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3 Reviews
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6 of 6 people found the following review helpful:
5.0 out of 5 stars Ideal adventure to challenge high-level heroes, May 1, 2000
Something horrible is happening in the southern moors - many caravans have vanished entirely, and the few lost survivors tell tales of madness, cannibalistic beasts, and worse. What's going on? Well, let's just say not every vampire is human, and your players will never smirk at lizard men ever again... :) This is one of the most difficult, challenging adventures ever made. The cover says levels 5-7, but I've run this wonderful adventure MANY times with veteran players of level 7-8, and every time, my players get a terrifying workout. You won't believe this one...
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5 of 5 people found the following review helpful:
5.0 out of 5 stars The Definitive Dungeons & Dragons Adventure Module, October 16, 1996
By A Customer
Hired by a local noble to combat marauding brigands, adventurers find themselves combatting resurgence of a twisted and powerful empire of lizardmen with daunting powers. Parties must solve riddles, comfort madmen, "hack & slash", and be blessed with good luck to survive a severe test. Dungeon Masters can role-play nobles, dragons, brigands, lizardmen, and various other creatures. DMs will also enjoy the ease of conversion of this "generic" module into any AD&D setting. If you ever see a copy, snap it up post-haste
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1 of 4 people found the following review helpful:
4.0 out of 5 stars Really bloody hard!, August 24, 2001
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This is a cool adventure with an interesting and original storyline. But it is *so* hard - Level 5-8 playes will cop a caning unless you have 10+ players!
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Tomb of the Lizard King  (Advanced Dungeons & Dragons/AD&D Module I2)
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