You dream of a large, ancient book that holds great importance in your life. Suddenly you wake up in a strange land with no name or memory, only the book. And then the plot attacks you.
The Ring of Shola was said to be the greatest artifact of its time. It is rumored to be in the ruined temple of a forgotten god. Thinking and problem solving are required.
The cult of black witches has laid siege to the king of Tarshim by taking his daughter and cursing the land! Can your party find the witches’ lair and save the city-state?
When the crystal carries you away to a strange land, it takes the courage and skill of the entire party to return home safely. Sense of humor and wit are desired.
Oh dear, the fair maid has dropped her engagement ring down the dark well. The handsome fiance went to get it, but hasn’t returned. Won’t the brave adventurers get it? Pleeeease?
An eccentric kindly old mage offers generous pay for the retrieval of some exotic spell components. Sounds easy...until you discover someone else wants them too! AD&D fun for levels 8-11.
Your liege has asked you to deliver a package to a neighboring lord. But he warns you that the other lord doesn’t want to receive the package. Emphasis on characterization. Levels 4-6.
Or if your prefer, the Towney Home II. Mordin Adus really needs you this time. Everyone in Tillun is gone except him. The only clue is a giant set of footprints stretched across the continent.
Eight members of the royal court vie to replace the dead king. Who will be crowned? Individual achievement in a role-playing situation. Quick wit required.