“ In a long-lost age, a party of adventurers are frozen into stone by the stare of some gorgon-like creature. An unscrupulous rogue, coming across the frozen party several centuries later, decides to haul off two of the statues to decorate his den. Upon his death, an artisan friend of his claims a statue and sells it to a rich merchant, passing it off as his own work. Years later, the merchant gilds the statue in bronze and re-sells it at a much higher price. After passing through the art markets for many decades, the statue ends up in the hallways of a mage academy. Imagine the chaos and confusion when a young mage's spell happens to break the curse of stone, returning the adventurer to life several centuries after his petrification! Is he interrogated by historians? Driven mad by the change of times? Or does he set off on a quest to find and liberate his other frozen party-members?”
“ If you want to add a 'supernatural' touch to your campaign, define the rules of magic and the universe. Make your players comfortable with those rules. Then your new supernatural creatures must then break those rules.”
“ The monarch used to have absolute powers until the disappearance of King Henry V. A 'temporary' replacement was put on the throne to hold it until King Henry returned, and he would have only one vote on the governing council of nobles and no other powers except persuasion. More then 50 years have passed since then and everyone knows King Henry is almost certainly dead-but the nobles don't want to go back under the rule of an absolute monarch, so the kingship is only 'temporary' until King Henry V returns to take back his throne.”