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!
30 Minor Curses
A parcel of pretty princesses
A cold and cadavorous collection of nefarious necromancers.
A collection of 30 scrolls, manuscripts, and codices sampled from the library of Atal, the Wise Councilor.
You step in from the fog swirled street. It is not as dark as you expected, but it is just as loud and smelly. There is about 30 people in this dockside bar.
You find yourself brought to the Great Lord’s Court after completing your assignment. Thanks are given. You are invited to the festivities later that day. Court is adjourned and you are now trapped in a room with numerous courtiers ....
Hot off the Press! These are not your eldritch manuals or ancient folios of doom. These are random books, a GM can use whenever a PC reaches for a shelf, which usually happens when said GM is least expecting it. These can be found in most libraries, many private homes, and anywhere else one could expect to find a book. More than a few have some built-in plot hooklings as well, while others, like many books of our age, are plain drivel.
So, you walk in the tavern. It is a fairly average place, good sized ceiling, a roaring fire, lots of tables. There is a crowd of about 30 people….
On route from Geli to Nekrass the characters meet a peasant boy on the road. He's wandering in the direction from which they've just come. If this seems a little bit incongruous, they may wish to ask him a few questions. He's perfectly willing to talk: he's called Lamish and he's run away because he knows he is the heir to the throne of Geli and his parents didn't believe him. How far is his home? About five weeks walk from here. How much has he eaten? Nothing. Has he drunk? Only from the filthy roadside ditches. In short, it's a wonder he is still alive. And yet he seems perfectly healthy.
Is he a thief, waiting for travellers to trick? Is he lying because there's something more sinister under all of this? Is he telling the truth? And anyway, what should the characters do? Do you take him to Geli? Do you try to find his parents? Or leave him to make his own way?