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Download Warhammer RPG: Lure of the Liche Lord (Warhammer Fantasy Roleplay) eBook

by Aaron Rosenberg

Download Warhammer RPG: Lure of the Liche Lord (Warhammer Fantasy Roleplay) eBook
ISBN:
1844163121
Author:
Aaron Rosenberg
Category:
Science Fiction & Fantasy
Language:
English
Publisher:
Black Industries (February 20, 2007)
Pages:
127 pages
EPUB book:
1220 kb
FB2 book:
1769 kb
DJVU:
1190 kb
Other formats
lrf lrf azw docx
Rating:
4.7
Votes:
643


Warhammer RPG: The Warhammer Fantasy Roleplay Companion. The adventure in "Lure of the Lich Lord" is very well done, especially if you're a gamemaster looking for a good dungeon crawl to run your players through

Warhammer RPG: The Warhammer Fantasy Roleplay Companion. The adventure in "Lure of the Lich Lord" is very well done, especially if you're a gamemaster looking for a good dungeon crawl to run your players through. It reminded me a lot of an old D&D classic "Tomb of Horrors" but with a better back story behind the tomb and its reason for being. I really liked that the adventure was set up with a pretty open ending, and the players can end up working for or against the lich lord depending on their actions while investigating the tomb. The source material is decent, though could be fleshed out a bit more.

Lure of the Liche Lord is a Warhammer Fantasy Roleplay adventure sourcebook set in the land of the .

Inside you'll find a slew of adventure seeds that enable you to run this region as a stand-alone adventure or as the foundation of a campaign.

The Largest RPG Download Store! . For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book.

This danger is a Tomb King, a Liche Lord of unimaginable power, and though contained in its tomb, he works in the dreams and nightmares of those Princes who rule the region. it is just a matter of time before the Death Scarab stakes a claim to his lands once more. Customers Who Bought this Title also Purchased. Unfortunately, the resulting quality of these books is not as high.

Writer Aaron Rosenberg truly knows how to set a mood. I got chills just reading about the tombs. Tomb of the Liche Lord is a grand and terrifying adventure. The book concludes with appendices detailing the new creatures, curses, and traps, along with a set of pre-generated characters that the players can use to jump right into the fray or to be used as NPC's. As you would expect from Black industries, the book is filled with top-flight artwork including that fantastic cover by Paul Dainton and Darius Hinks.

All new or substantially revised publications are in bold. GW2051 Warhammer Fantasy Roleplay (main rulebook, hardback, 1986, ISBN 1-869893-02-6).

An adventure and remote setting for Warhammer Fantasy Roleplay, with a traditional dungeon-crawl theme. An adventure and remote setting for Warhammer Fantasy Roleplay, with a traditional dungeon-crawl theme.

Warhammer RPG: Lure of the Liche Lord (Warhammer Fantasy Roleplay) Rosenberg, Aa.

Warhammer Fantasy Roleplay or Warhammer Fantasy Role-Play (abbreviated to ''WFRP'' or WHFRP) is a role-playing game set in the Warhammer Fantasy setting, published by Games Workshop or its licensees.

Asaph was also the patroness of the archers of ancient Nehekhara who carried arrows whose bronze points were forged and blessed in the heart of the sacred .

Asaph was also the patroness of the archers of ancient Nehekhara who carried arrows whose bronze points were forged and blessed in the heart of the sacred temples of the Asp goddess, which gave them an incredible aim and precision to reach their objectives. Nagash, the Invincible, by Mike Lee. Nagash Immortal, by Mike Lee.

Fans of Warhammer Fantasy Roleplay were rocked by the news in 2009 that Fantasy Flight Games were taking their beloved . Not only that, but some of the files feature interactive checkboxes; at the moment, the only PDF reader I know that works with these is PDF Expert.

Some never got over the shock, but WFRP3 was a grand experiment that shook up the roleplaying world and introduced some serious innovation.

Lure of the Liche Lord is a Warhammer Fantasy Roleplay adventure sourcebook set in the land of the Border Princes. Inside you'll find a slew of adventure seeds that enable you to run this region as a stand-alone adventure or as the foundation of a campaign. It contans information on the ancient empire of Nehekhara, lavish detail of the Tomb of the Liche Lord and the Liche Lord himself, new curses and diseases, extensive rules on traps, and a bestiary expansion.
  • Umsida
The adventure in "Lure of the Lich Lord" is very well done, especially if you're a gamemaster looking for a good dungeon crawl to run your players through. It reminded me a lot of an old D&D classic "Tomb of Horrors" but with a better back story behind the tomb and its reason for being. I really liked that the adventure was set up with a pretty open ending, and the players can end up working for or against the lich lord depending on their actions while investigating the tomb.

The source material is decent, though could be fleshed out a bit more. The part on traps was pretty well done though, and can easily be transported out of the book for use in other adventures.

