Friends & Foes: The Ursine Hermit

The hermit Saursa is a bit of a loner, not by choice but by circumstance. Actually, he’s quite lonely, but it’s very dangerous for him to get attached with anyone so he lives by himself in the middle of a dense forest.
He’d run off to explore a cave as a teenager and become trapped in [...]

Peculiar Places: Shentreau, Center of All Culture

Shentreau is known as the Center of All Culture. For centuries it has been the home of high art. The Moutron, Kelpsierse, and Vodonford, the three greatest art galleries in the world, all call Shentreau home, as well as dozens of other, smaller galleries catering to every taste and whim imaginable.
The only true industry in [...]

A Grave Crime

Off in the distance, the PCs can hear swearing and what sounds like several people shoveling dirt. Indeed, a few hundred yards away, hidden by the terrain, five men are hurriedly burying something. By the time the PCs reach where the noise was coming from, the men are running away in several different directions. There [...]

The Tagalong

One evening, the PCs are invited to a noble’s home for some reason; a dinner party, to discuss business, etc. The reason is not important. The noble has a daughter who leads a fairly sheltered life, and takes quite an interest in the PCs.
The following day, the child decides to run away and follow the [...]

Greed’s Reward

The PCs approach a bridge over a shallow river and see a man on the middle of it, standing on the wrong side of the handrail and holding on as he stares down at the roaring waters below. A rope is tied around his neck to the handrail, and it’s obvious that he is thinking [...]

Maybe It’s Not the Thought that Counts

One morning the characters awaken in their inn and find that each is missing an item of some importance… the fighter is missing his magical sword, the wizard his spellbook, the cleric his holy symbol, and so on. Even more bizarrely, a different item has appeared in place of each of their list items!
The fighter [...]

Friends & Foes: The Little Mute Girl

One night, while gathered around the camp fire, off in the distance the players spot a little girl walking towards them.
The girl says nothing to them, but walks up to the fire and kneels down to warm her hands. She sits there for a few minutes, taking respite from the cold night, before leaving.
The little [...]

Friends & Foes: It’s a Dog-Eat-Dog World…

Off in the distance, the players hear dogs barking. There’s also another sound, somewhat harder to make out… a high-pitched voice with a bit of a growl to it yelping out “Help! Help!”
If the PCs investigate, they discover a lone kobold clinging for dear life from a root poking out of a rocky wall. He’s [...]

The enemy of my enemy…

The setup: This encounter requires the characters to be wronged by a powerful, well-connected vampire, such as a Ventrue, especially in the context of political maneuverings.
The hook: One of the characters receives a cryptic note stating that, if they wish to put Morris (the Ventrue who wronged them) in his place, they should show up [...]

Nice guys finish last

One night, while walking through the seedier part of a large city, the players come across a well-dressed man lying in an alley. Out of place and out of his head on drugs, he lays on the ground babbling incoherently.
A civic-minded character might recognize the man as Burton McKrendle, the head of the city council [...]