Forcing party members into a furnace is fun!
Even as humans can be, the Kel'Regar, too, can be touched by madness, and it can drive them to push to ends incomprehensible by the sane. The work of one such, Kararemi'ar'Salm'Torat, the Menangerie of Mad Creation, is a twisted, living structure, tormented by years of loneliness and incomprehensible need.
"What you wanna go messin' around up in the mountains for? Ain't nothin' up there but snow, and wolves, and more snow.
Yer lookin' for the old tomb? Take my advice, boys. Let that tomb alone. There ain't nothin up there you ought be messin' with. No money, no treasure, no fame, just ice. And death."
Remember Harold and his purple crayon?
Darn, this hallway is really long…
"The wind-driven snow parts for the barest of seconds, revealing a glimpse of refuge from the deadly storm. It’s a massive sapphire pyramid. Yet you know of nothing like it in this area…"
Not named for an resident beast, but for the multitude of winding, mazelike passages fraught with danger.
The party has obtained a treasure map, and it seems pretty straightforward… but digging in the indicated area for hours has revealed nothing…
Beware of food that isn’t yours for the taking.
The heroes storm the Temple of R’gu, the God From The Stars, to steal the Ruby of the Winged Master
Consider your grip and consider just how important the iron spikes and 10 foot pole are.
The powerful wizard Sumuho styled himself as a god and was worshipped far and wide. After his fall, his vast temple sank into the desert long ago. What secrets lie in the Sanctuary of Sumuho?
The Earth shifts, revealing a horror beyond time and reason…
A five room dungeon with the appropriate clashes of steel, smooth talking, and betrayal.
It is said wizards don’t work well with others of their kind. Once they have a tower, woe to anyone not recognizing their superiority, that is the rule. But to every rule is an exception. Once, there were three wizards, on friendly terms, that built their towers closer than anyone before. The towers are lost, the knowledge therein may be yet reclaimed.
The TheoRgs are known for being amongst the biggest, toughest, and most generally unpleasant sentients in the galaxy. And this is their nightclub.
Can you think while scared out of your wits? Lets hope your adventurers can…
A sickness is destroying the crops. A town, wishing to avoid past horrors, seeks out daring folk to try and stop this trouble at its source. Can they find who’s to blame?
A local Wizard, rumored to have lost his mind, like he has his hand, Has issued a Challenge and a prize for all. Simple-Enter his tower and find him to claim your prize.
In the ramshackle town of Spear Malice only a single building still stands. It has defied the Great War and its spears of light; nuclear blasts that devastated the entire state, and ever since then it has defied the onslaught of time.
Its halls have not yet been breached, and a wealth of technological treasure await, ripe for plunder! But there are others who crave this treasure; others that will do anything to claim it.
A cult's theology is binding on the god involved: it is possible for that god to believe (and see, just like Winston Smith in 1984) that other gods are mythical, or jumped-up demons, or failing older spirits, even while those gods actually exist and thrive and act in the cosmos, even while working against him.