I really liked the book, the only reason I don't really give it 5 stars is because I did notice a ton of typos that some half-way decent editing would've taken care of. No big deal, just a pet peeve of mine, and it certainly didn't ruin the product's over-all value to me. If that sort of thing doesn't bother you, definitely check this one out if you're looking for a good adventure for your WFRP campaign (or even for other games with a little conversion work).
  • Ranicengi
I have a warm spot in my heart for the Games Workshop art used in these adventures
  • felt boot
Lure of the Liche Lord is a fantastic new adventure for Warhammer Fantasy RPG, and exhaustive 128 page, highly detailed book complete with new curses, traps. Diseases, monsters, and much more. In this book, the players will journey to the tombs of the Liche Lord, and ancient, undead necromancer named Karitamen. The book opens with a chapter detailing Karitamen's life when he was yet flesh and blood. Once a mighty warlord, he rose to power and became known as the Death Scarab because it was said he could kill with a touch or a glance.

After years of his tyrannical rule, the nobles finally fought back and enlisted the aid of a powerful wizard to enchant a dagger named the Dagger of Bound Souls which would cut through even Karitamen's powerful spell protections, killing him and entrapping his soul within his body forever. When the Priest-King raised the dead to aid him, Karitamen found himself turned into an undead Liche.

The second and third chapters reveal some of the important people and places in and around the lands of the Border Princes where the campaign is set. The adventure begins in earnest in chapter four, The Road To Adventure. Several plots are provided to get the PCs on their way, or which the GM can use to devise their own adventures. Several smaller plot hooks are also provided as additional adventure options. The GM can choose to make this a broad, lengthy campaign which will take many game sessions to complete, or make it a fairly straight forward dungeon crawl and get the players headed directly to the Liche's tomb.

The remaining eight chapters cover the lands surrounding the tomb, and each of its seven levels. This is one massive place! Tomb is set within an inverted pyramid and as I read through the book, I couldn't help but wish that I could be the PC rather than the GM, particularly because of my fondness for ancient Egyptian mythology which heavily influences the Tomb of the Liche Lord.

I love the straight forward, and detailed narrative of the description of the tombs locations and rooms. Lots of options are provided to the GM for events and encounters. The maps are eloquently drawn with legends and scales provided. This is not going to be an easy adventure and each level gets progressively harder as it is filled with all manner of diabolical traps, which are more pervasive than creature encounters. Writer Aaron Rosenberg truly knows how to set a mood. I got chills just reading about the tombs.

The book concludes with appendices detailing the new creatures, curses, and traps, along with a set of pre-generated characters that the players can use to jump right into the fray or to be used as NPC's.

Tomb of the Liche Lord is a grand and terrifying adventure. As you would expect from Black industries, the book is filled with top-flight artwork including that fantastic cover by Paul Dainton and Darius Hinks.

Reviewed by Tim Janson
  • Zamo
I was at first a bit dissapointed when i read through the book, since it is not ready to play scenario. The book gives you openings to design your own scenarion around ready made locations and persons.
But when i looked again I found many beautifull items. Like a detailed discription of the tomb and many great openings for a scenario or even an campaign. It will not take you too many effort to write a scenario that hooks in to the events described in the book.
A campaign will take some more effort. But there are ample backgrounds to make a grand campaign.
But the detailed lay out of the tomb will give you hours of dungeon crawl you won't have to write youself. It is suplemented with good maps.
The book also gives you new history about the Border princes.
It is good an addition to my WRFP collection.
  • Jieylau
I have not read the adventure from cover to cover. However, I have read the first few chapters and skimmed the rest. This adventure has some interesting challenges for a party of adventurers. Travelling to the Borderlands presents some problems. And, of course, the various denizens of the Borderlands make it impossible to simply waltz into the region. Three Border Princes fight to survive (and to add to their petty kingdoms). Depending on their actions, the PCs might find any number of reasons to seek out the Tomb of The Liche Lord. Finding the entrance to the Liche Lord's lair could be an adventure in itself (assuming the GM has the patience and imagination to create such an adventure). Even if the GM allows the party to find Karitamen's Tomb easily, the adventure should not be a cakewalk. The GM has plenty of options (new monsters, diseases, traps, etc.) at her/his disposal.

Well, I will try to cut this short. Notice that I gave the book four stars instead of five. Well, the book is not perfect (indeed, few books deserve 5 stars). However, the book IS excellent. I wish that I could give the book 4.5 or 4.75 stars. I felt that rounding down was wiser than giving the book an inflated rating.

I'm not sure going into any detail would better explain why I gave it 4 stars. Do I think this book is worth buying? Yes. Like many adventure books in the Warhammer series, this one requires a LOT of preparation to run (not just the usual preparation for various game mechanics, but also for setting the mood). If you buy this book, expect to spend many hours preparing the adventure. And, of course, be ready to improvise. The book does not (nor should it) cover every possible situation.

I hope you enjoy the book as much or more than I have. Cheers.