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MAZES MODULE 10: GHOST KNIVES OF THE NECROMANCER

MAZES MODULE 10: GHOST KNIVES OF THE NECROMANCER

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The war between the forces of the Necromancer and the armies of light have swept up every point of light in the settled realms. Although the Necromancer has yet to achieve an overwhelming victory in any single confrontation, the dead on each battlefield only add to the strength of its armies. The situation is becoming more dire each week, yet there remains a core of resistance led by a cadre of clever generals.

Treachery! The council of generals resisting the Necromancer's forces has been infiltrated and attacked. The council survived, but the Necromancer always has plots within plots. What other dark traps have been laid? Can the party unravel the twists and misdirections in time? From the first attack to the final gambit, the race is on to uncover the true thrust of the Necromancer's blade and save the generals from the cadre of spectral assassins hunting them.

Are your adventurers up to the task?

Mazes is a return to the classic sword and sorcery dungeon crawler with award-winning, yet delightfully simple modern rules. The first TTRPG to use the polymorph system, Mazes is easy to learn and teach, and ready to play without a lot of prep.

Designed for episodic play, Mazes is ideal for one-shots and conventions. It's a distillation and modernization of the classic Dungeon Delve, making it a perfect introduction for those new to roleplaying, as well a great excuse for grognards to get back into the dungeon!

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