More inadvisable D&D campaign premises, Wizards Are Awful edition:
e The party is hired by a hedge-wizard to quietly retrieve a recently sold
batch of healing potions that's proven to have certain unintended side
effects. Fortunately, the potions have a very distinctive appearance;
unfortunately, the bulk of them were sold to a travelling merchant, and
the wizard has no idea where the merchant has gone!
The party encounters a talking cat who insists that it's a transformed
wizard, promising a reward if they retrieve a scroll to break the curse.
While searching, they're met by a toad who claims to be the true wizard
and denounces the cat as a traitorous familiar seeking to usurp them.
The ensuing argument is interrupted by an owl making the same claim.
e During a stopover on an otherwise uneventful journey, the party are
magically snatched from their beds and spirited away to the tower of a
mighty archmage. The archmage was attempting to summon a genie,
being incapable of admitting error utterly refuses to believe that
the player characters are not, in fact, genies.
e A wizard's experiments have been causing an enormous public nuisance,
and the local constabulary has deputised the party to deal with the
but not by force. The wizard is infuriatingly good at keeping
their villainy within the strict letter of the law, and the party's mission is to
catch them doing something that's technically illegal.
e The party finds employment at the multiverse's premier Wizard University,
a sprawling institution whose campus includes a separate research
department for each of the eight schools of magic. The player characters
are not members of any of these departments: rather, they work for the