ADVENTURES
I The Steel Rain
The pc's hear rumors about the ancient city of Ar-Talisen, of strange creatures or maybe hidden treasures. Once there they se the work of the Steel Rain and can either try to stop them of find out what they can and maybe find a Loremaster to tell. For more details se the Grand Campaign by T.K. Amthor.
II The Ruins of Derima
The pc's are on they way to the castle of the wind to ask the wizard of some advice, or on their way to a mystical lighthouse. They travel by the coast, trying to avoid the deep deadly forest when they encounter a small demon carrying a large rock. Hopefully they don't slay it at once but begins to follow it, after hours in the rocky coast they can see a port with many demons moving around carrying rocks inwards land, there they are building at a city, repairing the houses of the old ruins, in the center they see a large temple. Here they might confront Narleen and her hordes of demon, the GM should try to discourage a frontal assault, no group is good enough to kill hundreds of demons by themselves If they are discovered the demons will try to take them alive as Hâr-thecc, wants slaves to work on his machine and if there are any good locking Dyar or High elf they will be very well treated by Narleen but if they should show a great disinterest she will be offended and the pc will end up as a slave or as food to the demons female pc's will not appreciate the imprisoning as neither Narleen or Hâr-thecc, have any interest in them for a longer time they will either wind up as food or as a mate for a demon.
III The Lighthouse
The pc's stumble upon or had heard stories of the lighthouse, their they meet the occupant of the house and a fight for their life's begin. The demon will try to kill them one at a time, as playfully as possible, using magic and illusions to hide himself. When he is down to one or two he is not as worried to be seen anymore and will try to keep the remain alive as long as possible.
IV The White Swan
The pc's encounter the man who's name puts fear on every sailor in Jaiman. He can be of more and a nuisance when encountered at sea. For more about him see the Grand campaign by T.K. Amthor.
V The Wind Mage
The Magician of the Citadel of the Wind summons the
characters asking them for their help finding an artifact that he needs, a
powerful symbol for the elves.
He say that it's probably buried in one of the northern city's and
hopefully not under water.
VI Reconnaissance
Sin-Tâladin wants the character's to undertake a voyage to the ruins of Khastachec, a former Dyar city where he thinks one of the major gates are located, he only wants to know where it is and how it looks like (and if there is a wizard in the group, how powerful it is).
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by Jonas 'Drac' Cedher.









