10.26.09

Dimensions of Flight

Posted in Adventures tagged , , , at 2:40 am by kenderbard

Publisher: Necromancer Games
Level: 9-12
Introduction: The Maze of Zayene, Part 2, Dimensions of Flight, is the second in a four part series by award winning game designer Robert J. Kuntz. This book describes Zayene’s dimensional realms and the many new magics and monsters he has placed within these to defeat his unwary enemies. Four highly detailed magical and elemental realms are included, as is a king’s ransom in new monsters and magic! Can your players survive these torturous dimensions to achieve their escape?

Demons and Devils

Posted in Adventures tagged , , , , at 2:29 am by kenderbard

Publisher: Necromancer Games
Level: 9-13
Introduction: There it lay, the fabled holy sword of Karith, within the onyx altar just ast he legends told. As you step over the corpses of the final guardian creatures, you shift your shield to your back. Your thoughts turn towards your triumphant return with this wondrous item of legend. but as your hand reaches for the hilt, the wizard screams. Turning, you see a gathering blackness, containing a monstrous winged figure that is blacker still. Your nostrils fill with the sulfurous vapors of the Abyss and you hear its booming voice, freezing you where you stand: FOOL! Did you believe I would let this be so EASY?

01.15.09

Chaos Rising

Posted in Adventures tagged at 6:21 am by kenderbard

Publisher: Necromancer Games
Level: 12
Introduction: In a few days, the rising blood moon will reveal the resting place of the soul amulet of a forgotten demon prince. A dark lord seeks the amulet – and if he finds it, ultimate power shall be within his grasp. Someone must stop him and his diabolical scheme before evil is unleashed! But for the heroes to beat the dark lord to his prize, they must travel through time and conquer demonic foes!

06.23.08

A Question of Ethics

Posted in Adventures tagged at 3:43 am by kenderbard

Publisher: Wizards of the Coast
Level: 12
Introduction: Not all conflicts are straightforward. Not all decisions are easy. Two forces are at odds in this adventure, and neither is clearly good nor clearly evil. The player characters (PCs) must decide for themselves whom to aid—or not to aid.

A Harvest of Evil

Posted in Adventures tagged , , at 3:42 am by kenderbard

Publisher: Wizards of the Coast
Level: 10-12
Introduction: Twin Oaks is a tiny, sleepy little thorp located just within the sheltering eaves of a great forest. Home to an extended family clan of farmers and woodcutters, the community was founded within living memory and since its creation the inhabitants have known only peace and prosperity. But just as the gentle breezes of late summer can transform rapidly into the deadly storms of autumn, dark times have come suddenly to Twin Oaks, in the person of Deskryn, a vampire who finds himself on the run from deadly enemies. Just two nights ago, as the good folk of Twin Oaks prepared for the annual harvest, Deskryn’s castle home was invaded by an intrepid band of adventurers led by a noble paladin. Although the party did not achieve its goal of slaying the vampire himself, they managed to drive him from his lair and force him to flee into the night with only the barest fraction of his former resources in tow. Unfortunately for the good folk of Twin Oaks, theirs was the community onto which the vampire stumbled first, and it is here that the fiends have taken refuge. The little settlement offers the displaced vampire all that he needs: shelter from the hateful light of the sun, a selection of new servants, and a supply of fresh mortal blood. Even in his current condition, Deskryn alone is more than a match for the inhabitants of the thorp; but his best hope of survival lies not in conquest, but in secrecy. He plans to hide in Twin Oaks until he believes it safe to leave; then, he can begin plotting his revenge on the hateful paladin and her
compatriots who brought him to this lowly state. As for the citizens of the thorp, they are all but helpless in the face of this powerful enemy. The vampire has already slaked his unholy thirst on one of their number, and his minions have taken hostages to ensure that the inhabitants do as they are told. All the folk of Twin Oaks hope that Deskryn will take what he wants and then leave them in peace, but few of them believe that such hopes are realistic. Until Deskryn has satisfied himself that the coast is clear, Twin Oaks—and its people—belong to him.