Congratulations on my buddy Mark Taormino for snagging legendary AD&D artist Erol Otus for his latest kickstarter TWO BRAND NEW FIRST EDITION modules Maximum Mayhem Dungeons #10: Fantastic Quest of the Whimsical One and Maximum Mayhem Dungeons #11: Lost Tomb of the Mummy Lich!
Maximum Mayhem Dungeons #10: Fantastic Quest of the Whimsical One is for PC's levels 3-6 which means that it's going to be both challenging and deadly; "
Deep inside a hidden mountain exists a peaceful, magical world of underground caverns filled with colorful oozing slimes, living plants, and a vast array of enchanted creatures. This subterranean paradise was recently corrupted by a mysterious evil creature named Discordia, who appeared from a crack in the depths of the realm, turning the land and its inhabitants into horrible abominations. One lone survivor, an eccentric outcast wyrm named Huffenpuff, managed to escape to the upper level. In a chance encounter with your stalwart group, he explained that his world needs your help. You must retrieve three powerful artifacts; and, if successful, he will gain the courage and power needed to aid you in the final battle against the wicked one. Together, you and this unlikely hero will restore peace and save his mysterious land by undertaking the Fantastic Quest of the Whimsical One!"
It sounds like the first edition Fantastic Quest of the Whimsical One module would be perfect for a fairy tail style Castles & Crusades or AD&D first edition campaign with a Fey bent to it. The whimsy and horror of it oozes from the pours of the module. Personally I'd place this module deep within the confines of a Castles & Crusades Greyhawk. It has the feel of an adventure that James Ward or Gary Gygax would do.
Yes Virgina there is a log floom ride in MMD#10 art by Jacob Blackmon
The second module Maximum Mayhem Dungeons #11: Lost Tomb of the Mummy Lich has my interest. This module has a bit of everything of the classic Dark Wizard modules and that's deep adventure plot, diobolical tricks & traps, and deadly dungeons. All of this is reflected in the Lost Tomb of the Mummy Lich's adventure plot; "A recent earthquake has unearthed the hidden tomb of the long-forgotten Pharaoh Ankhen-Hotep. Deep inside the ruins, a dark cult has taken over the site, worshipping the mummy. With his new followers, the lich has awakened from sleep and is now raising an undead army to march on the living, seeking to use his evil magic to dominate the region. A fearless band of heroes is needed to infiltrate the dungeon, navigate the deadly traps and monsters, thwart the cult's wicked plans, and destroy the undead Pharaoh before his dark reign begins anew. Fortune and glory await the brave souls who can survive and escape from the Lost Tomb of the Mummy Lich!"
The Lost Tomb of the Mummy Lich's adventure has a bit of everything for the DM on the move. You've got an uncovered dungeon, an underground cult, powerful monsters, and a baked in NPC vile villain. MM#11 is perfect adventure to add into the world of the Hyperborea rpg. Take the Lost Tomb of the Mummy Lich & add it into the Dimond Desert. The Diamond Desert is perfect as a blank slate for the DM to add in the Tomb of the Lich King as both history and kingdom. Add in the cult and things get very 'Sword of Conan' like very quickly.
The Lich king had a giant kingdom in the ancient history of Hyperborea. This means that the Tomb of the Lich King can act as a touch stone for both this dungeon and other massive mega dungeon locations. At the center of it is the lich king himself who could act as a massive NPC villain just waiting to burst into the lives the PC's!
You can support Mark Taormino's Kickstarter right here.
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