Sepulcher of the Sorceress-Queen
Print and PDF. 56 pages. Color cover and interior layout art with black & white art.
For Character levels 7th to 9th.
Ok. So another tomb with a sleeping undead witch. It is a powerful trope. This one features the Sorceress-Queen Semiramis of Zahar who has been dead, but sleeping, for 1000 years. She had been betrayed by a former lover (and having killed her first 100 lovers she should have seen this one coming) and is now waiting for her chance to rise and rule again.
The adventure is part of a loosely connected series but it is mentioned that it can be used as a stand-alone adventure and placed anywhere.
The adventure involves going into her tomb, stopping her from rising, and maybe make off with some treasure. The tomb is full of undead horrors and other dangers. To make things more interesting there is a group of lizardmen in the tomb trying to do the same thing as the characters.
It then becomes a race against time, times 2. Get to the queen before she gains her full power and get to the treasures before the lizard men do.
The adventure gives us a bunch on new magic items, a new spell, and five new (ish) monsters. The adventure itself is cut from familiar cloth but the map is quite good and great for groups that like to explore old tombs.
Use with my War of the Witch Queens
For this campaign, this adventure covers more than just familiar territory. This will be the third or fourth "tomb of a long dead witch coming back to life" they have seen if I stay on current plans. So...what am I to do?
Well. I do love the map here and the tomb itself is an interesting place. Maybe...I can merge this with my other Howard/Hyperborea-influenced adventure The Lost Caverns of Acheron. I mentioned all the pluses that using this adventure gives me when I reviewed the V series from BRW Games. There is one thing I failed to mention though. I have already taken my players through module S4 The Lost Caverns of Tsojcanth. Once they get to that spherical room they will remember they have been here already.
I could use this as a base and bring notes from The Lost Caverns of Acheron. I certainly do not need to run both adventures no matter how fun they are. But I also really love the idea of using Xaltana.
Do I go with Xaltana or Semiramis?
I thought maybe the unnamed Witch-Queen of Yithorium from Hyperborea might be a good substitute. Both come from the same sources. Semiramis has a name, the Witch-Queen does not (even though I named her Miriam). Semiramis is a Zaharian Sorcerer which reads a lot like a warlock or a witch and has a strong Howard/CAS vibe. Same with our Witch-Queen of Yithorium.
Yithorium is surrounded by the Zakath desert. Zahar is now described as a desolate wasteland like a desert. Ok, that's a stretch but you see where I am going here.
Why mix or merge them at all? Simple I want to get as much of all the great material out there I can for this adventure campaign and knowing full well I can never run everything. Also by picking and choosing different OSR systems, publishers, and products, I am naturally going to get similar results; we all draw from the same wells.
So in my campaign, the Sorceress-Queen Semiramis of Zahar and the Witch-Queen of Yithorium become the same person.
Maybe I'll keep Miriam around as the descendant of Semiramis. She is every bit as evil as her forebearer. Maybe Miriam leads them to the tomb in order to gain her ancestor's power but ends up getting possessed in the process. I do like this idea.
My original idea for this was to run it mostly as is for my Second Campaign. I'll have to see how that one develops when the characters get to the right levels.
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