War is a constant in many RPG’s. I believe that I have done enough war based adventures and campaigns that I might as well share some ideas and open the stage for others to share their thoughts.
Spoken only in legends and even then in hushed whispers, PochÃ¢??Agoura is a name that sends children scurrying into their parents beds. Most people do not believe the old legends that the Dread Walker once subjected the entire world to an endless dark, a mindless machine of destruction that corrupted all in his path. But you see there is always a little fact in legends and myths and this is no different.
Radiation sickness is a serious matter and I wanted to address it after noticing it in a post. I have created 10 severities of exposure and detailed what happens during each.
The lost art of the orcish drum has been rediscovered in the hands of Gromek of the Gripfang tribe.
Stonedeath is a goblin assassin, but much more than that. His new form allows him to scale walls, fight with uncanny agility, and above all that; he has a hatred for adventurers.
Deep in the frozen north, facing the northern sea lies Corpsehaven a city built into a sheer cliff, a walled city that extends to the sea. This city is a silent place, filled with the dead and those that would consort with such creatures.
Amenorian brings forth her power to bring justice and retribution to the wicked.
Deep in the marshes the Tree of Cognizance feeds on whatever living creatures come near it, using very powerful illusions and brute strength. It’s fruits are prized by those that understand the powers they offer.
Renik Kavios is the leader of the dockworkers’ union. He is also a smuggler for stolen goods and illegal contraband. Through his power, he has the leaders of a city locked under his control.
Evil gives birth to many foul creatures, of these creatures the Negasek have emerged from a womb of darkness and terror. These powerful insect-like creatures radiate the dark force that gave birth to them, born of sheer negative energy, nearly dripping with the foulness of their diabolic nature.
The House of Sand is but a rumor to most, but there are those that listen to the streets of the great cities telling of an organization of master assassins that has it’s fingers in almost every criminal organization.
It seemed like a great place to camp. The clearing was good sized and sheltered from the wind. The brook just a few feet away. There is a natural hallow to keep the horses.
Then the night came.
It was like it became a different place. The temperature dropped. The wind, which does not seem to disturb cloth, almost cuts through you like an arctic wind. No one can sleep, as the soft ground has turned hard. The horses are uneasy. The Bats are flying over and stopping in the trees.
And then there is the eyes. There are glowing eyes just inside the tree line watching your group. The mages and clerics can detect nothing, but there is still something there.
(yet there is nothing at all... The Darkness will do nothing unless the players do something to it. And even then it will all seem to be a conincidence.)
Of course, in the morning, it all becomes sweet and light.