"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

Wednesday, November 22, 2023

Master of the Desert Nomads (1983)

From the front cover:

"You have been sent on a deadly journey into the wastes of the Sind. Guided only by the reports of a half-dead scout and a scrawled map, you ride straight towards the monstrous armies of the Master"

From the back cover:

To arms! To arms! The battle lines are drawn as desert men and inhuman tribes wait poised to strike on the fertile and rich lands of the east. The call has gone out through the civilized lands. The armies have been raised to match the invading foes from the west. Nobles and peasants have joined swords to greet the foes.

But Fate or Chance has decreed another role for the small few. No glorious banners will wave on their march. No squadrons of knights will charge at their word. Instead, they will fight the war with stealth, secrecy, and cunning. The risks they will take are great, but the fates of both armies lie with them.

It begins one night for your party far from the fighting. Suddenly you are entrusted with the most dangerous mission of the war.

Can you cross the Sind Desert, occupied now by enemy armies, to find the Great Pass?

Can you find the one known only as The Master?

What will you do if you do find him?

So beings your adventure in The Master of the Desert Nomads, the first module of a two-part adventure that can be concluded in the exciting Temple of Death or played entirely on its own. Can your party do what must be done?

 

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