A crime has been committed, a very personal theft from the Crown Prince of Taralos. Our heroes must track down the perpetrators and unravel the mystery and conspiracy that lies behind the theft. They will interview witnesses, dive beneath the streets and track fugitives through forests and hills. They will face natural hazards, traps, and villainous gem gnolls before finally the truth is revealed and the future of the kingdom lies in their hooves.
To Found an Empire explores the world of Everglow just before the formation of the Pony Empire. Our heroes will see the Kingdoms and tribes that came together to form it and maybe even experience that transformation themselves.
The Unicorn’s Crown is designed for first level characters, and will take them to level three by the end. The encounters are all designed to be run for a party ranging in size from 3 to 7 players.
Within the subterranean caverns beneath Wychington — on the shores of Lake Grimwater — a small part of a region from afar, either long ago, or maybe a time yet to pass, has come into existence. Malign and abhorrent half-men, half-crows inhabit this harrowing place. Standing menacingly, clad in the darkest armour, or on their pitch-black wings protected by lighter, piecemeal leather armour, they murder men and feast on their flesh. Strangely resentful of their barely-feathered gods, they despise other living creatures for drawing breath.
This is Corvendark, and under the sign of an inverted, five-skulled star, the Murder Knights dwell.
Since the coming of this otherworldly realm, the Grimwater Lake region has been plagued by the atrocities of the ‘harpies’ — as they have been incorrectly identified — regularly raiding the surface lands. None have been ravaged more so than Wychington, a small town on the northern lake edge at the mouth of the Lesselling River.
It is now that heroes are needed. Who will destroy this menace, or send them back whence they came?
The sun had set an hour ago, and the rain lashed down and the wind howled on the dark moor. A storm this late in the season was unusual, but this one seemed different. The clouds were more menacing, tinged with anger, the rain colder and more biting than usual.
Skerrill had to find the lost calf and get him back to the farm before his father came back from the city on business. He’d been looking for two hours now, and he was right in the middle of the moor when the storm hit. He knew he should have turned back as soon as darkness fell, but then he was never the brightest boy in the valley. If only he had remembered to lock the farm gate.
The calf was now likely dead anyway having stumbled among the boulders and rocks, panicking in the dark, and then fallen in a floodwater stream and drowned. Either way, he was in more trouble than he could imagine.
Suddenly, a bright flash of white light and a roaring peal of thunder were preceded by an explosion as a huge object fell from the sky and impacted the ground of the moor no more than a stone’s throw from him. Dirt, mud, water, and debris erupted from the impact site, flying high into the air and then covering the moor for hundreds of feet all around.
Skerrill was knocked to the ground instantly and covered in the fallout from the blast. His ears rang and his head spun, but he staggered to his feet in a daze.
He stumbled to where the blast had happened only moments before, and in a depression in the ground lay a huge stone glowing orange as if hot. Skerrill passed out.
Two more thunderous explosions crashed in the distance.
The quiet village of Greenfork is in a state of uproar, scarred twisted looking goblins raided the village during the night and kidnapped the miller’s daughter. The Mayor has put out a call for adventurers to bring the girl back safely and end the goblins threat once and for all. This adventure starts just outside the village of Greenfork and thrusts players straight into the action.
Burning Goblins is a fantastic first adventure for new players, but more importantly this adventure was designed with first time Games Masters in mind, giving you as many tools as possible to help run the game.
The party left Carlin Town and is travelling west along a road whose only destination is the Aldritch Research Centre and Zoo. To the south is The Fen, a hostile swamp land.
The research centre and zoo is owned and operated by the Wizard Aldritch, a very old and powerful mage who is extremely well-connected politically. His daughter Raven Aldritch runs the day to day operations, including arrangements for the capture of new specimens.
The magical shields that keep the specimens in their enclosures failed during the recent massive lightning storm and the Research Centre is over-run with monsters trying to get out. Wizard Aldritch is away and Raven has to deal with the crisis herself. She is looking for a group of adventurers to help her solve the problem. She doesn’t want the specimens killed, simply put back in their enclosures. Her Father has an amulet that will re-initiate the shields but it’s in his Inner Sanctum which she is magically barred from entering.
Hundreds of refugees have been forced to leave their homes and take refuge in the city of Slorium after a giant cloud of ash covered the atmosphere of the region. The citizens look terrified to the skies looking for an explanation, but do not know that an even greater threat awaits underground.
Over the last week, the city has been rocked by the arrival of hundreds of refugees from nearby areas. They have left their homes due to a gigantic cloud of ash and dirt that destroyed their crops and livestock. The authorities of the city have placed the refugees in a provisional camp on the grounds of the School of Magic while they decide how to deal with the situation. The truth is that no one in the city knows why the cloud formed, and paranoia among residents is growing by the day.