Kazz's Princes of the Apocalypse
3. Dangerous Secret – You have been assigned to infiltrate the mysterious druids of the Circle of the Scarlet Moon and discover their true plans. The circle supposedly knows rituals unknown to other druids.
4. Dark Omens – The signs are clear: nature is out of balance. Terrible disaster draws closer with each passing day. To restore the balance of nature you must destroy the four elemental nodes.
5. Defeat the Skyriders – Raiders mounted on hippogriffs have lain waste to several small hamlets and merchant caravans, and you have sworn to stop them.
8. Hired Hand – Homesteaders who were kind to migrant workers are now missing. You have set out to have revenge and rescue any survivors.
9. Madman at Haunted Keep – You know that unsavory sorts have occupied Rivergard Keep and that there’s a secret way into the castle.
10. The Mud Sorcerer – Months ago you were robbed by a genasi who killed several innocent bystanders. Now it’s time to find Miraj Vizann and make him pay.
11. Ominous Dream – You have seen the earth prophet, Marios Urnrayle in dreams, and you know he is a dangerous villain who must be stopped.
12. Recover Your Sword – Thugs associated with the water cult broke into the workshop where you were apprenticed, murdered the master smith you have worked under for years, and stole the beautiful sword you’d made.
13. Rescue Your People – Raiders of the fire cult have abducted people you feel responsible for protecting. They must be rescued at any cost.
14. Seeking Revenge – Fire cultists torched your home or razed your village. You are sworn to stop them.
15. Settle a Score – Marauders in stony armor robbed your friends/family and left you for dead. Now it’s time to even the score.
16. Shatterkeel’s Trail – Months ago, Gar Shatterkeel destroyed your ship by conjuring a powerful storm. Dozens of sailors died and now you intend revenge.
17. Standing Offer – Months ago, you served as a guide for a band of mysterious pilgrims who set out to reoccupy the Sacred Stone Monastery. Your mission is to infiltrate the group and discover their intention.
18. Strange Map – An ancient map has come into your possession, showing the location of a forgotten dwarf stronghold beneath the Sumber Hills.
21. Walked Away – You were briefly recruited by the fire cultists but never took up arms with them. Now you want to stop them before they give all mercenaries a bad name.