Tavern Tales

= Tale 1 =

Far to the northeast, in the midst of a vast swamp, lie the uninhabited ruins of a powerful wizard's castle. = Tale 2 =

A drunk bard sits in a corner of the tavern spinning a seemingly endless tale, but no one is listening. = Tale 3 =

Wells throughout the city often provide access to hidden dens and underground passages. = Tale 4 =

An anglish lord commandeers one corner of the bar to lecture on the ultimate range of his adventurers. The crowd ignores him. = Tale 5 =

To the east of Phlan lies a gleaming castle of gold that shifts its location from time to time. = Tale 6 =

A weird looking wizard, dressed all in black, sits alone and mumbles into his beer, "I'll return next time and show them all!" = Tale 7 =

Great treasures are to be found on the banks of the Barren River as one ventures northward. = Tale 8 =

The graveyard is controlled by a very powerful and clever undead creature. = Tale 9 =

A puzzled patron with a limited vocabulary questions everyone he comes across about how to complete a manuscript dated 1977 GUE. Unfortunately, no one can help him. = Tale 10 =

To the west lives a tribe of insect-men who worship normal men and give valuable gifts to all who visit them. = Tale 11 =

The Dragonspine Mountains are inhabited by a race of evil dragons who lure travelers to their lairs and slay them. = Tale 12 =

A bedraggled adventurer decries, "There was a man called turtle, walls that aren't there, living daggers; I never did figure out what was going on!" = Tale 13 =

A master thief has set up a hidden training ground deep in the old city, right under the noses of monsters. = Tale 14 =

Ogres who live to the east of Phlan are holding captive a princess for whom a huge reward has been offered. = Tale 15 =

The merchants of Zhentil Keep are setting up a trading base far to the west of Phlan. They're hiring caravan guards for good wages. = Tale 16 =

Buccaneers operate a slave auction out of a hidden camp near Stormy Bay. = Tale 17 =

An old sage sits in a corner with a dark wizard. "You're right," laughs the sage, "they'll do anything I tell them to, no matter how silly or phantastic." = Tale 18 =

Off to the east of Phlan roams a tribe of marauding nomads. They have been pillaging villages in the plains with the help of a powerful artifact they have discovered. = Tale 19 =

Mighty tribes of wild dwarves, thousands of them, roam the Dragonspine Mountains, destroying villagers and killing travelers. = Tale 20 =

"I was totally confused; it was like being lost in the darkness," sighed the overwrought adventurer. "Rabbits, hats, bowling balls? Where in the realms was I?" = Tale 21 =

The monsters in Phlan are led by one of the generals who sacked the city a generation ago. The general has used great magic to make himself immortal. = Tale 22 =

A vast fortress of kobolds dominates the western tip of the great swamp. These normally weak creatures grow to great size and have extraordinary powers here. = Tale 23 =

In ancient Silver Dragon still lives up in the Dragonspine Mountains. The dragon is not evil and will help travelers who battle evil.