The definition of a Henchman: a man who really knows his away around a hench.
Yet another list of 30, this time fiendish foes, vile villians, and and dastardly do-badders.
30 Druids of the Teufel-GrÃƒÂ¼n Forest
30 Mostly Maddening Merchants
God forbid that I should go to any Heaven where there are no horses.
- R. B. Cunninghame-Graham
The Sorcery Springs Geyser Basin is a place of bubbling magical water, as every individual spring or pool has it’s own magical power. It is a place of great wonder and for the careless, great danger too.
What happens? Are you kidding me?
Mercenaries and bounty hunters? We don’t need the help of scum like that.
30 Guards, who in peacetime patrol the Palace and in wartime are the Royal Bodyguards and the King’s last defence.
30 mystical imps to perch upon your wizard’s shoulder and whisper the secrets of magic and the universe.
You find yourself captured by Goblins. (We won’t ask, we know it is embarassing.) Looking for your escape, you begin to watch the Goblins. Suprisingly, they are a fairly complex bunch.
A list of thirty aristocrats, ready to be dropped in the king’s court, the ball, or what have you.
The grim and often belligerent denizens of the Grand Duchy of Nyir
Some of the inhabitants of Pier Point Prison-the bad, mad and the downright sad.
‘That’s a nice tunic you’ve got there, I think I’ll take it…’
Marv, the Brigand
Vagrants, vagabonds, gaberlunzies, gypsies, thieves, beggars and more, presenting a list of 30 of the downtrodden and desperate.
Stalwart men and true, they can be found wherever true heroes gather. What they’re doing there is a mystery to all…
Missions for any campaign in any city of any realm. As long as crime exists, you will be able to use this submission.
Courtly contessas, contributed and collaborated upon by Citadelians!
Barnacles and bilge rats, a pernicious package of perfidious pirates!
A Cloak of Shadows that causes mushrooms to grow in its own shadow. A crouching theif might find himself in a ring of poisonous toadstools, an interesting thing for a sentry to find after the thief has left hiding place.