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World Famous Comics: Warhammer RPG: Lure of the Liche Lord (Warhammer Fantasy Roleplay)
Warhammer RPG: Lure of the Liche Lord (Warhammer Fantasy Roleplay)
By: Aaron Rosenberg
Publisher: Black Industries
Average Rating:4.50 out of 5.00 stars
Binding: Paperback
Label: Black Industries
Number of Items: 1
Number of Pages: 127
Publication Date: May 14, 2008

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Warhammer RPG: Lure of the Liche Lord (Warhammer Fantasy Roleplay)
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Editorial Comments

Product Description:
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.


Customer Reviews
Average Rating:4.50 out of 5.00 stars

4 out of 5 starsAdventure in the Borderlands
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.



5 out of 5 starsHUGE AND TERRIFYING ADVENTURE
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



4 out of 5 starsGood, fun adventure and decent source material.
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).



5 out of 5 starsA HUGE AND TERRIFYING WARHAMMER ADVENTURE!
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


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