MAZES MODULE 11: TUNNELS OF THE LIZARD PEOPLE
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The war against the Necromancer is approaching a tipping point. The forces of light are strained to the breaking point as their dead continue to bolster the forces of darkness. However, the fortress of the Necromancer is unassailable from the outside. There is no way through the Soul Shield sheathing the structure. There are no secret tunnels or flaws in its design to exploit. The only things that go in are dead bodies and the only things that emerge are unliving dread warriors destined to lead the front lines of this terrible conflict.
However, there is a plan – an idea so counter to what has been tried before that it just might work. A tribe of resilient Lizard People dwell within a cave system close to the impregnable fortress of the Necromancer. They remain the only denizens left untouched or unconquered by the might of the Necromancer’s hordes. Secret negotiations with the Lizard People and acceptance of their strange rituals may offer up a hidden path into the Necromancer’s fortress and a way to bring down the shield protecting it. But that path leads to certain death and only the noblest of venturers would dare to step upon it.
Are your adventurers up to the task?
Mazes is a return to the classic sword and sorcery dungeon crawler with award-winning, yet delightfully simple modern rules. The first TTRPG to use the polymorph system, Mazes is easy to learn and teach, and ready to play without a lot of prep.
Designed for episodic play, Mazes is ideal for one-shots and conventions. It’s a distillation and modernization of the classic Dungeon Delve, making it a perfect introduction for those new to roleplaying, as well a great excuse for grognards to get back into the dungeon!
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