The PCs are hired to infiltrate one of the old banking houses of Port Perdusz and retrieve an ancient treasure.
Description:
The party is commissioned by a mysterious benefactor to infiltrate the counting house of the city's most powerful bank and retrieve a priceless artifact. An atypical heist adventure for 2nd-level Vancian characters.
A scholar believes the Temple of the Sun holds a long-lost artifact of great and terrible power hidden deep within its bowels. She just needs someone brave (or foolish) enough to fetch it for her.
Description:
For long ages, the Temple of the Sun has loomed in the center of Sun City. Seemingly containing only a bottomless shaft cutting to the center of the world, the Temple stands mostly as a curiosity, a remnant of a forgotten time. In this 0-level funnel adventure, hapless peasants on a seemingly simple quest find themselves caught in an ages-old struggle between an elder evil and a defender of their world – a defender who might not have the people’s best interests at heart at all. With great risks, great rewards, and a near-impossibility of returning unscathed, are you ready to gamble your afterlife in the ancient, forgotten Crypts?
A scholar believes the Temple of the Sun holds a long-lost artifact of great and terrible power hidden deep within its bowels. She just needs someone brave (or foolish) enough to fetch it for her.
Description:
For long ages, the Temple of the Sun has loomed in the center of Sun City. Seemingly containing only a bottomless shaft cutting to the center of the world, the Temple stands mostly as a curiosity, a remnant of a forgotten time. In this 0-level funnel adventure, hapless peasants on a seemingly simple quest find themselves caught in an ages-old struggle between an elder evil and a defender of their world – a defender who might not have the people’s best interests at heart at all. With great risks, great rewards, and a near-impossibility of returning unscathed, are you ready to gamble your afterlife in the ancient, forgotten Crypts?
You've been accused of a crime you may or may not have committed! You must face the gauntlet and defeat the dreaded Hangman himself to prove your innocence!
Description:
Accused of a heinous crime in a backwater town that is slavishly devoted to the goddess of justice, the local sheriff throws you into an interdimensional prison where you will face the souls of the justly-executed dead, terrifying traps, and brutal creatures to determine your guilt. If you survive all that, then you must defeat the fearsome Hangman himself. Only the innocent will be allowed to leave. The guilty will perish!
Unhappy with normal village life, you brave the threshold of Jassafae's moveable manse.
Description:
A new house has come to your village. Its mistress, Jassafae, still untouched by time’s ravages, is a powerful being of unknown origin. Through her fates are altered and wishes granted, but only to those brave enough to cross her threshold.
Relax at the Inn. Have a bowl of stew, a cold ale, and a loaf of their famous rosemary bread. What have you got to worry about? Everything is going to be just fine. Just. Fine.
Description:
"The Inn is a local landmark known for decent food, good drink, a good night's rest - and a special reputation for neutrality. Warring parties use the Inn to negotiate and make peace. And now the amenable neutrality of the Inn has attracted the attention of the Crawling Lord, the most extreme and defender of Law. Can a rag-tag group of adventurers prevent the ascension of the vile Crawling Lord? Will they ever see the light of day again? And what exactly makes Arlo and Quendy's rosemary bread so addictive?
All this and more shall be answered..."
Relax at the Inn. Have a bowl of stew, a cold ale, and a loaf of their famous rosemary bread. What have you got to worry about? Everything is going to be just fine. Just. Fine.
Description:
"The Inn is a local landmark known for decent food, good drink, a good night's rest - and a special reputation for neutrality. Warring parties use the Inn to negotiate and make peace. And now the amenable neutrality of the Inn has attracted the attention of the Crawling Lord, the most extreme and defender of Law. Can a rag-tag group of adventurers prevent the ascension of the vile Crawling Lord? Will they ever see the light of day again? And what exactly makes Arlo and Quendy's rosemary bread so addictive? All this and more shall be answered..."
"Tis no crime to steal from a thief." All that's required is a band audacious enough to cross the fences of Punjar, skilled enough to survive a house of traps, and lucky enough to make it out alive.
As members of the imperial special forces group, Manus Legis, you must get to the bottom of a haunting that threatens a vital trade route. Level 4, set in the Pax Lexque campaign world.
Description:
Characters are members of an elite band sent to deal with unexplained problems left over from a magical war. This mission takes them to the village of Mayrhofen, were a merchant caravan has disappeared and ghosts have been seen in the area. Can Manus Legis put the ghosts to rest?
Travel into an ancient temple defended by strange curses, clever traps, and mutant creatures. Great wealth awaits you, so long as you do not arouse the ire of the terrible elder god waiting beneath.