Often magical healing is commonplace, but here are seven reasons why it may not always be the best thing to do when one gets injured and more mundane forms of healing might be better.
Murder is highly illegal, but it is something that those on an adventure tend to commit. Assuming they didn't do it in public, they have the problem of a body to conceal to give them time to get away from either law enforcement or an angry lynch mob.
Seven pairs of helpful gloves for the well dressed adventurer to wear and use.
Not all weapons have to be swords.
7 so-called Knights of the Road, who lie in wait for travellers to rob them.
Have you ever thought of music as magical? With these instruments, it is.
Archbishop Midas of the Jovian Temple was a scourge to necromancers of all kinds, from the genuinely malicious to those who were merely talking to the dead with the consent of the families, sending many to burn at the stake, so after his death they took their revenge...and created the Bone Idol.
There is a certain section of motorcyclists who have organized themselves into outlaw biker clubs and here are their ranks.
Once a murder has happened, to go back in time and prevent it might seriously mess with the timeline, and that is where the Time Patrol's Murder Squad comes in. They try not to kill anybody themselves, except in emergency defence of themselves or the timeline, but they are known as the Murder Squad because they are there to make sure the murders of the past happen.
Seven encounters for your PCs to have whilst out in the hot desert wastes.
The Big Bad is rarely all alone when He., She or It comes face to face with the PCs for the final showdown. Here are thirty groups of mooks that the PCs may have to face in the final battle.
"The level of magic here is nearly an 80. As a mage I can stay here for several hours without any damage as my body is used to it, but the rest of you need either expensive anti-magic amulets or lead plate armor to stay longer then a few minutes-unless you want to risk turning into something like a small purple teapot," the mage told his fellow adventurers. He was exaggerating, but not very much, as his thaumometer clicked and buzzed loudly.
30 more bullets for your PCs to use or face in combat.
Adventurers often encounter giant spiders and their webs, but what is stuck in those webs and is it worth fighting for to obtain?
Thirty types of often magical ink that may be found in books or scrolls or occasionally just scrawled on a wall, with all kinds of uses.
Filler for now
Not all fine gemstones are good to own. Here are seven doomed to bring their owners nothing but ill health, bad luck, misery and death.
Every adventure starts with a good stout pair of boots. Thirty pairs of boots for your PCs to encounter and maybe wear.
PCs often end up with curses, sometimes serious ones. Or perhaps a great noble offers a reward to the PCs if they will cure his or her illness or curse before it proves fatal. Here are thirty cures that might be needed.
30 Shields for the PCs to use, or to face in battle when held by their foes.
The Nomin gypsies have a fiddling competition every year, known as the Danse de Velose. Beaters hit out the rhythm on taut drums and the competitors start to play, slowly at first. Youngsters can compete, but are soon pulled away by worried mothers, before the competition becomes too dangerous. After two hours the haunting tune has become dazzlingly fast. You can resign at any time, but the moment you make a mistake you receive an arrow through the neck. Strings may snap, but the players must play on. The whole affair never lasts much longer than three hours, and the last fiddler playing is crowned king of the gypsies.