Among many ruins, old cities, shrines and sometimes, even just in the middle of a field, one could spy the remains of a runic circle, about 2 metres in diameter. Those are actually teleportation portals in the days of yore; with a keystone, one could open a portal at any of those runic circle, which would directly lead to another one which the keystone is attuned to. Needless to say, powerful magic was used to construct the keystones and the portals.
- The portals are still in use, by mysteries cults, assassins’ guild and other covert societies. The keystones they have are guarded jealously and are only employed at the most dangerous of missions. However, recently, keystones from various factions were stolen, and the motive of the thief is to construct a master keystone by examining each of the stolen keystone. That would allow the thief to access all the portals scattered over the kingdom, and in particular one really hard to reach location where a secret is guarded.
- An artificer has put together an experimental keystone, and is prepared to try it out. Unfortunately, his keystone was attuned to a dangerous location, and after he has entered it, he did not emerge nor did the portal close. The scenery just beyond is a gruesome one – ruined cities, with skeletons scattered all over and a stormy sky. Shrieks of strange creatures could be heard from beyond. The adventurers are sent through to find the missing artificer, and to recover the keystone, in hope that it would help to close the portal. Things get complicated when the adventurers found half of the keystone while exploring the ruins on the other side…where could the artificer be, and where is the other halve of the keystone?
- In the centre of a busy marketplace, there is a sudden flash of light and the sound of what seems to be humming. A portal opened right at a runic circle which has been part of the decoration of a plaza. Out from the portal step two young youths, one male and female, bleeding from many wounds. They claimed to be escaping from terrible enemies when they stumble upon the open portal and were transported here. Unfortunately, they got their dates wrong; they were from at least nine hundred years ago…and a few hours later, mayhem engulfs the entire city as the portal opens again…The adventurers would have to find some way to disable the portals. In fact, the people who created the portal sealed them precisely to deny their enemies the chance to use them. The keystone which the youths were carrying are still usable. The adventurers could go back in time to ask the sages of that era what they could do…
Adventure Types: Magic Witches the World

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June 26th, 2009 at 6:51 am
Thanks buddy, you just gave me inspiration for the next gaming session.
June 27th, 2009 at 5:05 am
I write to serve