The Forgotten City

The Dark Entity

Shadow_Person

A creature from another world, it feeds on the life force of other leaving them as husks.

Its up to you to decide the origin of the creature, picks what suits your story best. The adventure only calls for something evil or twisted:

  • The shadow of a fallen god
  • A tortured soul, new returned as a revenant seeking revenge
  • A demon sent forth to gather essence and then to use this essence to tear open a path for an army of its kind

They should have fearsome powers. The mummified bodies scattered throughout the city are the result of its hunger and not the result of the city being turned into a tomb.

Possible abilities, based on how scary you wish this creature to be:

  • Level drain (a golden oldie that will lose you friends) – If this creature wounds a character it steals a level from them and adds it to itself
  • Life drain – Any damage done to a character is turned into hit points for the entity
  • Possession – This will give it the power to disrupt parties, move without causing alarm and perhaps forward it plans

 

What will the entity be in your story?

What powers will it have?

The Forgotten City/The Ash Plains

Long ago a proud and powerful city stood at the foot of a mountain. This was a place of great wealth and influence, but some people wanted more as they always do. Deep in the caverns of the mountain a group gathered and worshiped a dark entity. The entity demanded blood and the worshipers obliged, tempted by promises of untold and limitless power. With the blood of the hundredth virgin the entity broke through into our world, creating a massive explosion in the depths of the mountain and reawakening this sleeping volcano.

Now many generations later this city is all but forgotten, faded into myth hidden beneath 100 feet of ash and stone. Until one day a traveler noticed a church spire emerging from the ground, now the race is on to find the cities treasures before someone else does.

 

This is the beginning of a series into an adventure I’m working on, so more to follow.

Softening the Death Blow

In most games death sucks, so lets look at softening the blow. This was written with Lamentations of the Flame Princess in mind, but will work with any D&D style game. If people are interested I could look at moves for different classes.

Fighter

Final Strike – As you die make a counter-attack on the creature that killed you – Roll <your level>d6 and apply this as damage to the creature.

Cleric

Cleansing Fire – Your patron god delivers a vengeful fire through your body in your last moments – Roll 1d6 those of your alignment gain that many hp, those of other alignments lose that many.

Magic-User

Screaming Fissure – Upon your death the chaotic forces you’ve kept at bay break free, centered on your body a dark fissure appears in space and time. Everyone in the area roll vs Paralyze, those that fail are sucked into the fissure and deposited somewhere else.

Specialist

Always Prepared – Upon your death roll a dice:

Odd. A scrap of paper with the blueprint of a possible trap falls from your pocket

Even. The key to a unknown lock falls from your pocket

 

Do you do anything to soften the blow of death?

I can also suggest this from James Young: Funerals for the Fallen.

This is something I plan to use as well.

 

Trinket Table

Trinket Table

Sometimes you want your players to have a little something that has no declared mechanical effect, but could be introduced and defined as the story develops. This was created with Lamentations of the Flame Princess in mind, but will be fine in any fantasy RPG.

D12 Trinket
1 Small Bag of Bones
2 Old Map
3 Unusual Medallion
4 Large Egg
5 Broken Dagger
6 Pouch of Grey Powder
7 Vial of Yellow Liquid
8 Small Animal’s Foot
9 Two Metal Cubes that Attract Each Other
10 Two Smooth Stones
11 Book Written in an Unknown Language
12 Small Crystal Ball

Do you use any trinkets? Or do you give your characters anything beyond the books?

Recap: Skayria 2 – Chahil’s Mine

In the gloom of the mine shaft our adventurers encounter a crumbed wall and through this opening they can hear movement. Their nostrils fill with the smell of stale air and decay. Passing into the dark passage Senan’s torch began to reflect off specks of red, these specks were appearing and disappearing; then they began to move. Out of the dim light emerged a tide of rats, pouring out of mounds of rot and ruin. A panicked battle brings out in the narrow passage way, many wounds are inflicted but the rats are put to rest.

Moving deeper into the passage way while patching up their wounds, the party miss an opening in the cave wall. Once they pass it by a group of wolves emerge and ambush them, in short order the Ranger is dropped, the Rogue is dropped, and the Bard is dropped. We are left with an injured Monk facing down the remaining wolves – and that’s where our story ends.

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Recap: Skayria 1 – Heroes Rise

More like heroes arrive, but we’ll get to that.

I was asked to post of recaps from our sessions, not sure how one goes about writing this exactly but lets give it a go.

Our heroes are:

Lia Galanodel – The Elven Monk thirsty to drink in the world

Senan – The Human Bard with ties to the old ruling family (not by blood but by association)

Melech – The Tiefling Rogue who is the sole survivor of his clan

Dreg(olas) – The Dragonborn Ranger, cursed with visions of the world ending and hunted because of his race

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The Road is a Dangerous Place

3 Roadside encounters for your fantasy game

Mysterious Town

Taking a path the party has taken a dozen times, they find themselves outside a town that has never been there before. Everything about the places looks normal other than one or two strange things, candle flames are green, the cats are the size of dogs, etc. Little do the party realise they’ve crossed the veil to another world.

Perhaps a powerful spell was cast here weakening the veil between the worlds or maybe there is a strange alignment of the planets that will pass and trap them here.

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3 Reasons To Charge Out Of The Tavern And Into Action

We’ve all started a campaign with the group sitting around a table in a tavern, it’s one of the ultimate cliches of the hobby; along with rescuing princesses from Dragons (the classic quest) or my parents and everyone who knows who I am is dead (the birth of the murder hobo).

Sometimes people don’t know where to go from here, so here are some thoughts if you find yourself drawing a blank about where to go next.

Raid

As the party are in the middle of getting to know each other characters, there is a smash behind them. It was the window, someone has thrown a flaming torch through the window, outside in the flickering light of flaming houses; tribal raiders. The door is smashed down and 6 raiders pour in the door, roll for initiative.

You’ve jumped almost straight into the action, your players have had a little time to chat and then the adventures comes running through the door, armed and hairy.

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