers are disappearing like flies and the townspeople are wary of passing under its shady eaves.
What happens if you actually get what you have been looking for, all the time ?
Needed-An ethical character with a long history of promiscuity and/or, preferably, a past love relationship.
The conclusion to “The Blue Books: Part I”, in which the characters are arrested, condemned to death, escape, find out the awful nature of the Blue Books and must face the arch-Necromancer Alcylar Ahem Zed in his Ziggurat Maze. And they might just be in for a surprise…
She has everything: stunningly good looks, sharp brains and oodles of power: she's going to be a Queen. The only drawback is that she doesn't want to be a Queen.
Ye Blue Bookes of danjerus andde koruptynge knowlidge, the finalle tombe of Five Great Wizzards.
The players unknowingly awaken an ancient army. Viewable by all, yet unseen by the players, people flee in fear of the marching army of spirits on the path to a major walled city. On arriving at the city the players cannot figure out why the gates are closed, the towers are manned and on the defensive - from them…
A less-traditional NPC, a magical creature, formerly a tree. Might function as a druid or hermit.
A mighty tree it was, giving shelter to wanderers and many birds, until one night two dragons battled on the sky, right over him. Their motives are unknown, but the loser fell to his death on the tree, and that, broken and burned with the acidic blood of one and the fiery breath of other become what it is now.
As long as any can remember, these certain paths allowed one to travel up to and over 20 extra miles a day by using them. One moment one was deep along a small trail, the next he would find himself 20 or more miles farther down the path without realizing it. All was fine until recently. Reports returned talking of the failure of these areas which revealed miles of ancient paths. The protection hiding them has finally failed. Will it release monsters of ages past or reveal magic of unknown worth?
There is a certain kind of silver-coloured spider who's bite injects an addictive drug into the person that creates a sense of euphoria. Once bitten the PC has a 50% chance of being addicted to the spider's bite and will carry it around with him or her.Long term use leads to serious injury or death.At first the PC will just seem a bit slower or sleepier then normal.