Lost Tomb of Martek

From Wikipedia, the free encyclopedia

Lost Tomb of Martek
Code I5
Rules Required Advanced Dungeons & Dragons
Character Levels 7-9
Campaign Setting Desert of Desolation
Authors Tracy Hickman
First Published 1983
Linked Modules
.

Lost Tomb of Martek is a scenario for the Advanced Dungeons & Dragons role-playing game. It forms the sequel to the Oasis of the White Palm scenario and is part of the Desert of Desolation module series.[1]

Contents

[edit] Table of Contents

Chapter Page


[edit] Credits

Design: Tracy Hickman
Editing:
Brand Manager:
Cover Art:
Interior Art:
Cartography:
Typesetting:
Art Direction:
Electronic Prepress Coordination:
Playtesters:

Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR UK Ltd.

product number 9054
ISBN

[edit] Back cover reads

Your sleek cloudskate skims across the Skysea. It is midnight. All day long the glass sea soaked up the scorching desert sunlight. Now, that heat lifts your ship a few inches off the glass and fills its sails. The only sound you hear is the soft swish of the diamond-edged rudder as it cuts a path across the Skysea.

One thousand years ago, the wizard Martek knew that you would come to find his sphere of power. Now, one of his glowing Star Gems shows you the way. The starlight, reflected in the glass benearth you, flickers peacefully.

Suddenly, the Skysea before you bursts up into a thousand shards of splintered glass, showering into the moonlight! A horrible creature is silhouetted against the moon. You strain against the rudder to keep your ship upright.

Too late! Your cloudskate tips onto one runner, and then tumbles over, skidding to a stop on the glass. As your companions struggle to right the ship, you turn to face the monster. You must hold the creature back to give them time. Without the ship, none of you can get off the glass before the sun rises in the morning.

Martek's prophecy spoke of heroes, tests and dangers. Are you the heroes? What are the tests? What dangers and riches lie ahead?

[edit] Reception

Receiving 9 out of 10, the module received a positive review in Issue 55 of White Dwarf magazine. The module was noted for its great sense of atmosphere.[2]

[edit] See also


[edit] References and Footnotes

  1. ^ Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Buffalo, New York: Prometheus Books. ISBN 0-87975-653-5. 
  2. ^ Morris, Dave (July 1984). "Open Box: Dungeon Modules" (review). White Dwarf (Issue 55): 18–19. Games Workshop. ISSN 0265-8712. 

[edit] External links

 This Dungeons & Dragons article is a stub. You can help Wikipedia by expanding it.