Places of Power: Khla’Akear

Once the home of a violent clan of rakshasas, the holy stupa of Khla’Akear is now the monastery of the Yellow Dawn. This order of clerics, monks and wizards defeated the rakshasas, entrapping their souls within Khla’Akear’s dome. Today, the order harnesses the rakshasas’ spiritual energy to perform feats of healing, curse breaking and exorcisms of evils spirits. Khla’Akear’s wizards plumb the depths of new research into enchantment and illusion magic, the forte of the imprisoned rakshasas. Meanwhile, the Yellow Dawn’s monks continue to train, developing new techniques and strategies to defeat supernatural threats. Visitors come from across the land to learn from the Yellow Dawn, explore the stupa’s famous library and train with the fierce warrior monks. Yet, the rakshasas, removed from the cycle of reincarnation, yearn for freedom and a chance at revenge on the Yellow Dawn.

10 Things Already Living at the Campsite

Many creatures live in the wilderness, and the adventurers are likely not the first to discover the campsite. Beyond the threats posed by wandering owlbears, wolves and other dangerous predators sometimes the PCs find something else already living in the area.

Campaign Backdrop: Seas & Oceans

Campaign Backdrops give you, the busy GM, all the tools you need to run a campaign set in a particular wilderness environment. Each instalment brings together—for the first time in one place—previously released material into one handy, GM friendly package. Featuring wilderness dressing, detailed random encounters, fully fleshed out villages and even a place of power all ready for immediate use in your campaign. Campaign Backdrops are the perfect accompaniment to your wilderness campaign.

By Justin Russel

20 Night-time Campsite Events

Adventures often spend days or even weeks in the wilderness. Whether they are searching for a lost burial crypt from an elder civilisation or exploring the land at the behest of their noble employer it is inevitable they’ll camp out in the wilds at some point.

20 Things #22: Ocean Voyage

Are you a busy GM? Does session prep take too long? Do you never have time to work on the cool little details that can bring your session to life? Well, fear not! That’s where the 20 Things line comes in. Compiled from the free 20 Things posts available at Raging Swan’s website, this short, focused compilation gives you, the time-crunched GM, the tools to effortlessly add verisimilitude and detail to your adventure. Use the material herein either before or during play and bask in your players’ adulation. This instalment provides five tables designed to help you flesh out and bring to life an ocean or sea voyage.

20 Things #22: Ocean Voyage comprises the following 20 Things articles:

Get the PDF!

 


A System Neutral Edition GM’s Resource by Creighton Broadhurst

Released 8 January 2017; Pages 10

PDF ($2.45) DriveThruRPG, RPGNow or sign up to Raging Swan’s Patreon campaign before 7 January and get it for free!

10 Borderland Fort Whispers & Rumours

Like any small community, a borderland fort is often rife with rumours. Whether its folk swap stories about various adventurers passing through, the dalliances of prominent individuals or the depredations of nearby humanoids news—both true and false—circulates wherever people gather.

10 Men-at-Arms with Personality

Borderland forts are often dangerous places, and the wise nobleman strongly garrisons it with redoubtable men-at-arms. Such soldiers should not be merely carbon copies of one another. Among any garrison exceptional—or interesting— individuals will always emerge.

20 Borderland Fort Sights & Sounds

One of the quintessential locales for adventurers to rest between adventures, a fort on the borderlands is a safe haven offering many of civilisation’s beguiling comforts. Here adventurers can rest and recuperate between expeditions into the wilderness.