“ One day a a wind begins to blow out of the West. The next day it gets stronger. And stronger still the next few days. Eventually (and fortunately), the speed of the wind tops out at a steady fifty miles an hour, but continues to blow. Soon an entire kingdom is wondering why it's not abating. The weather mages deem it unnatural but can't seem to banish or control it. The priests of various faiths claim it's divine. The End-Of-Days crowd is having a field day with their predictions of doom. No one knows why the gale persists. When inquiring with neighboring kingdoms, it seems they too suffer from a persistent western mistral. Eventually the populace begins to adapt to living with a twenty four hour a day wind. Always from the West, and perpetual. What could be causing this? A raging Elemental king? a curse from the gods? an unearthed artifact? Or has Nature itself gone haywire?”
“ The Door
A nifty little encounter appropriate for any powerful sorcerer/magically adept monsters lair.
When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its 'master' of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party,
Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir”
“ Yupiorite
Also called 'pale-yellow witch' by alchemists, this mineral is known to possess a peculiar attribute. When found, a Yupiorite will appear the palest yellow. Rather than crystalline in structure, Yupiorite occurs in weird, smooth, ovaline shapes, as if already carved by skilled hands to serve as ring or necklace ornaments. Yupiorite somehow detects and reacts to mood. When the wearer of the gem is content, calm, and happy, the stone will remain the palest yellow. As the person gets more excited, angry, or otherwise stimulated, the mineral will darken progressively to a dark corn-yellow in color. Why the gem reacts this way to sentient mood swings, is still debated by gemologists and alchemists alike.
It is said that the Elven Halls of Vala-Aluduwy are resplendent with wall-sized mirrors of pure Yupiorite, showing plainly and ironically, the emotions of everyone present, despite the Elven love of restraint and stoicism.
Aragdulose
'Cave-grass' or 'cave-pine' is a deep forest green in color, rare and often mistaken for other minerals, though otherwise mundane. Crystals form into tiny, ultra-thin, needle-like clusters by the hundreds of thousands, creating vast dark green bursts and structures, resembling evergreen conifers, if viewed by any sort of light. Despite its ephemeral shape, Aragdulose is only second to a diamond in hardness.
Dwarves are said to keep these mineral 'trees' in their homes, putting them up during festive family holidays, leaving presents beneath them, for kin to open.”