The finest ring of them all, brings Life wherever it ends up. You may need its powers, but will you accept all that will be drawn to it?
A magical plauge is disrupting the city of Blue Marina. Victims are found poisioned and covered in weals and, oddly, pennyless. Can the players solve this crisis before rich and poor are destroyed?
The gargantuan engine of destruction that has slept for centuries. But it has tired of travelling the paths of sleep and dreams…
Inspired by Ria Hawk’s “Lifecycle of the Dungeon” discussion.
The PC’s come across a cave system that isn’t on their map. The cave is in plain view and hard to miss. Once inside, several odd and unusual things are found.
Two adventurers retiring in their prime, or are they really retiring? Set themselves up as proprietors of a Weapnsmithe and a Tavern but still have there fingers deep on the pulse of adventure.
They’re an odd set of siblings… excellent fighters and all too ready to take exception at the slightest thing…
The Great Gate of Calast is not like other gates. It’s got a mind of its own…
A disembodied hand enthralled by an evil wizard to fetch books for him.
The pride of this tribe has led it to ruin. The only thing that remains is to die with pride.
Two religeous sects are approching open war after members of each sect are found brutally beaten to death.
A small door, often wood but sometimes metal or stone, that is a doorway to an extra-dimensional room.
Chaos and Law have reached a comprmise and stopped thier warring. This truce holds as long as the respecitve priests honors the other’s ways for one day of the year. Lawful preists must incite a large decadant celebration or carelessness and the chaotic priests must chaperone the event and keep the party from turning ugly while remaining out of involvement. Thus the warring of the gods has been kept in check for decades and all is well. At least untill the materials for the party come up missing two short weeks before the truce day…
One of the things you always carry around, and never give it a second look. But even a second look would not help to reveal this one.
The job of a lifetime. The King’s very own Security Advisor has redesigned the security of the armoury and has chosen the PC’s to give it a test run. If they break in and out, they will win much respect. If they fail, then they simply prove the armoury security is unbreakable. Can’t lose, until after the ‘test’ break-in the armoury really is broken into and the most valuable weapons of the kingdom are now missing…and the PC’s are the prime suspects.
Pandora would have opened this one, too.
A wizard forced to rule over others, now deceased.
A powerful ring of many protective powers, which has its few downsides.
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.
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
The ancient Empire of the Golden Crystal fell so long ago that little is known of them besides their legendary magical power. Supposedly, in the Golden Age of the Crystal Empire, cities were filled with enchantment, spells far beyong the ability of modern magi.
A tomb robber has returned to civilization with something never seen before: Ceramic vials of reddish dust that supposedly enhance a magician's power tremendously when the dust is sprinkled upon the floor of his workroom. The rogue selling the vials claims that they were recovered from a ruin of the Crystal Empire, but can he be believed?