AX&X: The Foretold Doom

Time, decline, and the end of the campaign. A countdown supplement for AX&X.

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The Gathering Dark

Something is coming, and it keeps a schedule. The Foretold Doom is a campaign-long countdown that hangs over every delve. You cannot outwait it and you cannot hide from it, because adventuring is what spends it. Each expedition buys you loot and a Level and burns a little more of the time you have left.

It is built for the kind of play where a line of heroes races one deadline, and the world is darker at the end than it was at the start. The core game needs none of this. Bolt it on when you want a campaign that can be lost to the calendar, not just to a bad fight.

Setting the Doom

Spending Time

The Decline

The world does not wait for zero. Each quarter of the Count that empties advances the Decline one step, and each step is telegraphed a tick before by a Sign, so the party sees the fall coming and chooses what to spend their dwindling time on.

The End

At zero the doom lands. The rite completes, the comet falls, the sea comes in. The campaign is lost, in the way the Decline had been writing on the wall for hours of play. It is not a twist; it is the bill. The GM narrates the dark age that follows. From there you can roll credits, or carry survivors into that fallen world as a different, harder game.

Succession

A party wipe does not wind the Count back. The years still passed, and now they are shorter. Bring in a fresh party at the current number and press on. The dungeon remembers: the fallen lie where they fell, their maps and gear still in the dark for the next hands to find. In solo play you are the line itself, each hero taking up the last one’s unfinished march.

Variant: Death Resets the Doom

For a kinder, more replayable loop, let a total party wipe wind the Count back to full, or back by half if full is too soft. The campaign becomes a cycle you can lose and retry, not a single falling line. The pressure now comes from wanting to reach the end before you run out of heroes you care about, rather than from the calendar alone.

Give the reset a reason in the fiction, so it reads as more than a mulligan. The age is caught in recurrence: a prophecy that re-rolls when its champions die, a god of time that rewinds to its last chosen, a loop forced on the world by the villain’s unfinished rite. Each new party wakes at the dawn of the twelve years with the dim sense they have walked this road before, and now and then a memory that proves true: a trap they already know, a face they should not recognize, a door that should not be open.

Tuning

1d8 Signs of the End

Telegraph a Decline step. Pick or roll one a tick before it lands.
  1. Red Sky: The sun rises wrong and the animals will not settle.
  2. The Dead Walk Early: Undead turn up a dungeon level shallower than they should.
  3. Sour Harvest: Food spoils fast. Rations cost double this season.
  4. A Haven Falls: A town or ally you relied on is gone when you return.
  5. The Roads Close: Travel is harder. Journey Counts start one mark shorter.
  6. Deserters: A hireling or contact abandons you, too afraid to go on.
  7. The Enemy Named: The doom’s agent is seen in the open, bolder than before.
  8. Too Quiet: No wandering monsters for a stretch, because something worse cleared them out.