Cover of King to an Empty City

King to an Empty City

What good is a king without a city to rule over? What happens when everyone in a city disappears, gone without a trace?

This is the state in which an adventuring party, your characters, finds Sheol in; a city devoid of all life forms, claimed by Hegemon, a Wraith that used to be its king.

Explore the empty city! Be mindful of the thieves' guilds! Find your way to the portal that leads to the castle! Fight your way through the hoards of undead to foil Hegemon's insidious plan!

An adventure perfect for the middle part of any campaign, full of plot hooks, possible plot points and areas of exploration! Tons of places, like the Tower of Eiden, with backstories to tie in with any existing campaign! Discover the "Hell's Gifts", red gems that defy space!

This adventure offers:

30 pages of exploration of an empty city and a castle swarming with undead.
Maps for major locations
Two new Monsters, Hegemon and Corvus, also usable as NPCs.
3 new magic items.
A plethora of plot hooks, possible plot points, and setting-neutral lore.
Many hours of fun gameplay
A Dungeons & Dragons adventure written for 8th level player characters, with level adjustments for levels 5-10 for the encounters.

Written By
Jason Bakos
Published By
DMs Guild
Publication Year
Battle Mats?
Includes Characters?
Levels 5–10
Found In
Part Of
Boss Monsters and Villains
Common Monsters
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Schmax has played this adventure and would not recommend it.

This review will be riddled with spoilers for the adventure, but my complaints are impossible to describe efficiently without detailing parts of the adventure. I wish I could put a more detailed response than liked or disliked for this adventure. I will preface this with the note that this was one of the most fun adventures to run for my group I've done this campaign, however it wasn't a very easy read and was difficult to prep.

The thing I often look for in an adventure is character motivations and well thought-out reasoning, especially in an adventure designed to last longer than one session. I often find if I write my own reasoning, the players usually find plot holes and are able to poke holes through it after some prodding and I'm very reliant on adventures having explanations for the DM so that, if I don't read the entire adventure in one go, I'm not completely hung out to dry the next session. I'm more than comfortable describing setting on the spot, coming up with puzzles, creating description, etc. It always comes down to why NPCs do the things they do. This adventure has two major questions:

  • Where did everyone go?
  • Why did Hegemon, the main villain, disappear everyone?

This adventure gives no reasoning to either of the questions. It gives some possible reasons in the form of charts, but this isn't enough and certainly doesn't stand up to players questioning or interrogation. There were smaller issues with reasoning as well. In the adventure, there is an immortal warrior who you can convince to fight with you. Additionally, it gives no description of how he can be killed. Doesn't this defeat the threat of any danger?

The adventure wasn't all bad and with perhaps 5 more pages of thought, it could be a really fantastic, short 3-4 session adventure! The maps are useful and well designed, the premise is interesting, but I would warn you, if you use this adventure, you really do need to read ahead and take notes of your personal reasoning for a number of obvious questions to the central tensions of the adventure. Overall, 2 out of 5 stars.