Really good stuff. A great corner stone to a plot or a even better yet an unavoidable red herring where these to be worked into plot. The reason I suggest these would make great red herrings, is because for all their fluff, chrome and power, they are not villains, at best they are victims and worst they are forces of nature at this point (or slave to their nature). Ultimately, unless you were develop the roles of the gods or the lost priests order, these are not roleplaying tools. These knights are tactical challenges or puzzles, but their is nothing innately character driving or developing in this for the PCs that will interact with them.
Reminiscent of Tanelorn for some reason (in a good way)! I'm going to use this as a legend in an upcoming campaign. The Three Ghost Cities. Except I'm renaming them Dawn, Dusk, and Noon (Ha! You thought I'd say Midnight).
Anyway, the idea piques (is that a word?) the imagination, but I wish to know more. More! Especially the esoteric bits.
Go to Comment
As is, great stub or in-work, on its way to more.
Very interesting follow-up post. I can totally understand the struggles of pushing out an adventure and the want to just be done with it, but I still have to agree with Scras that it falls a little short of the original. I guess it feels a little too hopeless at times (such as the snakes) and too ... Can't think of a word for it, but the problem being that it relies of NPCs surviving, and ones that don't have a very good chance of it at that, to complete the adventure. All of the information to be gained is presented in NPC-reliant format, with Godfrey's visions, then the wizard's knowledge that they won't pass on. I wouldn't want to be a player in this adventure, as I would feel lacking compared to the NPCs.