10.26.09
Dimensions of Flight
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
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?
Deathright
Publisher: WOTC
Level: 8-9
Introduction: Over three hundred years ago, the wise and beautiful Queen Simura lost her only love to a horrid disease. In a desperate attempt to restore life to her beloved Gallanos, the Queen turned to necromancy, and became seduced by the evil power of a mystical tome; the Darklight Codex. Constructing a gigantic maze beneath her palace, the Queen began to gather followers, as the dead throughout the land began to rise. Suddenly, a fanatical group of warrior-priests attacked the palace, and succeeded in sealing the Queen and her followers within their own stronghold. As time passed, the city crumbled, and to most people the story of the Queen is now only a legend. Now terror grips the land – children are being kidnapped, plague is spreading, and the dead are rising again. And deep beneath the palace ruins, in the heart of the maze, the Queen begins to awaken from her long sleep, her power even greater than before.
01.15.09
Cave of the Spiders
Publisher: Wizards of the Coast
Level: 9
Introduction: The aranea known as Mettik is a particularly crafty and greedy member of his race, and thoroughly evil to boot. Not long ago, he used his considerable persuasive skills to bring together a band of fellow araneas of like mind. These creatures used their shapeshifting skills to infiltrate several woodland communities and commit a wide variety of crimes, from simple burglaries to kidnapping for ransom. With the proceeds from those crimes, they built an even larger group of fulltime bandits, with bugbear warriors and monstrous spiders for muscle. Since then, they have been ravaging the countryside in earnest.
06.19.08
A Call To Arms
Publisher: Wizards of the Coast
Series: Forgotten Realms
Level: 9th (4 players)
Introduction: The citizens of Phent, which is a large town in Thesk, are a proud, yet warm and accepting folk. For the past nine years, they have been host to over six hundred orcs, which is certainly an anomaly in the average Faerûnian community. In 1360 DR, Zhentil Keep sent one thousand orcs to aid in the fight against the westward-sweeping Tuigan hordes. The orcs fought well—well enough that the citizens of Thesk welcomed them as citizens when Zhentil Keep abandoned them in this land in 1363 DR. Still, a current of unsettling concern lingers. Some believe that the orcs are still part of Zhentil Keep’s strike force, but that they went on standby to wait for the moment when their masters give the signal. Once allowed, these orcs may launch a crippling attack from within. However, in nine years, no signal has been given—at least none
that any of the paranoid folk have noticed. The orcs are enthusiastic citizens and, apart from some rowdiness during breaks from the mines or fields, they have hurt no one. And then, a prophet comes, with a message of war . . .