"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Tuesday, September 19, 2023

FA2: Nightmare Keep (1991)

Publisher blurb:

What your players say at the start of Nightmare Keep: "Oh, look, an underground labyrinth filled with treasure. No one who's gone in ever came out alive. Gosh, we've never seen that before, oh no." (Stifled yawn.)

What they say early on in Nightmare Keep: "Hold it! What's going on? Oh, yucccch! We're getting out! This way, this way! What's that? Oh, no!"

Halfway through Nightmare Keep: "Okay. If we stick close and look sharp and don't act stupid, I think we might get out of this alive."

At the climax of Nightmare Keep: "Oh no. Oh no."

A would-be conqueror is raising hordes of undead insects beneath Wolover's Keep in the Veilstone Peaks. This evil being was once a lich, a powerful undead wizard -- but that was not enough. Now something strange exists beneath the Keep, something repellent-and strong beyond measure.

Nightmare Keep: for the AD&D game adventurer with courage, a strong stomach, and superior firepower. This adventure is set near northwestern Cormyr in the Forgotten Realms, but it fits easily into any ongoing high-level campaign.


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