The spy starring in Sabotage, part 2. He may be a double-edged character.
Looks to be a weak necromantic item.
A wizard forced to rule over others, now deceased.
A powerful ring of many protective powers, which has its few downsides.
Another dirty job, this time heavily guarded weapon works have to be stopped.
This sword was forged in the ancient past at the request of a soldier who had to destroy an evil magician who had gained immortality.
The silver necklaces whose inset gems display the status of the wearer.
The everful horn of a vengeful bull-like creature who wants it back…
A double life as a city guard and a master assassin may prove the most difficult of all when a PC is asked to solve a murder he committed.
What does a warrior do, if he can not “go on” anymore? Some give up, this one did not.
War is brewing over the new fertile lands next to the Otane River. Trade has ceased and conflict is thick in the air. Contacts must be kept and messages must still be sent to allies in each of the cities. Spies are untrustworthy and the loyal ones cannot be spared. The need for those competent and smart enough to deliver state secrets is desperately needed.
Starts like a regular investigate/slay/recive reward adventure, but with a macabre twist in the end that should get your players thinking… a low level adventure
Shiney rare armor forged in hell with awesome power!
Based on a true story. The players seek refuge from a storm in a village inn, but are they safe from the elements that they were fleeing?
Every five years the wandering nomads of the land have a large gathering bringing them together from all over. Unfortunately a town has sprung up on top of their gathering place. Live in peace and deal with each other or will the overlapping of two entirely different cultures clash in a bad way?
My group had to locate the hidden entrance to an abandoned Gnomish city. They searched for two days before they found what they thought was the entrance. It was the entrance…., to Kiddieland, the Gnomish equivalent of a modern funhouse for children. Evil, nasty super-gremlins had infested the place and had warped much of the magic there to terrorize suckers, er, characters who found the way in.
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.
Mages/ wizards and such use cards (playing cards or tarot cards) as training tools. The patterns created by certain layouts of cards are mnemonic devices to teach key elemental associations and paths. With such interesting names as the Tree of Life, Phoenix's tail, Rythm of Heart, and Balance of the sphere, there pattern represent the matrices used by magic users to focus and present power. Spell processes can be represented by a sequence of cards.
So mages will often be seen handing around hands of cards.
Wizards will have a deck of cards with them. Since cards were used to train wizards in legerdemain, Since they have cards with them, they frequently know how to use them. Guild magic users often have a knack for fancy shuffles, palming cards, and a variety of card tricks and games.