by Gabor Lux
“In his life, the wizard Ardaxas was feared by everyone, including his few apprentices. At the end of his living days, he retreated below his mansion and built himself a tomb befitting an overlord, with all sorts of magical traps to protect his remains. With all other work finished, Ardaxas achieved lichdom and went beyond the limits of human existence. All he left to his apprentices was a set of instructions to reach him if they sought consultation with their old master. These instructions were later copied and passed on to others, but the location of the vault was eventually forgotten, and the keys to its secrets became useless. In the City of Vultures, a section of the slums is still called „the Wizard’s Maze”, but the connection to Ardaxas is rarely if ever made.”
Description and contents: A trilogy of sequential adventures based in the City State of Kauran (Barbarian Atlantis 4502, named the City of Vultures in my campaign): an encounter with squabbling merchants leading into a murder investigation scenario, followed by a chase through the Undercity with a very deadly tomb-robbing scenario on the side, and finally ending with an assault on an abandoned bathhouse held by a gang of thieves. To this date, only the Undercity section has been released (omitting the aboveground merchant’s house, which would make for a short but decent break-in scenario on its own): in addition to areas mostly for colour, it features a wizard’s tomb jam-packed with traps so deadly that only the careful and correct interpretation of clues left behind by the builder will see a party through safely. The bathhouse, although it was an exciting and tension-filled exercise in tactical combat, was designed with 3.0 thieves in mind, and would therefore need some thought to work in classical systems.