A series of encounters with the evil overlord has delayed your delivery of
the Crown Prince to the capital in time for his coronation. Your only chance to arrive on time is the teleport tower.
You have been sent by King Kelpopulous to find out why the Number of raids from under the earth has increased. Following a group of raiders, you find yourself at the temple facing a New Alliance.
The town of Gault has assembled adventurers to seek out & destroy the source of the magical attacks upon the foresters & families. The mystery centers on the tower in the center of the lake.
You’ve dealt with monsters, magic, and mazes. But now all you have left is loincloths and a single dwindling torch to light your way. Not for chronic hack’n’slashers.
A very old sage who majors in creatures of fresh water hears a rumor that a magic user is guarding a creature called the “Bloop”. A group is hired to find and save it, for the sage, of course.
Seven adventurers seek out the artifacts lost in the war between the god Mero and his twin The Darklord. Then they must seek out The Darklord himself in Death’s Keep. 5th-6th level characters.
Your brave but unusual party has been called together by your lord to retrieve the sacred diamond. Requires a clever party to deal with a dead wizard with a rather warped sense of humor.
To fulfill a dying wizard’s last request, a party travels through hazardous woods to deliver a pouch to Lord Stiver’s Castle. Each member has an indi-vidual goal. How well can you play? 8-11 level.