Get it right
HERE
There are some modules that are so very well constructed that you don't have any complains. This is one of those modules!
Reliably entertaining, solidly done, well written, and very giving to advanced parties.
The Drivethrurpg blurb:
Rakoss was a great wizard of ages past who served the Emperor of Maere. Tales tell of his prowess as a military strategist, but they also tell of his fall. It is said that although he won campaign after campaign for his emperor, just one failure earned the wrath of his master. The Emperor had Rakoss, his generals, strategists and personal guard sealed in a tomb somewhere in the Ganlaw Mountains, and cursed them.
Who knows what treasure was buried with Rakoss and his retinue, or what horrors remain to test any who might enter the tomb. Certainly only a brave few would dare seek out the final resting place of Rakoss, and even fewer can survive the terrors of The Tomb of Rakoss the Undying!
"The Tomb of Rakoss the Undying" is a challenging adventure for
3-6 characters of level 4 to 6.
3-6 characters of level 4 to 6.
Using The Tomb of Rakoss the Undying
The Tomb of Rakoss the Undying is a very tightly written and very well playing adventure that really works to make PC's have a very nasty time within the tomb!
This module can be dropped into an existing campaign or played over an extended series of adventures. This is really a mini campaign in sixteen pages that is well thought out and challenging enough for veteran players.
There are enough of the usual D&D tropes here to make players comfortable and with that comfort comes the legality of the adventure. There are some interesting twists and turns that the SM can exploit to really play with the party's perceptions.
The usual hooks are their to allow a DM to let the monsters to spill out of the dungeon if the party doesn't clean up after themselves. The horror aspect of this module comes into play as the players realize that this location isn't going to give up the ghost quite so easily. This dungeon has the advantage of becoming a regular fixture in a campaign if the party isn't ready to commit to this adventure.
This module reads like an action adventure horror module that reminds me of some of the VHS horror/ sword and sorcery movies that came out in the 80's in a good way.
This module can be dropped into an existing campaign or played over an extended series of adventures. This is really a mini campaign in sixteen pages that is well thought out and challenging enough for veteran players.
There are enough of the usual D&D tropes here to make players comfortable and with that comfort comes the legality of the adventure. There are some interesting twists and turns that the SM can exploit to really play with the party's perceptions.
The usual hooks are their to allow a DM to let the monsters to spill out of the dungeon if the party doesn't clean up after themselves. The horror aspect of this module comes into play as the players realize that this location isn't going to give up the ghost quite so easily. This dungeon has the advantage of becoming a regular fixture in a campaign if the party isn't ready to commit to this adventure.
This module reads like an action adventure horror module that reminds me of some of the VHS horror/ sword and sorcery movies that came out in the 80's in a good way.
The module easily converts to 90% of the retroclones on the market today and you don't want to miss this one if you can.
The note from Mischief , Inc.
Note: This product is intended to be FREE! Please do not pay for it if you do not want to.
That said, if you wish to "donate" to our future development, you can pay any amount you want when you "purchase" this adventure. Those who pay for this adventure will be granted a "Founder" rank on our Mischief, Inc. member forums.